GLhandleARB depth_blt_program_full[tex_type_count];
GLhandleARB depth_blt_program_masked[tex_type_count];
UINT next_constant_version;
+
+ const struct fragment_pipeline *fragment_pipe;
+ struct wine_rb_tree ffp_fragment_shaders;
+ BOOL ffp_proj_control;
+};
+
+struct glsl_vs_program
+{
+ struct list shader_entry;
+ GLhandleARB id;
+ GLenum vertex_color_clamp;
+ GLint *uniform_f_locations;
+ GLint uniform_i_locations[MAX_CONST_I];
+ GLint pos_fixup_location;
+};
+
+struct glsl_gs_program
+{
+ struct list shader_entry;
+ GLhandleARB id;
+};
+
+struct glsl_ps_program
+{
+ struct list shader_entry;
+ GLhandleARB id;
+ GLint *uniform_f_locations;
+ GLint uniform_i_locations[MAX_CONST_I];
+ GLint bumpenv_mat_location[MAX_TEXTURES];
+ GLint bumpenv_lum_scale_location[MAX_TEXTURES];
+ GLint bumpenv_lum_offset_location[MAX_TEXTURES];
+ GLint tex_factor_location;
+ GLint specular_enable_location;
+ GLint ycorrection_location;
+ GLint np2_fixup_location;
+ const struct ps_np2fixup_info *np2_fixup_info;
};
/* Struct to maintain data about a linked GLSL program */
-struct glsl_shader_prog_link {
- struct wine_rb_entry program_lookup_entry;
- struct list vshader_entry;
- struct list pshader_entry;
- GLhandleARB programId;
- GLint *vuniformF_locations;
- GLint *puniformF_locations;
- GLint vuniformI_locations[MAX_CONST_I];
- GLint puniformI_locations[MAX_CONST_I];
- GLint posFixup_location;
- GLint np2Fixup_location;
- GLint bumpenvmat_location[MAX_TEXTURES];
- GLint luminancescale_location[MAX_TEXTURES];
- GLint luminanceoffset_location[MAX_TEXTURES];
- GLint ycorrection_location;
- GLenum vertex_color_clamp;
- const struct wined3d_shader *vshader;
- const struct wined3d_shader *pshader;
- struct vs_compile_args vs_args;
- struct ps_compile_args ps_args;
- UINT constant_version;
- const struct ps_np2fixup_info *np2Fixup_info;
+struct glsl_shader_prog_link
+{
+ struct wine_rb_entry program_lookup_entry;
+ struct glsl_vs_program vs;
+ struct glsl_gs_program gs;
+ struct glsl_ps_program ps;
+ GLhandleARB programId;
+ UINT constant_version;
};
struct glsl_program_key
{
- const struct wined3d_shader *vshader;
- const struct wined3d_shader *pshader;
- struct ps_compile_args ps_args;
- struct vs_compile_args vs_args;
+ GLhandleARB vs_id;
+ GLhandleARB gs_id;
+ GLhandleARB ps_id;
};
struct shader_glsl_ctx_priv {
GLhandleARB prgId;
};
-struct glsl_pshader_private
-{
- struct glsl_ps_compiled_shader *gl_shaders;
- UINT num_gl_shaders, shader_array_size;
-};
-
struct glsl_vs_compiled_shader
{
struct vs_compile_args args;
GLhandleARB prgId;
};
-struct glsl_vshader_private
+struct glsl_gs_compiled_shader
+{
+ GLhandleARB id;
+};
+
+struct glsl_shader_private
+{
+ union
+ {
+ struct glsl_vs_compiled_shader *vs;
+ struct glsl_gs_compiled_shader *gs;
+ struct glsl_ps_compiled_shader *ps;
+ } gl_shaders;
+ UINT num_gl_shaders, shader_array_size;
+};
+
+struct glsl_ffp_fragment_shader
{
- struct glsl_vs_compiled_shader *gl_shaders;
- UINT num_gl_shaders, shader_array_size;
+ struct ffp_frag_desc entry;
+ GLhandleARB id;
+ struct list linked_programs;
};
static const char *debug_gl_shader_type(GLenum type)
}
}
+static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
+{
+ switch (type)
+ {
+ case WINED3D_SHADER_TYPE_VERTEX:
+ return "vs";
+
+ case WINED3D_SHADER_TYPE_GEOMETRY:
+ return "gs";
+
+ case WINED3D_SHADER_TYPE_PIXEL:
+ return "ps";
+
+ default:
+ FIXME("Unhandled shader type %#x.\n", type);
+ return "unknown";
+ }
+}
+
/* Extract a line from the info log.
* Note that this modifies the source string. */
static char *get_info_log_line(char **ptr)
return p;
}
-/** Prints the GLSL info log which will contain error messages if they exist */
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
{
int infologLength = 0;
}
}
-/* GL locking is done by the caller. */
+/* Context activation is done by the caller. */
static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
{
TRACE("Compiling shader object %u.\n", shader);
print_glsl_info_log(gl_info, shader);
}
-/* GL locking is done by the caller. */
+/* Context activation is done by the caller. */
static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
{
GLint i, object_count, source_size = -1;
HeapFree(GetProcessHeap(), 0, objects);
}
-/* GL locking is done by the caller. */
+/* Context activation is done by the caller. */
static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
{
GLint tmp;
print_glsl_info_log(gl_info, program);
}
-/**
- * Loads (pixel shader) samplers
- */
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
const DWORD *tex_unit_map, GLhandleARB programId)
{
GLint name_loc;
- int i;
char sampler_name[20];
+ unsigned int i;
- for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
- snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
+ for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+ {
+ snprintf(sampler_name, sizeof(sampler_name), "ps_sampler%u", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
DWORD mapped_unit = tex_unit_map[i];
}
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
const DWORD *tex_unit_map, GLhandleARB programId)
{
GLint name_loc;
char sampler_name[20];
- int i;
+ unsigned int i;
- for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
- snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
+ for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
+ {
+ snprintf(sampler_name, sizeof(sampler_name), "vs_sampler%u", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
}
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
{
checkGLcall("walk_constant_heap()");
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
{
GLfloat clamped_constant[4];
GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
{
checkGLcall("walk_constant_heap_clamped()");
}
-/* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
unsigned char *stack, UINT version)
/* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
if (shader->reg_maps.shader_version.major == 1
- && shader_is_pshader_version(shader->reg_maps.shader_version.type))
+ && 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);
checkGLcall("glUniform4fvARB()");
}
-/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
{
}
}
-/* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
GLhandleARB programId, const BOOL *constants, WORD constants_set)
{
GLint tmp_loc;
unsigned int i;
- char tmp_name[8];
+ char tmp_name[10];
const char *prefix;
struct list* ptr;
- switch (shader->reg_maps.shader_version.type)
- {
- case WINED3D_SHADER_TYPE_VERTEX:
- prefix = "VB";
- break;
-
- case WINED3D_SHADER_TYPE_GEOMETRY:
- prefix = "GB";
- break;
-
- case WINED3D_SHADER_TYPE_PIXEL:
- prefix = "PB";
- break;
-
- default:
- FIXME("Unknown shader type %#x.\n",
- shader->reg_maps.shader_version.type);
- prefix = "UB";
- break;
- }
+ prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
- snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
+ snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1)
{
TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
- snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
+ snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
}
-/**
- * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
- */
-/* GL locking is done by the caller (state handler) */
+/* Context activation is done by the caller (state handler). */
static void shader_glsl_load_np2fixup_constants(void *shader_priv,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
{
/* NP2 texcoord fixup is (currently) only done for pixelshaders. */
if (!use_ps(state)) return;
- if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
+ if (prog->ps.np2_fixup_info && prog->ps.np2_fixup_location != -1)
{
UINT i;
- UINT fixup = prog->ps_args.np2_fixup;
+ UINT fixup = prog->ps.np2_fixup_info->active;
GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
for (i = 0; fixup; fixup >>= 1, ++i)
{
const struct wined3d_texture *tex = state->textures[i];
- const unsigned char idx = prog->np2Fixup_info->idx[i];
+ const unsigned char idx = prog->ps.np2_fixup_info->idx[i];
GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
if (!tex)
}
}
- GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
+ GL_EXTCALL(glUniform4fvARB(prog->ps.np2_fixup_location,
+ prog->ps.np2_fixup_info->num_consts, np2fixup_constants));
}
}
-/**
- * Loads the app-supplied constants into the currently set GLSL program.
- */
-/* GL locking is done by the caller (state handler) */
+/* Context activation is done by the caller (state handler). */
static void shader_glsl_load_constants(const struct wined3d_context *context,
- char usePixelShader, char useVertexShader)
+ BOOL usePixelShader, BOOL useVertexShader)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_device *device = context->swapchain->device;
/* Load DirectX 9 float constants/uniforms for vertex shader */
shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
- prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
+ prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
/* Load DirectX 9 integer constants/uniforms for vertex shader */
- shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, state->vs_consts_i,
+ shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i,
stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
/* Load DirectX 9 boolean constants/uniforms for vertex shader */
/* Upload the position fixup params */
shader_get_position_fixup(context, state, position_fixup);
- GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
+ GL_EXTCALL(glUniform4fvARB(prog->vs.pos_fixup_location, 1, position_fixup));
checkGLcall("glUniform4fvARB");
}
/* Load DirectX 9 float constants/uniforms for pixel shader */
shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
- prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
+ prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
- shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, state->ps_consts_i,
+ shader_glsl_load_constantsI(pshader, gl_info, prog->ps.uniform_i_locations, state->ps_consts_i,
stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
- /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
- * It can't be 0 for a valid texbem instruction.
- */
- for(i = 0; i < MAX_TEXTURES; i++) {
+ /* Upload the environment bump map matrix if needed. The needsbumpmat
+ * member specifies the texture stage to load the matrix from. It
+ * can't be 0 for a valid texbem instruction. */
+ for (i = 0; i < MAX_TEXTURES; ++i)
+ {
const float *data;
- if(prog->bumpenvmat_location[i] == -1) continue;
+ if (prog->ps.bumpenv_mat_location[i] == -1)
+ continue;
data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00];
- GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
+ GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenv_mat_location[i], 1, 0, data));
checkGLcall("glUniformMatrix2fvARB");
/* texbeml needs the luminance scale and offset too. If texbeml
* is used, needsbumpmat is set too, so we can check that in the
* needsbumpmat check. */
- if (prog->luminancescale_location[i] != -1)
+ if (prog->ps.bumpenv_lum_scale_location[i] != -1)
{
const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE];
const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET];
- GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
+ GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_scale_location[i], 1, scale));
checkGLcall("glUniform1fvARB");
- GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
+ GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_offset_location[i], 1, offset));
checkGLcall("glUniform1fvARB");
}
}
- if (prog->ycorrection_location != -1)
+ if (prog->ps.ycorrection_location != -1)
{
float correction_params[4];
correction_params[0] = (float) context->current_rt->resource.height;
correction_params[1] = -1.0f;
}
- GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
+ GL_EXTCALL(glUniform4fvARB(prog->ps.ycorrection_location, 1, correction_params));
+ }
+ }
+ else if (priv->fragment_pipe == &glsl_fragment_pipe)
+ {
+ float col[4];
+
+ for (i = 0; i < MAX_TEXTURES; ++i)
+ {
+ GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenv_mat_location[i], 1, 0,
+ (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
+ GL_EXTCALL(glUniform1fARB(prog->ps.bumpenv_lum_scale_location[i],
+ *(const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
+ GL_EXTCALL(glUniform1fARB(prog->ps.bumpenv_lum_offset_location[i],
+ *(const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
}
+
+ D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
+ GL_EXTCALL(glUniform4fARB(prog->ps.tex_factor_location, col[0], col[1], col[2], col[3]));
+
+ if (state->render_states[WINED3D_RS_SPECULARENABLE])
+ GL_EXTCALL(glUniform4fARB(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
+ else
+ GL_EXTCALL(glUniform4fARB(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
+
+ checkGLcall("fixed function uniforms");
}
if (priv->next_constant_version == UINT_MAX)
struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
{
+ const struct wined3d_shader_version *version = ®_maps->shader_version;
const struct wined3d_state *state = &shader->device->stateBlock->state;
const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_fb_state *fb = &shader->device->fb;
unsigned int i, extra_constants_needed = 0;
const struct wined3d_shader_lconst *lconst;
+ const char *prefix;
DWORD map;
- /* There are some minor differences between pixel and vertex shaders */
- char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
- char prefix = pshader ? 'P' : 'V';
+ prefix = shader_glsl_get_prefix(version->type);
/* Prototype the subroutines */
for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
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.
+
+ /* 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.
