2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* Extract a line. Note that this modifies the source string. */
45 static char *get_line(char **ptr)
50 if (!(q = strstr(p, "\n")))
62 static void shader_arb_dump_program_source(const char *source)
64 unsigned long source_size;
65 char *ptr, *line, *tmp;
67 source_size = strlen(source) + 1;
68 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
71 ERR("Failed to allocate %lu bytes for shader source.\n", source_size);
74 memcpy(tmp, source, source_size);
77 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
80 HeapFree(GetProcessHeap(), 0, tmp);
83 /* GL locking for state handlers is done by the caller. */
84 static BOOL need_mova_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
86 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
87 if(!This->baseShader.reg_maps.usesmova) return FALSE;
88 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
91 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
92 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
94 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
95 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
98 static BOOL need_helper_const(const struct wined3d_gl_info *gl_info)
100 if (!gl_info->supported[NV_VERTEX_PROGRAM] /* Need to init colors. */
101 || gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT /* Load the immval offset. */
102 || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
103 || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
110 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
112 unsigned int ret = 1;
113 /* We use one PARAM for the pos fixup, and in some cases one to load
114 * some immediate values into the shader
116 if(need_helper_const(gl_info)) ret++;
117 if(need_mova_const(shader, gl_info)) ret++;
121 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
123 return stateblock->lowest_disabled_stage < 7;
126 /* ARB_program_shader private data */
145 struct wined3d_shader_loop_control loop_control;
149 struct arb_ps_np2fixup_info
151 struct ps_np2fixup_info super;
152 /* For ARB we need a offset value:
153 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
154 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
155 * array we need an offset to the index inside the program local parameter array. */
159 struct arb_ps_compile_args
161 struct ps_compile_args super;
163 WORD clip; /* only a boolean, use a WORD for alignment */
164 unsigned char loop_ctrl[MAX_CONST_I][3];
167 struct stb_const_desc
169 unsigned char texunit;
173 struct arb_ps_compiled_shader
175 struct arb_ps_compile_args args;
176 struct arb_ps_np2fixup_info np2fixup_info;
177 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
178 struct stb_const_desc luminanceconst[MAX_TEXTURES];
179 UINT int_consts[MAX_CONST_I];
182 unsigned char numbumpenvmatconsts;
186 struct arb_vs_compile_args
188 struct vs_compile_args super;
197 DWORD boolclip_compare;
202 unsigned char samplers[4];
203 DWORD samplers_compare;
205 unsigned char loop_ctrl[MAX_CONST_I][3];
208 struct arb_vs_compiled_shader
210 struct arb_vs_compile_args args;
212 UINT int_consts[MAX_CONST_I];
214 char need_color_unclamp;
218 struct recorded_instruction
220 struct wined3d_shader_instruction ins;
224 struct shader_arb_ctx_priv
229 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
231 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
233 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
237 const struct arb_vs_compile_args *cur_vs_args;
238 const struct arb_ps_compile_args *cur_ps_args;
239 const struct arb_ps_compiled_shader *compiled_fprog;
240 const struct arb_vs_compiled_shader *compiled_vprog;
241 struct arb_ps_np2fixup_info *cur_np2fixup_info;
242 struct list control_frames;
246 unsigned int num_loops, loop_depth, num_ifcs;
249 unsigned int vs_clipplanes;
253 /* For 3.0 vertex shaders */
254 const char *vs_output[MAX_REG_OUTPUT];
255 /* For 2.x and earlier vertex shaders */
256 const char *texcrd_output[8], *color_output[2], *fog_output;
258 /* 3.0 pshader input for compatibility with fixed function */
259 const char *ps_input[MAX_REG_INPUT];
264 struct wined3d_shader_signature_element *sig;
266 struct wine_rb_entry entry;
269 struct arb_pshader_private {
270 struct arb_ps_compiled_shader *gl_shaders;
271 UINT num_gl_shaders, shader_array_size;
272 BOOL has_signature_idx;
273 DWORD input_signature_idx;
274 DWORD clipplane_emulation;
278 struct arb_vshader_private {
279 struct arb_vs_compiled_shader *gl_shaders;
280 UINT num_gl_shaders, shader_array_size;
283 struct shader_arb_priv
285 GLuint current_vprogram_id;
286 GLuint current_fprogram_id;
287 const struct arb_ps_compiled_shader *compiled_fprog;
288 const struct arb_vs_compiled_shader *compiled_vprog;
289 GLuint depth_blt_vprogram_id;
290 GLuint depth_blt_fprogram_id_full[tex_type_count];
291 GLuint depth_blt_fprogram_id_masked[tex_type_count];
292 BOOL use_arbfp_fixed_func;
293 struct wine_rb_tree fragment_shaders;
294 BOOL last_ps_const_clamped;
295 BOOL last_vs_color_unclamp;
297 struct wine_rb_tree signature_tree;
301 /********************************************************
302 * ARB_[vertex/fragment]_program helper functions follow
303 ********************************************************/
305 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
306 * When constant_list == NULL, it will load all the constants.
308 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
309 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
311 /* GL locking is done by the caller */
312 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
313 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
315 local_constant* lconst;
319 if (TRACE_ON(d3d_constants))
321 for(i = 0; i < max_constants; i++