+ * 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 (pshader)
+ * 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;
}
}
max_constantsF = min(shader->limits.constant_float, max_constantsF);
- shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, 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 %cI[%u];\n", prefix, shader->limits.constant_int);
+ 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 %cB[%u];\n", prefix, shader->limits.constant_bool);
+ shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits.constant_bool);
- if (!pshader)
- {
- shader_addline(buffer, "uniform vec4 posFixup;\n");
- shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
- }
- else
+ for (i = 0; i < WINED3D_MAX_CBS; ++i)
{
- for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
- {
- if (!(map & 1)) continue;
-
- shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
-
- if (reg_maps->luminanceparams & (1 << i))
- {
- shader_addline(buffer, "uniform float luminancescale%d;\n", i);
- shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
- extra_constants_needed++;
- }
-
- extra_constants_needed++;
- }
-
- if (ps_args->srgb_correction)
- {
- shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
- srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
- shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
- srgb_cmp);
- }
- if (reg_maps->vpos || reg_maps->usesdsy)
- {
- if (shader->limits.constant_float + extra_constants_needed
- + 1 < gl_info->limits.glsl_ps_float_constants)
- {
- shader_addline(buffer, "uniform vec4 ycorrection;\n");
- extra_constants_needed++;
- }
- else
- {
- /* This happens because we do not have proper tracking of the constant registers that are
- * actually used, only the max limit of the shader version
- */
- FIXME("Cannot find a free uniform for vpos correction params\n");
- shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
- context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
- context->render_offscreen ? 1.0f : -1.0f);
- }
- shader_addline(buffer, "vec4 vpos;\n");
- }
+ if (reg_maps->cb_sizes[i])
+ shader_addline(buffer, "uniform vec4 %s_cb%u[%u];\n", prefix, i, reg_maps->cb_sizes[i]);
}
/* Declare texture samplers */
{
if (reg_maps->sampler_type[i])
{
+ BOOL shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1 << i));
const struct wined3d_texture *texture;
switch (reg_maps->sampler_type[i])
{
case WINED3DSTT_1D:
- if (pshader && ps_args->shadow & (1 << i))
- shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
+ if (shadow_sampler)
+ shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i);
else
- shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
+ shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i);
break;
case WINED3DSTT_2D:
texture = state->textures[i];
- if (pshader && ps_args->shadow & (1 << i))
+ if (shadow_sampler)
{
if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
- shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
+ shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i);
else
- shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
+ shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i);
}
else
{
if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
- shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
+ shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i);
else
- shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
+ shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i);
}
break;
case WINED3DSTT_CUBE:
- if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
- shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
+ if (shadow_sampler)
+ FIXME("Unsupported Cube shadow sampler.\n");
+ shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i);
break;
case WINED3DSTT_VOLUME:
- if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
- shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
+ if (shadow_sampler)
+ FIXME("Unsupported 3D shadow sampler.\n");
+ shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i);
break;
default:
- shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
+ shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i);
FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
break;
}
}
/* Declare uniforms for NP2 texcoord fixup:
- * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
- * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
- * Modern cards just skip the code anyway, so put it inside a separate loop. */
- if (pshader && ps_args->np2_fixup) {
-
- struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
+ * This is NOT done inside the loop that declares the texture samplers
+ * since the NP2 fixup code is currently only used for the GeforceFX
+ * series and when forcing the ARB_npot extension off. Modern cards just
+ * skip the code anyway, so put it inside a separate loop. */
+ if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup)
+ {
+ struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info;
UINT cur = 0;
/* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
}
fixup->num_consts = (cur + 1) >> 1;
- shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
+ fixup->active = ps_args->np2_fixup;
+ shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
}
/* Declare address variables */
if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
}
- /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
- * helper function shader that is linked in at link time
- */
- if (pshader && reg_maps->shader_version.major >= 3)
+ if (version->type == WINED3D_SHADER_TYPE_VERTEX)
{
- UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input);
+ /* Declare attributes. */
+ for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
+ {
+ if (map & 1)
+ shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
+ }
- if (use_vs(state))
- shader_addline(buffer, "varying vec4 IN[%u];\n", in_count);
- else
- /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
- * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
- * pixel shader that reads the fixed function color into the packed input registers. */
- shader_addline(buffer, "vec4 IN[%u];\n", in_count);
+ shader_addline(buffer, "uniform vec4 posFixup;\n");
+ shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
+ }
+ else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
+ {
+ shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits.packed_input);
+ }
+ else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
+ {
+ if (version->major >= 3)
+ {
+ UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits.packed_input);
+
+ if (use_vs(state))
+ shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
+ else
+ /* TODO: Write a replacement shader for the fixed function
+ * vertex pipeline, so this isn't needed. For fixed function
+ * vertex processing + 3.0 pixel shader we need a separate
+ * function in the pixel shader that reads the fixed function
+ * color into the packed input registers. */
+ shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
+ }
+
+ for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
+ {
+ if (!(map & 1))
+ continue;
+
+ shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
+
+ if (reg_maps->luminanceparams & (1 << i))
+ {
+ shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
+ shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
+ extra_constants_needed++;
+ }
+
+ extra_constants_needed++;
+ }
+
+ if (ps_args->srgb_correction)
+ {
+ shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
+ srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
+ shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
+ srgb_cmp);
+ }
+ if (reg_maps->vpos || reg_maps->usesdsy)
+ {
+ if (shader->limits.constant_float + extra_constants_needed
+ + 1 < gl_info->limits.glsl_ps_float_constants)
+ {
+ shader_addline(buffer, "uniform vec4 ycorrection;\n");
+ extra_constants_needed++;
+ }
+ else
+ {
+ /* This happens because we do not have proper tracking of the constant registers that are
+ * actually used, only the max limit of the shader version
+ */
+ FIXME("Cannot find a free uniform for vpos correction params\n");
+ shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
+ context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
+ context->render_offscreen ? 1.0f : -1.0f);
+ }
+ shader_addline(buffer, "vec4 vpos;\n");
+ }
}
/* Declare output register temporaries */
if (shader->limits.packed_output)
- shader_addline(buffer, "vec4 OUT[%u];\n", shader->limits.packed_output);
+ shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
/* Declare temporary variables */
for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
}
- /* Declare attributes */
- if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
+ /* Declare loop registers aLx */
+ if (version->major < 4)
{
- for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
+ for (i = 0; i < reg_maps->loop_depth; ++i)
{
- if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
+ shader_addline(buffer, "int aL%u;\n", i);
+ shader_addline(buffer, "int tmpInt%u;\n", i);
}
}
- /* Declare loop registers aLx */
- 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");
{
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
- shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
+ shader_addline(buffer, "uniform vec4 %s_lc%u;\n", prefix, lconst->idx);
}
}
- /* Start the main program */
- shader_addline(buffer, "void main() {\n");
- if(pshader && reg_maps->vpos) {
- /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
- * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the 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 that behaves with multisampling once we can enable multisampling in winex11.
- *
- * An advantage of floor is that it works even if the driver doesn't add 1/2. 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.
- */
- shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
- }
+ /* Start the main program. */
+ shader_addline(buffer, "void main()\n{\n");
+
+ /* Direct3D applications expect integer vPos values, while OpenGL drivers
+ * add approximately 0.5. This causes off-by-one problems as spotted by
+ * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
+ * 0.5, but rather something like 0.49999999 or 0.50000001, which still
+ * causes precision troubles when we just subtract 0.5.
+ *
+ * To deal with that, just floor() the position. This will eliminate the
+ * fraction on all cards.
+ *
+ * TODO: Test how this behaves with multisampling.
+ *
+ * An advantage of floor is that it works even if the driver doesn't add
+ * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
+ * to return in gl_FragCoord, even though coordinates specify the pixel
+ * centers instead of the pixel corners. This code will behave correctly
+ * on drivers that returns integer values. */
+ if (version->type == WINED3D_SHADER_TYPE_PIXEL && reg_maps->vpos)
+ shader_addline(buffer,
+ "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
}
/*****************************************************************************
char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
{
/* oPos, oFog and oPts in D3D */
- static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
+ static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+ const struct wined3d_shader_version *version = ®_maps->shader_version;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
- char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
+ const char *prefix = shader_glsl_get_prefix(version->type);
+ struct glsl_src_param rel_param0, rel_param1;
+ if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
+ shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
+ if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
+ shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
*is_color = FALSE;
switch (reg->type)
{
case WINED3DSPR_TEMP:
- sprintf(register_name, "R%u", reg->idx);
+ sprintf(register_name, "R%u", reg->idx[0].offset);
break;
case WINED3DSPR_INPUT:
/* vertex shaders */
- if (!pshader)
+ if (version->type == WINED3D_SHADER_TYPE_VERTEX)
{
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
- if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
- sprintf(register_name, "attrib%u", reg->idx);
+ if (priv->cur_vs_args->swizzle_map & (1 << reg->idx[0].offset))
+ *is_color = TRUE;
+ sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
break;
}
- /* pixel shaders >= 3.0 */
- if (reg_maps->shader_version.major >= 3)
+ if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
{
- DWORD idx = shader->u.ps.input_reg_map[reg->idx];
- unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
-
- if (reg->rel_addr)
+ if (reg->idx[0].rel_addr)
{
- struct glsl_src_param rel_param;
+ if (reg->idx[1].rel_addr)
+ sprintf(register_name, "gs_in[%s + %u][%s + %u]",
+ rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
+ else
+ sprintf(register_name, "gs_in[%s + %u][%u]",
+ rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset);
+ }
+ else if (reg->idx[1].rel_addr)
+ sprintf(register_name, "gs_in[%u][%s + %u]",
+ reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
+ else
+ sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset);
+ break;
+ }
- shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
+ /* 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);
- /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
- * operation there */
+ if (reg->idx[0].rel_addr)
+ {
+ /* Removing a + 0 would be an obvious optimization, but
+ * OS X doesn't see the NOP operation there. */
if (idx)
{
if (shader->u.ps.declared_in_count > in_count)
{
sprintf(register_name,
- "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
- rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
- rel_param.param_str, idx);
+ "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
+ rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
+ prefix, rel_param0.param_str, idx);
}
else
{
- sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
+ sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
}
}
else
{
if (shader->u.ps.declared_in_count > in_count)
{
- sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
- rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
- rel_param.param_str);
+ sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
+ rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
+ prefix, rel_param0.param_str);
}
else
{
- sprintf(register_name, "IN[%s]", rel_param.param_str);
+ sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
}
}
}
{
if (idx == in_count) sprintf(register_name, "gl_Color");
else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
- else sprintf(register_name, "IN[%u]", idx);
+ else sprintf(register_name, "%s_in[%u]", prefix, idx);
}
}
else
{
- if (!reg->idx) strcpy(register_name, "gl_Color");
- else strcpy(register_name, "gl_SecondaryColor");
+ if (!reg->idx[0].offset)
+ strcpy(register_name, "gl_Color");
+ else
+ strcpy(register_name, "gl_SecondaryColor");
break;
}
break;
case WINED3DSPR_CONST:
{
- const char prefix = pshader ? 'P' : 'V';
-
/* Relative addressing */
- if (reg->rel_addr)
+ if (reg->idx[0].rel_addr)
{
- struct glsl_src_param rel_param;
- shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
- if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
- else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
+ if (reg->idx[0].offset)
+ sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
+ else
+ sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
}
else
{
- if (shader_constant_is_local(shader, reg->idx))
- sprintf(register_name, "%cLC%u", prefix, reg->idx);
+ if (shader_constant_is_local(shader, reg->idx[0].offset))
+ sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
else
- sprintf(register_name, "%cC[%u]", prefix, reg->idx);
+ sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
}
}
break;
case WINED3DSPR_CONSTINT:
- if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
- else sprintf(register_name, "VI[%u]", reg->idx);
+ sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
break;
case WINED3DSPR_CONSTBOOL:
- if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
- else sprintf(register_name, "VB[%u]", reg->idx);
+ sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
- if (pshader) sprintf(register_name, "T%u", reg->idx);
- else sprintf(register_name, "A%u", reg->idx);
+ if (version->type == WINED3D_SHADER_TYPE_PIXEL)
+ sprintf(register_name, "T%u", reg->idx[0].offset);
+ else
+ sprintf(register_name, "A%u", reg->idx[0].offset);
break;
case WINED3DSPR_LOOP:
break;
case WINED3DSPR_SAMPLER:
- if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
- else sprintf(register_name, "Vsampler%u", reg->idx);
+ sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
break;
case WINED3DSPR_COLOROUT:
- if (reg->idx >= gl_info->limits.buffers)
- WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
+ if (reg->idx[0].offset >= gl_info->limits.buffers)
+ WARN("Write to render target %u, only %d supported.\n",
+ reg->idx[0].offset, gl_info->limits.buffers);
- sprintf(register_name, "gl_FragData[%u]", reg->idx);
+ sprintf(register_name, "gl_FragData[%u]", reg->idx[0].offset);
break;
case WINED3DSPR_RASTOUT:
- sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
+ sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
break;
case WINED3DSPR_DEPTHOUT:
break;
case WINED3DSPR_ATTROUT:
- if (!reg->idx) sprintf(register_name, "OUT[8]");
- else sprintf(register_name, "OUT[9]");
+ if (!reg->idx[0].offset)
+ sprintf(register_name, "%s_out[8]", prefix);
+ else
+ sprintf(register_name, "%s_out[9]", prefix);
break;
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
- sprintf(register_name, "OUT[%u]", reg->idx);
+ sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
break;
case WINED3DSPR_MISCTYPE:
- if (!reg->idx)
+ if (!reg->idx[0].offset)
{
/* vPos */
sprintf(register_name, "vpos");
}
- else if (reg->idx == 1)
+ 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 */
}
else
{
- FIXME("Unhandled misctype register %d\n", reg->idx);
+ FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
sprintf(register_name, "unrecognized_register");
}
break;
switch (reg->immconst_type)
{
case WINED3D_IMMCONST_SCALAR:
- sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
+ switch (reg->data_type)
+ {
+ case WINED3D_DATA_FLOAT:
+ sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
+ break;
+ case WINED3D_DATA_INT:
+ sprintf(register_name, "%#x", reg->immconst_data[0]);
+ break;
+ case WINED3D_DATA_RESOURCE:
+ case WINED3D_DATA_SAMPLER:
+ case WINED3D_DATA_UINT:
+ sprintf(register_name, "%#xu", reg->immconst_data[0]);
+ break;
+ default:
+ sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
+ break;
+ }
break;
case WINED3D_IMMCONST_VEC4:
- sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
- *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
- *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
+ switch (reg->data_type)
+ {
+ case WINED3D_DATA_FLOAT:
+ sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
+ *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
+ *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
+ break;
+ case WINED3D_DATA_INT:
+ sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
+ reg->immconst_data[0], reg->immconst_data[1],
+ reg->immconst_data[2], reg->immconst_data[3]);
+ break;
+ case WINED3D_DATA_RESOURCE:
+ case WINED3D_DATA_SAMPLER:
+ case WINED3D_DATA_UINT:
+ sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
+ reg->immconst_data[0], reg->immconst_data[1],
+ reg->immconst_data[2], reg->immconst_data[3]);
+ break;
+ default:
+ sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
+ break;
+ }
break;
default:
}
break;
+ case WINED3DSPR_CONSTBUFFER:
+ if (reg->idx[1].rel_addr)
+ sprintf(register_name, "%s_cb%u[%s + %u]",
+ prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
+ else
+ sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
+ break;
+
+ case WINED3DSPR_PRIMID:
+ sprintf(register_name, "uint(gl_PrimitiveIDIn)");
+ break;
+
default:
- FIXME("Unhandled register name Type(%d)\n", reg->type);
+ FIXME("Unhandled register type %#x.\n", reg->type);
sprintf(register_name, "unrecognized_register");
break;
}
shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
- shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
+
+ if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
+ {
+ shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
+ }
+ else
+ {
+ char param_str[200];
+
+ shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
+
+ switch (wined3d_src->reg.data_type)
+ {
+ case WINED3D_DATA_FLOAT:
+ sprintf(glsl_src->param_str, "%s", param_str);
+ break;
+ case WINED3D_DATA_INT:
+ sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
+ break;
+ case WINED3D_DATA_RESOURCE:
+ case WINED3D_DATA_SAMPLER:
+ case WINED3D_DATA_UINT:
+ sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
+ break;
+ default:
+ FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
+ sprintf(glsl_src->param_str, "%s", param_str);
+ break;
+ }
+ }
}
/* From a given parameter token, generate the corresponding GLSL string.
struct glsl_dst_param glsl_dst;
DWORD mask;
- mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
- if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+ if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
+ {
+ switch (dst->reg.data_type)
+ {
+ case WINED3D_DATA_FLOAT:
+ shader_addline(buffer, "%s%s = %s(",
+ glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+ break;
+ case WINED3D_DATA_INT:
+ shader_addline(buffer, "%s%s = %sintBitsToFloat(",
+ glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+ break;
+ case WINED3D_DATA_RESOURCE:
+ case WINED3D_DATA_SAMPLER:
+ case WINED3D_DATA_UINT:
+ shader_addline(buffer, "%s%s = %suintBitsToFloat(",
+ glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+ break;
+ default:
+ FIXME("Unhandled data type %#x.\n", dst->reg.data_type);
+ shader_addline(buffer, "%s%s = %s(",
+ glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+ break;
+ }
+ }
return mask;
}
{
enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
const struct wined3d_gl_info *gl_info = ctx->gl_info;
- BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
+ BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
&& (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
}
-static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
+static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer *buffer,
+ const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
{
- struct wined3d_shader_dst_param dst;
unsigned int mask_size, remaining;
- struct glsl_dst_param dst_param;
+ DWORD fixup_mask = 0;
char arguments[256];
- DWORD mask;
+ char mask_str[6];
- mask = 0;
- if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
- if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
- if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
- if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
- mask &= ins->dst[0].write_mask;
-
- if (!mask) return; /* Nothing to do */
+ 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))
{
return;
}
+ shader_glsl_write_mask_to_str(mask, mask_str);
mask_size = shader_glsl_get_write_mask_size(mask);
- dst = ins->dst[0];
- dst.write_mask = mask;
- shader_glsl_add_dst_param(ins, &dst, &dst_param);
-
arguments[0] = '\0';
remaining = mask_size;
if (mask & WINED3DSP_WRITEMASK_0)
{
- shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
+ 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, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
+ 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, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
+ 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, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
+ 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(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
- dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
- }
+ shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
else
- {
- shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
- }
+ shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
+}
+
+static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
+{
+ char reg_name[256];
+ BOOL is_color;
+
+ shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
+ shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
}
static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
{
- const char *sampler_base;
+ 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;
shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
- if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
+ if (version->type == WINED3D_SHADER_TYPE_PIXEL)
{
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
fixup = priv->cur_ps_args->color_fixup[sampler];
- sampler_base = "Psampler";
if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
if(bias) {
np2_fixup = TRUE;
}
}
- } else {
- sampler_base = "Vsampler";
+ }
+ else
+ {
fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
}
shader_glsl_append_dst(ins->ctx->buffer, ins);
- shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
+ shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
+ sample_function->name, shader_glsl_get_prefix(version->type), sampler);
va_start(args, coord_reg_fmt);
shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
- shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
+ shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
(idx % 2) ? "zw" : "xy", dst_swizzle);
} else if(dx && dy) {
shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
* Begin processing individual instruction opcodes
****************************************************************************/
-/* Generate GLSL arithmetic functions (dst = src1 + src2) */
-static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
+static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
DWORD write_mask;
- char op;
+ const char *op;
/* Determine the GLSL operator to use based on the opcode */
switch (ins->handler_idx)
{
- case WINED3DSIH_MUL: op = '*'; break;
- case WINED3DSIH_ADD: op = '+'; break;
- case WINED3DSIH_SUB: op = '-'; break;
+ case WINED3DSIH_ADD: op = "+"; break;
+ case WINED3DSIH_AND: op = "&"; break;
+ case WINED3DSIH_DIV: op = "/"; break;
+ case WINED3DSIH_IADD: op = "+"; break;
+ case WINED3DSIH_MUL: op = "*"; break;
+ case WINED3DSIH_SUB: op = "-"; break;
+ case WINED3DSIH_USHR: op = ">>"; break;
+ case WINED3DSIH_XOR: op = "^"; break;
default:
- op = ' ';
+ op = "<unhandled operator>";
FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
break;
}
write_mask = shader_glsl_append_dst(buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
- shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
+ shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
+}
+
+static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct glsl_src_param src0_param;
+ struct glsl_src_param src1_param;
+ unsigned int mask_size;
+ DWORD write_mask;
+ const char *op;
+
+ write_mask = shader_glsl_append_dst(buffer, ins);
+ mask_size = shader_glsl_get_write_mask_size(write_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+
+ if (mask_size > 1)
+ {
+ switch (ins->handler_idx)
+ {
+ case WINED3DSIH_EQ: op = "equal"; break;
+ case WINED3DSIH_GE: op = "greaterThanEqual"; break;
+ case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
+ case WINED3DSIH_LT: op = "lessThan"; break;
+ default:
+ op = "<unhandled operator>";
+ ERR("Unhandled opcode %#x.\n", ins->handler_idx);
+ break;
+ }
+
+ shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
+ mask_size, op, src0_param.param_str, src1_param.param_str);
+ }
+ else
+ {
+ switch (ins->handler_idx)
+ {
+ case WINED3DSIH_EQ: op = "=="; break;
+ case WINED3DSIH_GE: op = ">="; break;
+ case WINED3DSIH_IGE: op = ">="; break;
+ case WINED3DSIH_LT: op = "<"; break;
+ default:
+ op = "<unhandled operator>";
+ ERR("Unhandled opcode %#x.\n", ins->handler_idx);
+ break;
+ }
+
+ shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
+ src0_param.param_str, op, src1_param.param_str);
+ }
+}
+
+static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct glsl_src_param src0_param;
+ struct glsl_src_param src1_param;
+ DWORD write_mask;
+
+ /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
+ * not, we can emulate it. */
+ if (ins->dst[0].reg.type != WINED3DSPR_NULL)
+ FIXME("64-bit integer multiplies not implemented.\n");
+
+ if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+ {
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+
+ shader_addline(ins->ctx->buffer, "%s * %s);\n",
+ src0_param.param_str, src1_param.param_str);
+ }
+}
+
+static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct glsl_src_param src0_param, src1_param;
+ DWORD write_mask;
+
+ if (ins->dst[0].reg.type != WINED3DSPR_NULL)
+ {
+
+ if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+ {
+ char dst_mask[6];
+
+ write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_addline(buffer, "tmp0%s = %s / %s;\n",
+ dst_mask, src0_param.param_str, src1_param.param_str);
+
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
+
+ shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+ shader_addline(buffer, "tmp0%s);\n", dst_mask);
+ }
+ else
+ {
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
+ }
+ }
+ else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+ {
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
+ }
}
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
/* 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
- && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
+ && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
&& ins->dst[0].reg.type == WINED3DSPR_ADDR)
{
/* This is a simple floor() */
shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
}
+static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
+{
+ shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
+}
+
/* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
* Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
* GLSL uses the value as-is. */
case WINED3DSIH_EXP: instruction = "exp2"; break;
case WINED3DSIH_DSX: instruction = "dFdx"; break;
case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
+ case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
default: instruction = "";
FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
break;
shader_addline(buffer, "));\n");
}
+static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
+
static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
}
}
+static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct glsl_src_param src_param;
+ unsigned int mask_size;
+ DWORD write_mask;
+
+ write_mask = shader_glsl_append_dst(buffer, ins);
+ mask_size = shader_glsl_get_write_mask_size(write_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
+
+ if (mask_size > 1)
+ shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
+ else
+ shader_addline(buffer, "int(%s));\n", src_param.param_str);
+}
+
+static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct glsl_src_param src_param;
+ unsigned int mask_size;
+ DWORD write_mask;
+
+ write_mask = shader_glsl_append_dst(buffer, ins);
+ mask_size = shader_glsl_get_write_mask_size(write_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
+
+ if (mask_size > 1)
+ shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
+ else
+ shader_addline(buffer, "float(%s));\n", src_param.param_str);
+}
+
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
{
}
}
-/** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
-static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
+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;
- DWORD write_mask, cmp_channel = 0;
+ BOOL temp_destination = FALSE;
+ DWORD cmp_channel = 0;
unsigned int i, j;
char mask_char[6];
- BOOL temp_destination = FALSE;
+ DWORD write_mask;
- if (shader_is_scalar(&ins->src[0].reg))
+ switch (ins->handler_idx)
{
- write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+ 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;
+ }
- shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
+ 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 >= 0.0 ? %s : %s);\n",
- src0_param.param_str, src1_param.param_str, src2_param.param_str);
- } else {
- DWORD dst_mask = ins->dst[0].write_mask;
- struct wined3d_shader_dst_param dst = ins->dst[0];
-
- /* Cycle through all source0 channels */
- for (i=0; i<4; i++) {
- write_mask = 0;
- /* Find the destination channels which use the current source0 channel */
- for (j=0; j<4; j++) {
- if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
- {
- write_mask |= WINED3DSP_WRITEMASK_0 << j;
- cmp_channel = WINED3DSP_WRITEMASK_0 << j;
- }
- }
- dst.write_mask = dst_mask & write_mask;
-
- /* Splitting the cmp 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 == ins->dst[0].reg.idx
- && ins->src[0].reg.type == ins->dst[0].reg.type)
- || (ins->src[1].reg.idx == ins->dst[0].reg.idx
- && ins->src[1].reg.type == ins->dst[0].reg.type)
- || (ins->src[2].reg.idx == ins->dst[0].reg.idx
- && ins->src[2].reg.type == ins->dst[0].reg.type))
- {
- write_mask = shader_glsl_get_write_mask(&dst, mask_char);
- if (!write_mask) continue;
- shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
- temp_destination = TRUE;
- } else {
- write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
- if (!write_mask) continue;
- }
+ 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;
+ }
- 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);
+ dst = ins->dst[0];
- shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
- src0_param.param_str, src1_param.param_str, src2_param.param_str);
+ /* Splitting the instruction up in multiple lines imposes a problem:
+ * The first lines may overwrite source parameters of the following lines.
+ * Deal with that by using a temporary destination register if needed. */
+ if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
+ && ins->src[0].reg.type == dst.reg.type)
+ || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
+ && ins->src[1].reg.type == dst.reg.type)
+ || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
+ && ins->src[2].reg.type == dst.reg.type))
+ temp_destination = TRUE;
+
+ /* Cycle through all source0 channels. */
+ for (i = 0; i < 4; ++i)
+ {
+ write_mask = 0;
+ /* Find the destination channels which use the current source0 channel. */
+ for (j = 0; j < 4; ++j)
+ {
+ if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
+ {
+ write_mask |= WINED3DSP_WRITEMASK_0 << j;
+ cmp_channel = WINED3DSP_WRITEMASK_0 << j;
+ }
}
+ dst.write_mask = ins->dst[0].write_mask & write_mask;
- if(temp_destination) {
- 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);
+ if (temp_destination)
+ {
+ if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
+ continue;
+ shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
}
+ else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst)))
+ continue;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
+
+ shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
+ condition_prefix, src0_param.param_str, condition_suffix,
+ src1_param.param_str, src2_param.param_str);
}
+ if (temp_destination)
+ {
+ shader_glsl_get_write_mask(&ins->dst[0], mask_char);
+ shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
+ }
}
/** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
* the compare is done per component of src0. */
static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
{
- struct wined3d_shader_dst_param dst;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
struct glsl_src_param src2_param;
- DWORD write_mask, cmp_channel = 0;
- unsigned int i, j;
- DWORD dst_mask;
+ DWORD write_mask;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
}
return;
}
- /* Cycle through all source0 channels */
- dst_mask = ins->dst[0].write_mask;
- dst = ins->dst[0];
- for (i=0; i<4; i++) {
- write_mask = 0;
- /* Find the destination channels which use the current source0 channel */
- for (j=0; j<4; j++) {
- if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
- {
- write_mask |= WINED3DSP_WRITEMASK_0 << j;
- cmp_channel = WINED3DSP_WRITEMASK_0 << j;
- }
- }
- dst.write_mask = dst_mask & write_mask;
- write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
- if (!write_mask) 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 > 0.5 ? %s : %s);\n",
- src0_param.param_str, src1_param.param_str, src2_param.param_str);
- }
+ shader_glsl_conditional_move(ins);
}
/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
{
tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
shader_glsl_dot(&tmp_ins);
- ++tmp_src[1].reg.idx;
+ ++tmp_src[1].reg.idx[0].offset;
}
}
*/
static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
DWORD write_mask;
- write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
- shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+ if (ins->ctx->reg_maps->shader_version.major < 4)
+ {
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
- switch (write_mask) {
- case WINED3DSP_WRITEMASK_0:
- shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
- break;
+ 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(ins->ctx->buffer, "sin(%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(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, 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;
+ default:
+ ERR("Write mask should be .x, .y or .xy\n");
+ break;
+ }
+
+ return;
+ }
+
+ if (ins->dst[0].reg.type != WINED3DSPR_NULL)
+ {
+
+ if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+ {
+ char dst_mask[6];
+
+ write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
+
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
+
+ shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+ shader_addline(buffer, "tmp0%s);\n", dst_mask);
+ }
+ else
+ {
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
+ }
+ }
+ else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+ {
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
}
}
static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_lconst *constant;
struct glsl_src_param src1_param;
const DWORD *control_values = NULL;
- shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
-
- /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
- * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
- * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
- * addressing.
- */
- if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
+ if (ins->ctx->reg_maps->shader_version.major < 4)
{
- LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
+ shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
+
+ /* Try to hardcode the loop control parameters if possible. Direct3D 9
+ * class hardware doesn't support real varying indexing, but Microsoft
+ * designed this feature for Shader model 2.x+. If the loop control is
+ * known at compile time, the GLSL compiler can unroll the loop, and
+ * replace indirect addressing with direct addressing. */
+ if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
{
- if (constant->idx == ins->src[1].reg.idx)
+ LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
{
- control_values = constant->value;
- break;
+ 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(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
- loop_state->current_depth, loop_control.start,
- loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
- loop_state->current_depth, loop_control.step);
- }
- else if (loop_control.step < 0)
+ if (control_values)
{
- shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
- loop_state->current_depth, loop_control.start,
- loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
- loop_state->current_depth, loop_control.step);
+ struct wined3d_shader_loop_control loop_control;
+ loop_control.count = control_values[0];
+ loop_control.start = control_values[1];
+ loop_control.step = (int)control_values[2];
+
+ if (loop_control.step > 0)
+ {
+ shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
+ loop_state->current_depth, loop_control.start,
+ loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
+ loop_state->current_depth, loop_control.step);
+ }
+ else if (loop_control.step < 0)
+ {
+ shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
+ loop_state->current_depth, loop_control.start,
+ loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
+ loop_state->current_depth, loop_control.step);
+ }
+ else
+ {
+ shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
+ loop_state->current_depth, loop_control.start, loop_state->current_depth,
+ loop_state->current_depth, loop_control.count,
+ loop_state->current_depth);
+ }
}
else
{
- shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
- loop_state->current_depth, loop_control.start, loop_state->current_depth,
- loop_state->current_depth, loop_control.count,
- loop_state->current_depth);
+ shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
+ loop_state->current_depth, loop_state->current_reg,
+ src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
+ loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
}
- } else {
- shader_addline(ins->ctx->buffer,
- "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
- loop_state->current_depth, loop_state->current_reg,
- src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
- loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
+
+ ++loop_state->current_reg;
+ }
+ else
+ {
+ shader_addline(buffer, "for (;;)\n{\n");
}
++loop_state->current_depth;
- ++loop_state->current_reg;
}
static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
{
LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
{
- if (constant->idx == ins->src[0].reg.idx)
+ if (constant->idx == ins->src[0].reg.idx[0].offset)
{
control_values = constant->value;
break;
shader_addline(ins->ctx->buffer, "} else {\n");
}
+static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
+{
+ shader_addline(ins->ctx->buffer, "EmitVertex();\n");
+}
+
static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "break;\n");
src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
}
+static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
+{
+ struct glsl_src_param src_param;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
+ shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
+}
+
static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "}\n");
- shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
+ shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
}
static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
{
- shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
+ 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);
+ 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)
/* 1.0-1.4: Use destination register as sampler source.
* 2.0+: Use provided sampler source. */
- if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
- else sampler_idx = ins->src[1].reg.idx;
+ if (shader_version < WINED3D_SHADER_VERSION(2,0))
+ sampler_idx = ins->dst[0].reg.idx[0].offset;
+ else
+ sampler_idx = ins->src[1].reg.idx[0].offset;
texture = device->stateBlock->state.textures[sampler_idx];
if (shader_version < WINED3D_SHADER_VERSION(1,4))
return;
}
- sampler_idx = ins->src[1].reg.idx;
+ sampler_idx = ins->src[1].reg.idx[0].offset;
texture = device->stateBlock->state.textures[sampler_idx];
if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
DWORD swizzle = ins->src[1].swizzle;
const struct wined3d_texture *texture;
- sampler_idx = ins->src[1].reg.idx;
+ sampler_idx = ins->src[1].reg.idx[0].offset;
texture = device->stateBlock->state.textures[sampler_idx];
if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
- && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
+ && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
{
/* Plain GLSL only supports Lod sampling functions in vertex shaders.
* However, the NVIDIA drivers allow them in fragment shaders as well,
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
- ins->dst[0].reg.idx, dst_mask);
+ 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;
+ 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);
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
{
- DWORD sampler_idx = ins->dst[0].reg.idx;
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;
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
{
- DWORD dstreg = ins->dst[0].reg.idx;
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;
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;
+ 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);
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;
+ DWORD reg = ins->dst[0].reg.idx[0].offset;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
static void shader_glsl_texm3x3pad(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;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
+ DWORD reg = ins->dst[0].reg.idx[0].offset;
struct glsl_src_param src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
static void shader_glsl_texm3x2tex(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;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct glsl_sample_function sample_function;
+ DWORD reg = ins->dst[0].reg.idx[0].offset;
struct glsl_src_param src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
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;
- DWORD reg = ins->dst[0].reg.idx;
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);
{
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];
- DWORD reg = ins->dst[0].reg.idx;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
{
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
- DWORD reg = ins->dst[0].reg.idx;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
struct glsl_sample_function sample_function;
+ DWORD reg = ins->dst[0].reg.idx[0].offset;
char coord_mask[6];
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
- DWORD reg = ins->dst[0].reg.idx;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
struct glsl_sample_function sample_function;
+ DWORD reg = ins->dst[0].reg.idx[0].offset;
struct glsl_src_param src0_param;
char coord_mask[6];
DWORD flags;
char coord_mask[6];
- sampler_idx = ins->dst[0].reg.idx;
+ 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;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
- "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
+ "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)
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 * luminancescale%d + luminanceoffset%d);\n",
+ shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
dst_param.reg_name, dst_param.mask_str,
luminance_param.param_str, sampler_idx, sampler_idx);
}
static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
{
+ DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
struct glsl_src_param src0_param, src1_param;
- DWORD sampler_idx = ins->dst[0].reg.idx;
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 + bumpenvmat%d * %s);\n",
+ shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
src0_param.param_str, sampler_idx, src1_param.param_str);
}
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
{
+ DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
- DWORD sampler_idx = ins->dst[0].reg.idx;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
{
+ DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
- DWORD sampler_idx = ins->dst[0].reg.idx;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
* 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;
- DWORD sampler_idx = ins->dst[0].reg.idx;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
{
if (semantic_idx < 8 && vertexprocessing == pretransformed)
- shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
+ shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
else
- shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
{
if (!semantic_idx)
- shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
+ shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
else if (semantic_idx == 1)
- shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
+ shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
else
- shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
}
else
{
- shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
}
}
{
struct glsl_program_key key;
- key.vshader = entry->vshader;
- key.pshader = entry->pshader;
- key.vs_args = entry->vs_args;
- key.ps_args = entry->ps_args;
+ key.vs_id = entry->vs.id;
+ key.gs_id = entry->gs.id;
+ key.ps_id = entry->ps.id;
if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
{
}
static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
- const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
- const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
+ GLhandleARB vs_id, GLhandleARB gs_id, GLhandleARB ps_id)
{
struct wine_rb_entry *entry;
struct glsl_program_key key;
- key.vshader = vshader;
- key.pshader = pshader;
- key.vs_args = *vs_args;
- key.ps_args = *ps_args;
+ key.vs_id = vs_id;
+ key.gs_id = gs_id;
+ key.ps_id = ps_id;
entry = wine_rb_get(&priv->program_lookup, &key);
return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
struct glsl_shader_prog_link *entry)
{
struct glsl_program_key key;
- key.vshader = entry->vshader;
- key.pshader = entry->pshader;
- key.vs_args = entry->vs_args;
- key.ps_args = entry->ps_args;
+ key.vs_id = entry->vs.id;
+ key.gs_id = entry->gs.id;
+ key.ps_id = entry->ps.id;
wine_rb_remove(&priv->program_lookup, &key);
GL_EXTCALL(glDeleteObjectARB(entry->programId));
- if (entry->vshader) list_remove(&entry->vshader_entry);
- if (entry->pshader) list_remove(&entry->pshader_entry);
- HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
- HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
+ if (entry->vs.id)
+ list_remove(&entry->vs.shader_entry);
+ if (entry->gs.id)
+ list_remove(&entry->gs.shader_entry);
+ if (entry->ps.id)
+ list_remove(&entry->ps.shader_entry);
+ HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
+ HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations);
HeapFree(GetProcessHeap(), 0, entry);
}
continue;
}
- if (in_idx == in_count) {
+ if (in_idx == in_count)
sprintf(destination, "gl_FrontColor");
- } else if (in_idx == in_count + 1) {
+ else if (in_idx == in_count + 1)
sprintf(destination, "gl_FrontSecondaryColor");
- } else {
- sprintf(destination, "IN[%u]", in_idx);
- }
+ else
+ sprintf(destination, "ps_in[%u]", in_idx);
semantic_name_in = input_signature[i].semantic_name;
semantic_idx_in = input_signature[i].semantic_idx;
set[in_idx] = mask;
shader_glsl_write_mask_to_str(mask, reg_mask);
- shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
+ shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
destination, reg_mask, j, reg_mask);
}
}
if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
reg_mask[size] = '\0';
- if (i == in_count) sprintf(destination, "gl_FrontColor");
- else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
- else sprintf(destination, "IN[%u]", i);
+ if (i == in_count)
+ sprintf(destination, "gl_FrontColor");
+ else if (i == in_count + 1)
+ sprintf(destination, "gl_FrontSecondaryColor");
+ else
+ sprintf(destination, "ps_in[%u]", i);
if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
HeapFree(GetProcessHeap(), 0, set);
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
const struct wined3d_shader *vs, const struct wined3d_shader *ps,
const struct wined3d_gl_info *gl_info)
if (ps_major < 3)
{
- shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
+ shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
for (i = 0; map; map >>= 1, ++i)
{
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
{
if (!semantic_idx)
- shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
+ shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
reg_mask, i, reg_mask);
else if (semantic_idx == 1)
- shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
+ shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
{
- shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
+ shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
write_mask |= WINED3DSP_WRITEMASK_3;
- shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
+ shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
semantic_idx, reg_mask, i, reg_mask);
if (!(write_mask & WINED3DSP_WRITEMASK_3))
shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
{
- shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
+ shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
{
- shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
+ shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
}
}
shader_addline(buffer, "}\n");
{
UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
/* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
- shader_addline(buffer, "varying vec4 IN[%u];\n", in_count);
- shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
+ shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
+ shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
/* First, sort out position and point size. Those are not passed to the pixel shader */
for (i = 0; map; map >>= 1, ++i)
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
{
- shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
+ shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
{
- shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
+ shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
}
}
return ret;
}
-/* GL locking is done by the caller */
+static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer *buffer)
+{
+ shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
+ shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
+ shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
+ shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
+ shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
+ shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
+}
+
+static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer, enum fogmode mode)
+{
+ switch (mode)
+ {
+ case FOG_OFF:
+ return;
+
+ case FOG_LINEAR:
+ /* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
+ shader_addline(buffer, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
+ break;
+
+ case FOG_EXP:
+ /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
+ shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
+ break;
+
+ case FOG_EXP2:
+ /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
+ shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
+ break;
+
+ default:
+ ERR("Invalid fog mode %#x.\n", mode);
+ return;
+ }
+
+ shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
+}
+
+/* Context activation is done by the caller. */
static void hardcode_local_constants(const struct wined3d_shader *shader,
- const struct wined3d_gl_info *gl_info, GLhandleARB programId, char prefix)
+ const struct wined3d_gl_info *gl_info, GLhandleARB programId, const char *prefix)
{
const struct wined3d_shader_lconst *lconst;
GLint tmp_loc;
const float *value;
- char glsl_name[8];
+ char glsl_name[10];
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
value = (const float *)lconst->value;
- snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
+ snprintf(glsl_name, sizeof(glsl_name), "%s_lc%u", prefix, lconst->idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
}
checkGLcall("Hardcoding local constants");
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
shader_addline(buffer, "#version 120\n");
+ if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
+ shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
- {
shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
- }
+ /* The spec says that it doesn't have to be explicitly enabled, but the
+ * nvidia drivers write a warning if we don't do so. */
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
- {
- /* 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
- */
shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
- }
if (gl_info->supported[EXT_GPU_SHADER4])
- {
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
- }
/* Base Declarations */
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
}
if (args->srgb_correction)
- {
- shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
- shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
- shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
- shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
- shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
- shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
- }
- /* Pixel shader < 3.0 do not replace the fog stage.
- * This implements linear fog computation and blending.
- * TODO: non linear fog
- * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
- * -1/(e-s) and e/(e-s) respectively.
- */
+ shader_glsl_generate_srgb_write_correction(buffer);
+
+ /* SM < 3 does not replace the fog stage. */
if (reg_maps->shader_version.major < 3)
- {
- switch(args->fog) {
- case FOG_OFF: break;
- case FOG_LINEAR:
- shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
- shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
- shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
- shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
- break;
- case FOG_EXP:
- /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
- shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
- shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
- shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
- break;
- case FOG_EXP2:
- /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
- shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
- shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
- shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
- break;
- }
- }
+ shader_glsl_generate_fog_code(buffer, args->fog);
shader_addline(buffer, "}\n");
return shader_obj;
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
const struct vs_compile_args *args)
shader_addline(buffer, "#version 120\n");
+ if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
+ shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
/* Unpack outputs */
- shader_addline(buffer, "order_ps_input(OUT);\n");
+ shader_addline(buffer, "order_ps_input(vs_out);\n");
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
return shader_obj;
}
+/* Context activation is done by the caller. */
+static GLhandleARB shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
+ struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader)
+{
+ const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const DWORD *function = shader->function;
+ struct shader_glsl_ctx_priv priv_ctx;
+ GLhandleARB shader_id;
+
+ shader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB));
+
+ shader_addline(buffer, "#version 120\n");
+
+ if (gl_info->supported[ARB_GEOMETRY_SHADER4])
+ shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
+ if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
+ shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
+
+ memset(&priv_ctx, 0, sizeof(priv_ctx));
+ shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
+ shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
+ shader_addline(buffer, "}\n");
+
+ TRACE("Compiling shader object %u.\n", shader_id);
+ shader_glsl_compile(gl_info, shader_id, buffer->buffer);
+
+ return shader_id;
+}
+
static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
{
struct wined3d_state *state = &shader->device->stateBlock->state;
+ 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;
- struct glsl_ps_compiled_shader *new_array;
- struct glsl_pshader_private *shader_data;
- struct ps_np2fixup_info *np2fixup = NULL;
GLhandleARB ret;
if (!shader->backend_data)
}
}
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
*/
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
- if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
+ if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
{
- if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
- return shader_data->gl_shaders[i].prgId;
+ if (args->np2_fixup)
+ *np2fixup_info = &gl_shaders[i].np2fixup;
+ return gl_shaders[i].prgId;
}
}
if (shader_data->num_gl_shaders)
{
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
- new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
- new_size * sizeof(*shader_data->gl_shaders));
- } else {
- new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
+ new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
+ new_size * sizeof(*gl_shaders));
+ }
+ else
+ {
+ new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
new_size = 1;
}
ERR("Out of memory\n");
return 0;
}
- shader_data->gl_shaders = new_array;
+ shader_data->gl_shaders.ps = new_array;
shader_data->shader_array_size = new_size;
+ gl_shaders = new_array;
}
- shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+ gl_shaders[shader_data->num_gl_shaders].args = *args;
- memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
- if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
+ np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
+ memset(np2fixup, 0, sizeof(*np2fixup));
+ *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
pixelshader_update_samplers(&shader->reg_maps, state->textures);
shader_buffer_clear(buffer);
ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
- shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
- *np2fixup_info = np2fixup;
+ gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
return ret;
}
return stored->fog_src == new->fog_src;
}
-static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
- struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
- const struct vs_compile_args *args)
+static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
+ struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
+ const struct vs_compile_args *args)
+{
+ UINT i;
+ DWORD new_size;
+ DWORD use_map = shader->device->strided_streams.use_map;
+ struct glsl_vs_compiled_shader *gl_shaders, *new_array;
+ struct glsl_shader_private *shader_data;
+ GLhandleARB ret;
+
+ if (!shader->backend_data)
+ {
+ shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+ if (!shader->backend_data)
+ {
+ ERR("Failed to allocate backend data.\n");
+ return 0;
+ }
+ }
+ shader_data = shader->backend_data;
+ gl_shaders = shader_data->gl_shaders.vs;
+
+ /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
+ * so a linear search is more performant than a hashmap or a binary search
+ * (cache coherency etc)
+ */
+ for (i = 0; i < shader_data->num_gl_shaders; ++i)
+ {
+ if (vs_args_equal(&gl_shaders[i].args, args, use_map))
+ return gl_shaders[i].prgId;
+ }
+
+ TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+
+ if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
+ if (shader_data->num_gl_shaders)
+ {
+ new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
+ new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
+ new_size * sizeof(*gl_shaders));
+ }
+ else
+ {
+ new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
+ new_size = 1;
+ }
+
+ if(!new_array) {
+ ERR("Out of memory\n");
+ return 0;
+ }
+ shader_data->gl_shaders.vs = new_array;
+ shader_data->shader_array_size = new_size;
+ gl_shaders = new_array;
+ }
+
+ gl_shaders[shader_data->num_gl_shaders].args = *args;
+
+ shader_buffer_clear(buffer);
+ ret = shader_glsl_generate_vshader(context, buffer, shader, args);
+ gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
+
+ return ret;
+}
+
+static GLhandleARB find_glsl_geometry_shader(const struct wined3d_context *context,
+ struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader)
+{
+ struct glsl_gs_compiled_shader *gl_shaders;
+ struct glsl_shader_private *shader_data;
+ GLhandleARB ret;
+
+ if (!shader->backend_data)
+ {
+ if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
+ {
+ ERR("Failed to allocate backend data.\n");
+ return 0;
+ }
+ }
+ shader_data = shader->backend_data;
+ gl_shaders = shader_data->gl_shaders.gs;
+
+ if (shader_data->num_gl_shaders)
+ return gl_shaders[0].id;
+
+ TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+
+ if (!(shader_data->gl_shaders.gs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
+ {
+ ERR("Failed to allocate GL shader array.\n");
+ return 0;
+ }
+ shader_data->shader_array_size = 1;
+ gl_shaders = shader_data->gl_shaders.gs;
+
+ shader_buffer_clear(buffer);
+ ret = shader_glsl_generate_geometry_shader(context, buffer, shader);
+ gl_shaders[shader_data->num_gl_shaders++].id = ret;
+
+ return ret;
+}
+
+static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer *buffer,
+ DWORD argnum, unsigned int stage, DWORD arg)
+{
+ const char *ret;
+
+ if (arg == ARG_UNUSED)
+ return "<unused arg>";
+
+ switch (arg & WINED3DTA_SELECTMASK)
+ {
+ case WINED3DTA_DIFFUSE:
+ ret = "gl_Color";
+ break;
+
+ case WINED3DTA_CURRENT:
+ if (!stage)
+ ret = "gl_Color";
+ else
+ ret = "ret";
+ break;
+
+ case WINED3DTA_TEXTURE:
+ switch (stage)
+ {
+ case 0: ret = "tex0"; break;
+ case 1: ret = "tex1"; break;
+ case 2: ret = "tex2"; break;
+ case 3: ret = "tex3"; break;
+ case 4: ret = "tex4"; break;
+ case 5: ret = "tex5"; break;
+ case 6: ret = "tex6"; break;
+ case 7: ret = "tex7"; break;
+ default:
+ ret = "<invalid texture>";
+ break;
+ }
+ break;
+
+ case WINED3DTA_TFACTOR:
+ ret = "tex_factor";
+ break;
+
+ case WINED3DTA_SPECULAR:
+ ret = "gl_SecondaryColor";
+ break;
+
+ case WINED3DTA_TEMP:
+ ret = "temp_reg";
+ break;
+
+ case WINED3DTA_CONSTANT:
+ FIXME("Per-stage constants not implemented.\n");
+ switch (stage)
+ {
+ case 0: ret = "const0"; break;
+ case 1: ret = "const1"; break;
+ case 2: ret = "const2"; break;
+ case 3: ret = "const3"; break;
+ case 4: ret = "const4"; break;
+ case 5: ret = "const5"; break;
+ case 6: ret = "const6"; break;
+ case 7: ret = "const7"; break;
+ default:
+ ret = "<invalid constant>";
+ break;
+ }
+ break;
+
+ default:
+ return "<unhandled arg>";
+ }
+
+ if (arg & WINED3DTA_COMPLEMENT)
+ {
+ shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret);
+ if (argnum == 0)
+ ret = "arg0";
+ else if (argnum == 1)
+ ret = "arg1";
+ else if (argnum == 2)
+ ret = "arg2";
+ }
+
+ if (arg & WINED3DTA_ALPHAREPLICATE)
+ {
+ shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret);
+ if (argnum == 0)
+ ret = "arg0";
+ else if (argnum == 1)
+ ret = "arg1";
+ else if (argnum == 2)
+ ret = "arg2";
+ }
+
+ return ret;
+}
+
+static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
+ BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
+{
+ const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
+
+ if (color && alpha)
+ dstmask = "";
+ else if (color)
+ dstmask = ".xyz";
+ else
+ dstmask = ".w";
+
+ if (dst == tempreg)
+ dstreg = "temp_reg";
+ else
+ dstreg = "ret";
+
+ arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
+ arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
+ arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
+
+ switch (op)
+ {
+ case WINED3D_TOP_DISABLE:
+ if (!stage)
+ shader_addline(buffer, "%s%s = gl_Color%s;\n", dstreg, dstmask, dstmask);
+ break;
+
+ case WINED3D_TOP_SELECT_ARG1:
+ shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
+ break;
+
+ case WINED3D_TOP_SELECT_ARG2:
+ shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
+ break;
+
+ case WINED3D_TOP_MODULATE:
+ shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+ break;
+
+ case WINED3D_TOP_MODULATE_4X:
+ shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
+ dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+ break;
+
+ case WINED3D_TOP_MODULATE_2X:
+ shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
+ dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+ break;
+
+ case WINED3D_TOP_ADD:
+ shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
+ dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+ break;
+
+ case WINED3D_TOP_ADD_SIGNED:
+ shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
+ dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+ break;
+
+ case WINED3D_TOP_ADD_SIGNED_2X:
+ shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
+ dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+ break;
+
+ case WINED3D_TOP_SUBTRACT:
+ shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
+ dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+ break;
+
+ case WINED3D_TOP_ADD_SMOOTH:
+ shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
+ dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
+ break;
+
+ case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
+ arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
+ shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
+ dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
+ break;
+
+ case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
+ arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
+ shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
+ dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
+ break;
+
+ case WINED3D_TOP_BLEND_FACTOR_ALPHA:
+ arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
+ shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
+ dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
+ break;
+
+ case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
+ arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
+ shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
+ dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
+ break;
+
+ case WINED3D_TOP_BLEND_CURRENT_ALPHA:
+ arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
+ shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
+ dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
+ break;
+
+ case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
+ shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
+ dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
+ break;
+
+ case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
+ shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
+ dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
+ break;
+
+ case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
+ shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
+ dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
+ break;
+ case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
+ shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
+ dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
+ break;
+
+ case WINED3D_TOP_BUMPENVMAP:
+ case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
+ /* These are handled in the first pass, nothing to do. */
+ break;
+
+ case WINED3D_TOP_DOTPRODUCT3:
+ shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
+ dstreg, dstmask, arg1, arg2, dstmask);
+ break;
+
+ case WINED3D_TOP_MULTIPLY_ADD:
+ shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
+ dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
+ break;
+
+ case WINED3D_TOP_LERP:
+ /* MSDN isn't quite right here. */
+ shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
+ dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
+ break;
+
+ default:
+ FIXME("Unhandled operation %#x.\n", op);
+ break;
+ }
+}
+
+/* Context activation is done by the caller. */
+static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer *buffer,
+ const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
+{
+ BOOL tempreg_used = FALSE, tfactor_used = FALSE;
+ BYTE lum_map = 0, bump_map = 0, tex_map = 0;
+ const char *final_combiner_src = "ret";
+ UINT lowest_disabled_stage;
+ GLhandleARB shader_obj;
+ DWORD arg0, arg1, arg2;
+ unsigned int stage;
+
+ shader_buffer_clear(buffer);
+
+ /* Find out which textures are read */
+ for (stage = 0; stage < MAX_TEXTURES; ++stage)
+ {
+ if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
+ break;
+
+ arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
+ arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
+ arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
+
+ if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
+ tex_map |= 1 << stage;
+ if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
+ tfactor_used = TRUE;
+ if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
+ tempreg_used = TRUE;
+ if (settings->op[stage].dst == tempreg)
+ tempreg_used = TRUE;
+
+ switch (settings->op[stage].cop)
+ {
+ case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
+ lum_map |= 1 << stage;
+ /* fall through */
+ case WINED3D_TOP_BUMPENVMAP:
+ bump_map |= 1 << stage;
+ /* fall through */
+ case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
+ case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
+ tex_map |= 1 << stage;
+ break;
+
+ case WINED3D_TOP_BLEND_FACTOR_ALPHA:
+ tfactor_used = TRUE;
+ break;
+
+ default:
+ break;
+ }
+
+ if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
+ continue;
+
+ arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
+ arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
+ arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
+
+ if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
+ tex_map |= 1 << stage;
+ if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
+ tfactor_used = TRUE;
+ if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
+ tempreg_used = TRUE;
+ }
+ lowest_disabled_stage = stage;
+
+ shader_addline(buffer, "#version 120\n");
+
+ shader_addline(buffer, "vec4 tmp0, tmp1;\n");
+ shader_addline(buffer, "vec4 ret;\n");
+ if (tempreg_used || settings->sRGB_write)
+ shader_addline(buffer, "vec4 temp_reg;\n");
+ shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
+
+ for (stage = 0; stage < MAX_TEXTURES; ++stage)
+ {
+ if (!(tex_map & (1 << stage)))
+ continue;
+
+ switch (settings->op[stage].tex_type)
+ {
+ case tex_1d:
+ shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
+ break;
+ case tex_2d:
+ shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
+ break;
+ case tex_3d:
+ shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
+ break;
+ case tex_cube:
+ shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
+ break;
+ case tex_rect:
+ shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
+ break;
+ default:
+ FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
+ break;
+ }
+
+ shader_addline(buffer, "vec4 tex%u;\n", stage);
+
+ if (!(bump_map & (1 << stage)))
+ continue;
+ shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
+
+ if (!(lum_map & (1 << stage)))
+ continue;
+ shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
+ shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
+ }
+ if (tfactor_used)
+ shader_addline(buffer, "uniform vec4 tex_factor;\n");
+ shader_addline(buffer, "uniform vec4 specular_enable;\n");
+
+ if (settings->sRGB_write)
+ {
+ shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
+ srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
+ shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
+ srgb_cmp);
+ }
+
+ shader_addline(buffer, "void main()\n{\n");
+
+ if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
+ shader_addline(buffer, "if (any(lessThan(gl_texCoord[7], vec4(0.0)))) discard;\n");
+
+ /* Generate texture sampling instructions) */
+ for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
+ {
+ const char *texture_function, *coord_mask;
+ char tex_reg_name[8];
+ BOOL proj, clamp;
+
+ if (!(tex_map & (1 << stage)))
+ continue;
+
+ if (settings->op[stage].projected == proj_none)
+ {
+ proj = FALSE;
+ }
+ else if (settings->op[stage].projected == proj_count4
+ || settings->op[stage].projected == proj_count3)
+ {
+ proj = TRUE;
+ }
+ else
+ {
+ FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
+ proj = TRUE;
+ }
+
+ if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
+ || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
+ clamp = FALSE;
+ else
+ clamp = TRUE;
+
+ switch (settings->op[stage].tex_type)
+ {
+ case tex_1d:
+ if (proj)
+ {
+ texture_function = "texture1DProj";
+ coord_mask = "xw";
+ }
+ else
+ {
+ texture_function = "texture1D";
+ coord_mask = "x";
+ }
+ break;
+ case tex_2d:
+ if (proj)
+ {
+ texture_function = "texture2DProj";
+ coord_mask = "xyw";
+ }
+ else
+ {
+ texture_function = "texture2D";
+ coord_mask = "xy";
+ }
+ break;
+ case tex_3d:
+ if (proj)
+ {
+ texture_function = "texture3DProj";
+ coord_mask = "xyzw";
+ }
+ else
+ {
+ texture_function = "texture3D";
+ coord_mask = "xyz";
+ }
+ break;
+ case tex_cube:
+ texture_function = "textureCube";
+ coord_mask = "xyz";
+ break;
+ case tex_rect:
+ if (proj)
+ {
+ texture_function = "texture2DRectProj";
+ coord_mask = "xyw";
+ }
+ else
+ {
+ texture_function = "texture2DRect";
+ coord_mask = "xy";
+ }
+ break;
+ default:
+ FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
+ texture_function = "";
+ coord_mask = "xyzw";
+ break;
+ }
+
+ if (stage > 0
+ && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
+ || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
+ {
+ shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
+
+ /* With projective textures, texbem only divides the static
+ * texture coord, not the displacement, so multiply the
+ * displacement with the dividing parameter before passing it to
+ * TXP. */
+ if (settings->op[stage].projected != proj_none)
+ {
+ if (settings->op[stage].projected == proj_count4)
+ {
+ shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
+ stage, stage);
+ shader_addline(buffer, "ret.zw = gl_TexCoord[%u].ww;\n", stage);
+ }
+ else
+ {
+ shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
+ stage, stage);
+ shader_addline(buffer, "ret.zw = gl_TexCoord[%u].zz;\n", stage);
+ }
+ }
+ else
+ {
+ shader_addline(buffer, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage);
+ }
+
+ if (clamp)
+ shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, ret.%s), 0.0, 1.0);\n",
+ stage, texture_function, stage, coord_mask);
+ else
+ shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
+ stage, texture_function, stage, coord_mask);
+
+ if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
+ shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
+ stage, stage - 1, stage - 1, stage - 1);
+ }
+ else if (settings->op[stage].projected == proj_count3)
+ {
+ if (clamp)
+ shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].xyz), 0.0, 1.0);\n",
+ stage, texture_function, stage, stage);
+ else
+ shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
+ stage, texture_function, stage, stage);
+ }
+ else
+ {
+ if (clamp)
+ shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].%s), 0.0, 1.0);\n",
+ stage, texture_function, stage, stage, coord_mask);
+ else
+ shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
+ stage, texture_function, stage, stage, coord_mask);
+ }
+
+ sprintf(tex_reg_name, "tex%u", stage);
+ shader_glsl_color_correction_ext(buffer, tex_reg_name, WINED3DSP_WRITEMASK_ALL,
+ settings->op[stage].color_fixup);
+ }
+
+ /* Generate the main shader */
+ for (stage = 0; stage < MAX_TEXTURES; ++stage)
+ {
+ BOOL op_equal;
+
+ if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
+ {
+ if (!stage)
+ final_combiner_src = "gl_Color";
+ break;
+ }
+
+ if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
+ && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
+ op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
+ else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
+ && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
+ op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
+ else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
+ && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
+ op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
+ else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
+ && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
+ op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
+ else
+ op_equal = settings->op[stage].aop == settings->op[stage].cop
+ && settings->op[stage].carg0 == settings->op[stage].aarg0
+ && settings->op[stage].carg1 == settings->op[stage].aarg1
+ && settings->op[stage].carg2 == settings->op[stage].aarg2;
+
+ if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
+ {
+ shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
+ settings->op[stage].cop, settings->op[stage].carg0,
+ settings->op[stage].carg1, settings->op[stage].carg2);
+ if (!stage)
+ shader_addline(buffer, "ret.w = gl_Color.w;\n");
+ }
+ else if (op_equal)
+ {
+ shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst,
+ settings->op[stage].cop, settings->op[stage].carg0,
+ settings->op[stage].carg1, settings->op[stage].carg2);
+ }
+ else
+ {
+ shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
+ settings->op[stage].cop, settings->op[stage].carg0,
+ settings->op[stage].carg1, settings->op[stage].carg2);
+ shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst,
+ settings->op[stage].aop, settings->op[stage].aarg0,
+ settings->op[stage].aarg1, settings->op[stage].aarg2);
+ }
+ }
+
+ shader_addline(buffer, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src);
+
+ if (settings->sRGB_write)
+ shader_glsl_generate_srgb_write_correction(buffer);
+
+ shader_glsl_generate_fog_code(buffer, settings->fog);
+
+ shader_addline(buffer, "}\n");
+
+ shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
+ shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
+ return shader_obj;
+}
+
+static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
+ const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args)
+{
+ struct glsl_ffp_fragment_shader *glsl_desc;
+ const struct ffp_frag_desc *desc;
+
+ if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
+ return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
+
+ if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
+ return NULL;
+
+ glsl_desc->entry.settings = *args;
+ glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(&priv->shader_buffer, args, gl_info);
+ list_init(&glsl_desc->linked_programs);
+ add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
+
+ return glsl_desc;
+}
+
+
+static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
+ GLhandleARB program_id, struct glsl_vs_program *vs)
{
- UINT i;
- DWORD new_size;
- struct glsl_vs_compiled_shader *new_array;
- DWORD use_map = shader->device->strided_streams.use_map;
- struct glsl_vshader_private *shader_data;
- GLhandleARB ret;
+ unsigned int i;
+ char name[32];
- if (!shader->backend_data)
+ vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
+ sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
+ for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
{
- shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
- if (!shader->backend_data)
- {
- ERR("Failed to allocate backend data.\n");
- return 0;
- }
+ snprintf(name, sizeof(name), "vs_c[%u]", i);
+ vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
}
- shader_data = shader->backend_data;
- /* 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(&shader_data->gl_shaders[i].args, args, use_map)) {
- return shader_data->gl_shaders[i].prgId;
- }
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ snprintf(name, sizeof(name), "vs_i[%u]", i);
+ vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
}
- TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+ vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "posFixup"));
+}
- if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
- if (shader_data->num_gl_shaders)
- {
- new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
- new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
- new_size * sizeof(*shader_data->gl_shaders));
- } else {
- new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
- new_size = 1;
- }
+static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
+ GLhandleARB program_id, struct glsl_ps_program *ps)
+{
+ unsigned int i;
+ char name[32];
- if(!new_array) {
- ERR("Out of memory\n");
- return 0;
- }
- shader_data->gl_shaders = new_array;
- shader_data->shader_array_size = new_size;
+ ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
+ sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
+ for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
+ {
+ snprintf(name, sizeof(name), "ps_c[%u]", i);
+ ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
}
- shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ snprintf(name, sizeof(name), "ps_i[%u]", i);
+ ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
+ }
- shader_buffer_clear(buffer);
- ret = shader_glsl_generate_vshader(context, buffer, shader, args);
- shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
+ for (i = 0; i < MAX_TEXTURES; ++i)
+ {
+ snprintf(name, sizeof(name), "bumpenv_mat%u", i);
+ ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
+ snprintf(name, sizeof(name), "bumpenv_lum_scale%u", i);
+ ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
+ snprintf(name, sizeof(name), "bumpenv_lum_offset%u", i);
+ ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
+ }
- return ret;
+ ps->tex_factor_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "tex_factor"));
+ ps->specular_enable_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "specular_enable"));
+ ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ps_samplerNP2Fixup"));
+ ps->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ycorrection"));
}
-/** Sets the GLSL program ID for the given pixel and vertex shader combination.
- * It sets the programId on the current StateBlock (because it should be called
- * inside of the DrawPrimitive() part of the render loop).
- *
- * If a program for the given combination does not exist, create one, and store
- * the program in the hash table. If it creates a program, it will link the
- * given objects, too.
- */
-
-/* GL locking is done by the caller */
-static void set_glsl_shader_program(const struct wined3d_context *context,
- struct wined3d_device *device, BOOL use_ps, BOOL use_vs)
+/* Context activation is done by the caller. */
+static void set_glsl_shader_program(const struct wined3d_context *context, struct wined3d_device *device,
+ enum wined3d_shader_mode vertex_mode, enum wined3d_shader_mode fragment_mode)
{
const struct wined3d_state *state = &device->stateBlock->state;
- struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
- struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct ps_np2fixup_info *np2fixup_info = NULL;
struct shader_glsl_priv *priv = device->shader_priv;
- struct glsl_shader_prog_link *entry = NULL;
+ struct glsl_shader_prog_link *entry = NULL;
+ struct wined3d_shader *vshader = NULL;
+ struct wined3d_shader *gshader = NULL;
+ struct wined3d_shader *pshader = NULL;
GLhandleARB programId = 0;
GLhandleARB reorder_shader_id = 0;
unsigned int i;
- char glsl_name[8];
struct ps_compile_args ps_compile_args;
struct vs_compile_args vs_compile_args;
+ GLhandleARB vs_id, gs_id, ps_id;
+ struct list *ps_list;
+
+ if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
+ {
+ vshader = state->vertex_shader;
+ find_vs_compile_args(state, vshader, &vs_compile_args);
+ vs_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
+
+ if ((gshader = state->geometry_shader))
+ gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
+ else
+ gs_id = 0;
+ }
+ else
+ {
+ vs_id = 0;
+ gs_id = 0;
+ }
+
+ if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
+ {
+ pshader = state->pixel_shader;
+ find_ps_compile_args(state, pshader, &ps_compile_args);
+ ps_id = find_glsl_pshader(context, &priv->shader_buffer,
+ pshader, &ps_compile_args, &np2fixup_info);
+ ps_list = &pshader->linked_programs;
+ }
+ else if (fragment_mode == WINED3D_SHADER_MODE_FFP && priv->fragment_pipe == &glsl_fragment_pipe)
+ {
+ struct glsl_ffp_fragment_shader *ffp_shader;
+ struct ffp_frag_settings settings;
- if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
- if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
+ gen_ffp_frag_op(device, state, &settings, FALSE);
+ ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
+ ps_id = ffp_shader->id;
+ ps_list = &ffp_shader->linked_programs;
+ }
+ else
+ {
+ ps_id = 0;
+ }
- entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
- if (entry)
+ if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
{
priv->glsl_program = entry;
return;
/* Create the entry */
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->programId = programId;
- entry->vshader = vshader;
- entry->pshader = pshader;
- entry->vs_args = vs_compile_args;
- entry->ps_args = ps_compile_args;
+ entry->vs.id = vs_id;
+ entry->gs.id = gs_id;
+ entry->ps.id = ps_id;
entry->constant_version = 0;
- entry->np2Fixup_info = NULL;
+ entry->ps.np2_fixup_info = np2fixup_info;
/* Add the hash table entry */
add_glsl_program_entry(priv, entry);
/* Attach GLSL vshader */
if (vshader)
{
- GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
WORD map = vshader->reg_maps.input_registers;
char tmp_name[10];
*/
GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
- TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
- GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
+ TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, programId);
+ GL_EXTCALL(glAttachObjectARB(programId, vs_id));
checkGLcall("glAttachObjectARB");
/* Bind vertex attributes to a corresponding index number to match
{
if (!(map & 1)) continue;
- snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
+ snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
}
checkGLcall("glBindAttribLocationARB");
- list_add_head(&vshader->linked_programs, &entry->vshader_entry);
+ list_add_head(&vshader->linked_programs, &entry->vs.shader_entry);
+ }
+
+ if (gshader)
+ {
+ TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, programId);
+ GL_EXTCALL(glAttachObjectARB(programId, gs_id));
+ checkGLcall("glAttachObjectARB");
+
+ TRACE("input type %s, output type %s, vertices out %u.\n",
+ debug_d3dprimitivetype(gshader->u.gs.input_type),
+ debug_d3dprimitivetype(gshader->u.gs.output_type),
+ gshader->u.gs.vertices_out);
+ GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_INPUT_TYPE_ARB,
+ gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
+ GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_OUTPUT_TYPE_ARB,
+ gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
+ GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_VERTICES_OUT_ARB,
+ gshader->u.gs.vertices_out));
+ checkGLcall("glProgramParameteriARB");
+
+ list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
}
/* Attach GLSL pshader */
- if (pshader)
+ if (ps_id)
{
- GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
- pshader, &ps_compile_args, &entry->np2Fixup_info);
- TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
- GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
+ TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, programId);
+ GL_EXTCALL(glAttachObjectARB(programId, ps_id));
checkGLcall("glAttachObjectARB");
- list_add_head(&pshader->linked_programs, &entry->pshader_entry);
+ list_add_head(ps_list, &entry->ps.shader_entry);
}
/* Link the program */
GL_EXTCALL(glLinkProgramARB(programId));
shader_glsl_validate_link(gl_info, programId);
- entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
- sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
- for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
- {
- snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
- entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
- }
- for (i = 0; i < MAX_CONST_I; ++i)
- {
- snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
- entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
- }
- entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
- sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
- for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
- {
- snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
- entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
- }
- for (i = 0; i < MAX_CONST_I; ++i)
- {
- snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
- entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
- }
-
- if(pshader) {
- char name[32];
-
- for(i = 0; i < MAX_TEXTURES; i++) {
- sprintf(name, "bumpenvmat%u", i);
- entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
- sprintf(name, "luminancescale%u", i);
- entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
- sprintf(name, "luminanceoffset%u", i);
- entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
- }
-
- if (ps_compile_args.np2_fixup) {
- if (entry->np2Fixup_info) {
- entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
- } else {
- FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
- }
- }
- }
-
- entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
- entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
+ shader_glsl_init_vs_uniform_locations(gl_info, programId, &entry->vs);
+ shader_glsl_init_ps_uniform_locations(gl_info, programId, &entry->ps);
checkGLcall("Find glsl program uniform locations");
if (pshader && pshader->reg_maps.shader_version.major >= 3
&& pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
{
TRACE("Shader %d needs vertex color clamping disabled\n", programId);
- entry->vertex_color_clamp = GL_FALSE;
- } else {
- entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
+ entry->vs.vertex_color_clamp = GL_FALSE;
+ }
+ else
+ {
+ entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
}
/* Set the shader to allow uniform loading on it */
* fixed function fragment processing setups. So once the program is linked these samplers
* won't change.
*/
- if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
- if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
+ shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
+ shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
/* If the local constants do not have to be loaded with the environment constants,
* load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
* later
*/
if (pshader && !pshader->load_local_constsF)
- hardcode_local_constants(pshader, gl_info, programId, 'P');
+ hardcode_local_constants(pshader, gl_info, programId, "ps");
if (vshader && !vshader->load_local_constsF)
- hardcode_local_constants(vshader, gl_info, programId, 'V');
+ hardcode_local_constants(vshader, gl_info, programId, "vs");
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
{
GLhandleARB program_id;
return program_id;
}
-/* GL locking is done by the caller */
-static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
+/* Context activation is done by the caller. */
+static void shader_glsl_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
+ enum wined3d_shader_mode fragment_mode)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_device *device = context->swapchain->device;
GLhandleARB program_id = 0;
GLenum old_vertex_color_clamp, current_vertex_color_clamp;
- old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
-
- if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
- else priv->glsl_program = NULL;
-
- current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
-
+ old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
+ set_glsl_shader_program(context, device, vertex_mode, fragment_mode);
+ current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
if (old_vertex_color_clamp != current_vertex_color_clamp)
{
if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
/* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
* constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
* called between selecting the shader and using it, which results in wrong fixup for some frames. */
- if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
+ if (priv->glsl_program && priv->glsl_program->ps.np2_fixup_info)
{
shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
}
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
enum tex_types tex_type, const SIZE *ds_mask_size)
{
}
}
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
{
struct shader_glsl_priv *priv = shader_priv;
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;
- char pshader = shader_is_pshader_version(shader->reg_maps.shader_version.type);
-
- if (pshader)
+ if (!shader_data || !shader_data->num_gl_shaders)
{
- struct glsl_pshader_private *shader_data = shader->backend_data;
-
- if (!shader_data || !shader_data->num_gl_shaders)
- {
- HeapFree(GetProcessHeap(), 0, shader_data);
- shader->backend_data = NULL;
- return;
- }
+ HeapFree(GetProcessHeap(), 0, shader_data);
+ shader->backend_data = NULL;
+ return;
+ }
- context = context_acquire(device, NULL);
- gl_info = context->gl_info;
+ context = context_acquire(device, NULL);
+ gl_info = context->gl_info;
- if (priv->glsl_program && priv->glsl_program->pshader == shader)
- {
- ENTER_GL();
- shader_glsl_select(context, FALSE, FALSE);
- LEAVE_GL();
- }
- }
- else
+ TRACE("Deleting linked programs.\n");
+ linked_programs = &shader->linked_programs;
+ if (linked_programs->next)
{
- struct glsl_vshader_private *shader_data = shader->backend_data;
+ struct glsl_shader_prog_link *entry, *entry2;
+ UINT i;
- if (!shader_data || !shader_data->num_gl_shaders)
+ switch (shader->reg_maps.shader_version.type)
{
- HeapFree(GetProcessHeap(), 0, shader_data);
- shader->backend_data = NULL;
- return;
- }
+ case WINED3D_SHADER_TYPE_PIXEL:
+ {
+ struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
- context = context_acquire(device, NULL);
- gl_info = context->gl_info;
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
+ struct glsl_shader_prog_link, ps.shader_entry)
+ {
+ delete_glsl_program_entry(priv, gl_info, entry);
+ }
- if (priv->glsl_program && priv->glsl_program->vshader == shader)
- {
- ENTER_GL();
- shader_glsl_select(context, FALSE, FALSE);
- LEAVE_GL();
- }
- }
+ for (i = 0; i < shader_data->num_gl_shaders; ++i)
+ {
+ TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
+ if (priv->glsl_program && priv->glsl_program->ps.id == gl_shaders[i].prgId)
+ shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
+ GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
+ checkGLcall("glDeleteObjectARB");
+ }
+ HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
- linked_programs = &shader->linked_programs;
+ break;
+ }
- TRACE("Deleting linked programs\n");
- if (linked_programs->next) {
- struct glsl_shader_prog_link *entry, *entry2;
+ case WINED3D_SHADER_TYPE_VERTEX:
+ {
+ struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
- ENTER_GL();
- if(pshader) {
- LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
- delete_glsl_program_entry(priv, gl_info, entry);
- }
- } else {
- LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
- delete_glsl_program_entry(priv, gl_info, entry);
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
+ struct glsl_shader_prog_link, vs.shader_entry)
+ {
+ delete_glsl_program_entry(priv, gl_info, entry);
+ }
+
+ for (i = 0; i < shader_data->num_gl_shaders; ++i)
+ {
+ TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
+ if (priv->glsl_program && priv->glsl_program->vs.id == gl_shaders[i].prgId)
+ shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
+ GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
+ checkGLcall("glDeleteObjectARB");
+ }
+ HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
+
+ break;
}
- }
- LEAVE_GL();
- }
- if (pshader)
- {
- struct glsl_pshader_private *shader_data = shader->backend_data;
- UINT i;
+ case WINED3D_SHADER_TYPE_GEOMETRY:
+ {
+ struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
- ENTER_GL();
- for(i = 0; i < shader_data->num_gl_shaders; i++) {
- TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
- GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
- checkGLcall("glDeleteObjectARB");
- }
- LEAVE_GL();
- HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
- }
- else
- {
- struct glsl_vshader_private *shader_data = shader->backend_data;
- UINT i;
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
+ struct glsl_shader_prog_link, gs.shader_entry)
+ {
+ delete_glsl_program_entry(priv, gl_info, entry);
+ }
+
+ for (i = 0; i < shader_data->num_gl_shaders; ++i)
+ {
+ TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
+ if (priv->glsl_program && priv->glsl_program->gs.id == gl_shaders[i].id)
+ shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
+ GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].id));
+ checkGLcall("glDeleteObjectARB");
+ }
+ HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
+
+ break;
+ }
- ENTER_GL();
- for(i = 0; i < shader_data->num_gl_shaders; i++) {
- TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
- GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
- checkGLcall("glDeleteObjectARB");
+ default:
+ ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
+ break;
}
- LEAVE_GL();
- HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
}
HeapFree(GetProcessHeap(), 0, shader->backend_data);
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);
- int cmp;
- if (k->vshader > prog->vshader) return 1;
- else if (k->vshader < prog->vshader) return -1;
+ if (k->vs_id > prog->vs.id) return 1;
+ else if (k->vs_id < prog->vs.id) return -1;
- if (k->pshader > prog->pshader) return 1;
- else if (k->pshader < prog->pshader) return -1;
+ if (k->gs_id > prog->gs.id) return 1;
+ else if (k->gs_id < prog->gs.id) return -1;
- if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
- if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
+ if (k->ps_id > prog->ps.id) return 1;
+ else if (k->ps_id < prog->ps.id) return -1;
return 0;
}
glsl_program_key_compare,
};
-static HRESULT shader_glsl_alloc(struct wined3d_device *device)
+static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
gl_info->limits.glsl_ps_float_constants)) + 1;
+ struct fragment_caps fragment_caps;
+ void *fragment_priv;
+
+ if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
+ {
+ ERR("Failed to initialize fragment pipe.\n");
+ HeapFree(GetProcessHeap(), 0, priv);
+ return E_FAIL;
+ }
if (!shader_buffer_init(&priv->shader_buffer))
{
}
priv->next_constant_version = 1;
+ fragment_pipe->get_caps(gl_info, &fragment_caps);
+ priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
+ device->fragment_priv = fragment_priv;
+ priv->fragment_pipe = fragment_pipe;
device->shader_priv = priv;
return WINED3D_OK;
constant_heap_free(&priv->vconst_heap);
HeapFree(GetProcessHeap(), 0, priv->stack);
shader_buffer_free(&priv->shader_buffer);
+ fragment_pipe->free_private(device);
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
struct shader_glsl_priv *priv = device->shader_priv;
int i;
- ENTER_GL();
for (i = 0; i < tex_type_count; ++i)
{
if (priv->depth_blt_program_full[i])
GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
}
}
- LEAVE_GL();
wine_rb_destroy(&priv->program_lookup, NULL, NULL);
constant_heap_free(&priv->pconst_heap);
constant_heap_free(&priv->vconst_heap);
HeapFree(GetProcessHeap(), 0, priv->stack);
shader_buffer_free(&priv->shader_buffer);
+ priv->fragment_pipe->free_private(device);
HeapFree(GetProcessHeap(), 0, device->shader_priv);
device->shader_priv = NULL;
static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
{
- if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_GEOMETRY_SHADER4]
- && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
- {
- caps->VertexShaderVersion = 4;
- caps->PixelShaderVersion = 4;
- }
+ UINT shader_model;
+
+ if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING]
+ && gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50)
+ && gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && gl_info->supported[ARB_DRAW_INSTANCED])
+ shader_model = 4;
/* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
* texldd and texldl instructions. */
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
- {
- caps->VertexShaderVersion = 3;
- caps->PixelShaderVersion = 3;
- }
+ shader_model = 3;
else
- {
- caps->VertexShaderVersion = 2;
- caps->PixelShaderVersion = 2;
- }
+ shader_model = 2;
+ TRACE("Shader model %u.\n", shader_model);
+
+ caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
+ caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
+ caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
- caps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
- caps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
+ caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
+ caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
/* FIXME: The following line is card dependent. -8.0 to 8.0 is the
* Direct3D minimum requirement.
* the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
* offer a way to query this.
*/
- caps->PixelShader1xMaxValue = 8.0;
+ caps->ps_1x_max_value = 8.0;
- caps->VSClipping = TRUE;
-
- TRACE("Hardware vertex shader version %u enabled (GLSL).\n", caps->VertexShaderVersion);
- TRACE("Hardware pixel shader version %u enabled (GLSL).\n", caps->PixelShaderVersion);
+ /* Ideally we'd only set caps like sRGB writes here if supported by both
+ * the shader backend and the fragment pipe, but we can get called before
+ * shader_glsl_alloc(). */
+ caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
+ | WINED3D_SHADER_CAP_SRGB_WRITE;
}
static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
{
- /* WINED3DSIH_ABS */ shader_glsl_map2gl,
- /* WINED3DSIH_ADD */ shader_glsl_arith,
- /* WINED3DSIH_AND */ NULL,
- /* WINED3DSIH_BEM */ shader_glsl_bem,
- /* WINED3DSIH_BREAK */ shader_glsl_break,
- /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
- /* WINED3DSIH_BREAKP */ NULL,
- /* WINED3DSIH_CALL */ shader_glsl_call,
- /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
- /* WINED3DSIH_CMP */ shader_glsl_cmp,
- /* WINED3DSIH_CND */ shader_glsl_cnd,
- /* WINED3DSIH_CRS */ shader_glsl_cross,
- /* WINED3DSIH_CUT */ NULL,
- /* WINED3DSIH_DCL */ NULL,
- /* WINED3DSIH_DEF */ NULL,
- /* WINED3DSIH_DEFB */ NULL,
- /* WINED3DSIH_DEFI */ NULL,
- /* WINED3DSIH_DIV */ NULL,
- /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
- /* WINED3DSIH_DP3 */ shader_glsl_dot,
- /* WINED3DSIH_DP4 */ shader_glsl_dot,
- /* WINED3DSIH_DST */ shader_glsl_dst,
- /* WINED3DSIH_DSX */ shader_glsl_map2gl,
- /* WINED3DSIH_DSY */ shader_glsl_map2gl,
- /* WINED3DSIH_ELSE */ shader_glsl_else,
- /* WINED3DSIH_EMIT */ NULL,
- /* WINED3DSIH_ENDIF */ shader_glsl_end,
- /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
- /* WINED3DSIH_ENDREP */ shader_glsl_end,
- /* WINED3DSIH_EQ */ NULL,
- /* WINED3DSIH_EXP */ shader_glsl_map2gl,
- /* WINED3DSIH_EXPP */ shader_glsl_expp,
- /* WINED3DSIH_FRC */ shader_glsl_map2gl,
- /* WINED3DSIH_FTOI */ NULL,
- /* WINED3DSIH_GE */ NULL,
- /* WINED3DSIH_IADD */ NULL,
- /* WINED3DSIH_IEQ */ NULL,
- /* WINED3DSIH_IF */ shader_glsl_if,
- /* WINED3DSIH_IFC */ shader_glsl_ifc,
- /* WINED3DSIH_IGE */ NULL,
- /* WINED3DSIH_IMUL */ NULL,
- /* WINED3DSIH_ITOF */ NULL,
- /* WINED3DSIH_LABEL */ shader_glsl_label,
- /* WINED3DSIH_LD */ NULL,
- /* WINED3DSIH_LIT */ shader_glsl_lit,
- /* WINED3DSIH_LOG */ shader_glsl_log,
- /* WINED3DSIH_LOGP */ shader_glsl_log,
- /* WINED3DSIH_LOOP */ shader_glsl_loop,
- /* WINED3DSIH_LRP */ shader_glsl_lrp,
- /* WINED3DSIH_LT */ NULL,
- /* 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 */ NULL,
- /* WINED3DSIH_MUL */ shader_glsl_arith,
- /* WINED3DSIH_NOP */ NULL,
- /* WINED3DSIH_NRM */ shader_glsl_nrm,
- /* WINED3DSIH_PHASE */ NULL,
- /* WINED3DSIH_POW */ shader_glsl_pow,
- /* WINED3DSIH_RCP */ shader_glsl_rcp,
- /* WINED3DSIH_REP */ shader_glsl_rep,
- /* WINED3DSIH_RET */ shader_glsl_ret,
- /* WINED3DSIH_ROUND_NI */ NULL,
- /* WINED3DSIH_RSQ */ shader_glsl_rsq,
- /* WINED3DSIH_SAMPLE */ NULL,
- /* WINED3DSIH_SAMPLE_GRAD */ NULL,
- /* WINED3DSIH_SAMPLE_LOD */ NULL,
- /* WINED3DSIH_SETP */ NULL,
- /* WINED3DSIH_SGE */ shader_glsl_compare,
- /* WINED3DSIH_SGN */ shader_glsl_sgn,
- /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
- /* WINED3DSIH_SLT */ shader_glsl_compare,
- /* WINED3DSIH_SQRT */ NULL,
- /* WINED3DSIH_SUB */ shader_glsl_arith,
- /* WINED3DSIH_TEX */ shader_glsl_tex,
- /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
- /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
- /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
- /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
- /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
- /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
- /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
- /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
- /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
- /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
- /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
- /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
- /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
- /* WINED3DSIH_TEXM3x3DIFF */ NULL,
- /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
- /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
- /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
- /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
- /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
- /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
- /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
- /* WINED3DSIH_UDIV */ NULL,
- /* WINED3DSIH_USHR */ NULL,
- /* WINED3DSIH_UTOF */ NULL,
- /* WINED3DSIH_XOR */ NULL,
+ /* WINED3DSIH_ABS */ shader_glsl_map2gl,
+ /* WINED3DSIH_ADD */ shader_glsl_binop,
+ /* WINED3DSIH_AND */ shader_glsl_binop,
+ /* WINED3DSIH_BEM */ shader_glsl_bem,
+ /* WINED3DSIH_BREAK */ shader_glsl_break,
+ /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
+ /* WINED3DSIH_BREAKP */ shader_glsl_breakp,
+ /* WINED3DSIH_CALL */ shader_glsl_call,
+ /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
+ /* WINED3DSIH_CMP */ shader_glsl_conditional_move,
+ /* WINED3DSIH_CND */ shader_glsl_cnd,
+ /* WINED3DSIH_CRS */ shader_glsl_cross,
+ /* WINED3DSIH_CUT */ shader_glsl_cut,
+ /* WINED3DSIH_DCL */ shader_glsl_nop,
+ /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
+ /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
+ /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
+ /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
+ /* WINED3DSIH_DEF */ shader_glsl_nop,
+ /* WINED3DSIH_DEFB */ shader_glsl_nop,
+ /* WINED3DSIH_DEFI */ shader_glsl_nop,
+ /* WINED3DSIH_DIV */ shader_glsl_binop,
+ /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
+ /* WINED3DSIH_DP3 */ shader_glsl_dot,
+ /* WINED3DSIH_DP4 */ shader_glsl_dot,
+ /* WINED3DSIH_DST */ shader_glsl_dst,
+ /* WINED3DSIH_DSX */ shader_glsl_map2gl,
+ /* WINED3DSIH_DSY */ shader_glsl_map2gl,
+ /* WINED3DSIH_ELSE */ shader_glsl_else,
+ /* WINED3DSIH_EMIT */ shader_glsl_emit,
+ /* WINED3DSIH_ENDIF */ shader_glsl_end,
+ /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
+ /* WINED3DSIH_ENDREP */ shader_glsl_end,
+ /* WINED3DSIH_EQ */ shader_glsl_relop,
+ /* WINED3DSIH_EXP */ shader_glsl_map2gl,
+ /* WINED3DSIH_EXPP */ shader_glsl_expp,
+ /* WINED3DSIH_FRC */ shader_glsl_map2gl,
+ /* WINED3DSIH_FTOI */ shader_glsl_to_int,
+ /* WINED3DSIH_GE */ shader_glsl_relop,
+ /* WINED3DSIH_IADD */ shader_glsl_binop,
+ /* WINED3DSIH_IEQ */ NULL,
+ /* WINED3DSIH_IF */ shader_glsl_if,
+ /* WINED3DSIH_IFC */ shader_glsl_ifc,
+ /* WINED3DSIH_IGE */ shader_glsl_relop,
+ /* WINED3DSIH_IMUL */ shader_glsl_imul,
+ /* WINED3DSIH_ITOF */ shader_glsl_to_float,
+ /* WINED3DSIH_LABEL */ shader_glsl_label,
+ /* WINED3DSIH_LD */ NULL,
+ /* WINED3DSIH_LIT */ shader_glsl_lit,
+ /* WINED3DSIH_LOG */ shader_glsl_log,
+ /* WINED3DSIH_LOGP */ shader_glsl_log,
+ /* WINED3DSIH_LOOP */ shader_glsl_loop,
+ /* WINED3DSIH_LRP */ shader_glsl_lrp,
+ /* WINED3DSIH_LT */ shader_glsl_relop,
+ /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
+ /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
+ /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
+ /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
+ /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
+ /* WINED3DSIH_MAD */ shader_glsl_mad,
+ /* WINED3DSIH_MAX */ shader_glsl_map2gl,
+ /* WINED3DSIH_MIN */ shader_glsl_map2gl,
+ /* WINED3DSIH_MOV */ shader_glsl_mov,
+ /* WINED3DSIH_MOVA */ shader_glsl_mov,
+ /* WINED3DSIH_MOVC */ shader_glsl_conditional_move,
+ /* WINED3DSIH_MUL */ shader_glsl_binop,
+ /* WINED3DSIH_NOP */ shader_glsl_nop,
+ /* WINED3DSIH_NRM */ shader_glsl_nrm,
+ /* WINED3DSIH_PHASE */ shader_glsl_nop,
+ /* WINED3DSIH_POW */ shader_glsl_pow,
+ /* WINED3DSIH_RCP */ shader_glsl_rcp,
+ /* WINED3DSIH_REP */ shader_glsl_rep,
+ /* WINED3DSIH_RET */ shader_glsl_ret,
+ /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
+ /* WINED3DSIH_RSQ */ shader_glsl_rsq,
+ /* WINED3DSIH_SAMPLE */ NULL,
+ /* WINED3DSIH_SAMPLE_GRAD */ NULL,
+ /* WINED3DSIH_SAMPLE_LOD */ NULL,
+ /* WINED3DSIH_SETP */ NULL,
+ /* WINED3DSIH_SGE */ shader_glsl_compare,
+ /* WINED3DSIH_SGN */ shader_glsl_sgn,
+ /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
+ /* WINED3DSIH_SLT */ shader_glsl_compare,
+ /* WINED3DSIH_SQRT */ NULL,
+ /* WINED3DSIH_SUB */ shader_glsl_binop,
+ /* WINED3DSIH_TEX */ shader_glsl_tex,
+ /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
+ /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
+ /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
+ /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
+ /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
+ /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
+ /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
+ /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
+ /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
+ /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
+ /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
+ /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
+ /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
+ /* WINED3DSIH_TEXM3x3DIFF */ NULL,
+ /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
+ /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
+ /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
+ /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
+ /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
+ /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
+ /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
+ /* WINED3DSIH_UDIV */ shader_glsl_udiv,
+ /* WINED3DSIH_USHR */ shader_glsl_binop,
+ /* WINED3DSIH_UTOF */ shader_glsl_to_float,
+ /* WINED3DSIH_XOR */ shader_glsl_binop,
};
static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
shader_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_context_destroyed,
shader_glsl_get_caps,
shader_glsl_color_fixup_supported,
+ shader_glsl_has_ffp_proj_control,
+};
+
+static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
+{
+ /* Nothing to do. */
+}
+
+static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
+{
+ caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
+ | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
+ caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
+ caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
+ | WINED3DTEXOPCAPS_SELECTARG1
+ | WINED3DTEXOPCAPS_SELECTARG2
+ | WINED3DTEXOPCAPS_MODULATE4X
+ | WINED3DTEXOPCAPS_MODULATE2X
+ | WINED3DTEXOPCAPS_MODULATE
+ | WINED3DTEXOPCAPS_ADDSIGNED2X
+ | WINED3DTEXOPCAPS_ADDSIGNED
+ | WINED3DTEXOPCAPS_ADD
+ | WINED3DTEXOPCAPS_SUBTRACT
+ | WINED3DTEXOPCAPS_ADDSMOOTH
+ | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
+ | WINED3DTEXOPCAPS_BLENDFACTORALPHA
+ | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
+ | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
+ | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
+ | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
+ | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
+ | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
+ | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
+ | WINED3DTEXOPCAPS_DOTPRODUCT3
+ | WINED3DTEXOPCAPS_MULTIPLYADD
+ | WINED3DTEXOPCAPS_LERP
+ | WINED3DTEXOPCAPS_BUMPENVMAP
+ | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
+ caps->MaxTextureBlendStages = 8;
+ caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
+}
+
+static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
+{
+ struct shader_glsl_priv *priv;
+
+ if (shader_backend == &glsl_shader_backend)
+ {
+ priv = shader_priv;
+
+ if (wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
+ {
+ ERR("Failed to initialize rbtree.\n");
+ return NULL;
+ }
+
+ return priv;
+ }
+
+ FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
+
+ return NULL;
+}
+
+struct glsl_ffp_destroy_ctx
+{
+ struct shader_glsl_priv *priv;
+ const struct wined3d_gl_info *gl_info;
+};
+
+static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
+{
+ struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
+ struct glsl_ffp_fragment_shader, entry.entry);
+ struct glsl_shader_prog_link *program, *program2;
+ struct glsl_ffp_destroy_ctx *ctx = context;
+
+ LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
+ struct glsl_shader_prog_link, ps.shader_entry)
+ {
+ delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
+ }
+ ctx->gl_info->gl_ops.ext.p_glDeleteObjectARB(shader->id);
+ HeapFree(GetProcessHeap(), 0, shader);
+}
+
+/* Context activation is done by the caller. */
+static void glsl_fragment_pipe_free(struct wined3d_device *device)
+{
+ struct shader_glsl_priv *priv = device->fragment_priv;
+ struct glsl_ffp_destroy_ctx ctx;
+
+ ctx.priv = priv;
+ ctx.gl_info = &device->adapter->gl_info;
+ wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
+}
+
+static void glsl_fragment_pipe_shader(struct wined3d_context *context,
+ const struct wined3d_state *state, DWORD state_id)
+{
+ context->last_was_pshader = use_ps(state);
+
+ context->select_shader = 1;
+ context->load_constants = 1;
+}
+
+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;
+
+ context->select_shader = 1;
+ context->load_constants = 1;
+
+ if (!state->render_states[WINED3D_RS_FOGENABLE])
+ return;
+
+ if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
+ {
+ if (use_vshader)
+ new_source = FOGSOURCE_VS;
+ else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
+ new_source = FOGSOURCE_COORD;
+ else
+ new_source = FOGSOURCE_FFP;
+ }
+ else
+ {
+ new_source = FOGSOURCE_FFP;
+ }
+
+ if (new_source != context->fog_source)
+ {
+ context->fog_source = new_source;
+ state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
+ }
+}
+
+static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
+ const struct wined3d_state *state, DWORD state_id)
+{
+ context->select_shader = 1;
+ context->load_constants = 1;
+}
+
+static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
+ const struct wined3d_state *state, DWORD state_id)
+{
+ context->load_constants = 1;
+}
+
+static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
+{
+ {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_PIXELSHADER, {STATE_PIXELSHADER, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, 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_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
+ {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_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+ {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE },
+};
+
+const struct fragment_pipeline glsl_fragment_pipe =
+{
+ glsl_fragment_pipe_enable,
+ glsl_fragment_pipe_get_caps,
+ glsl_fragment_pipe_alloc,
+ glsl_fragment_pipe_free,
+ shader_glsl_color_fixup_supported,
+ glsl_fragment_pipe_state_template,
};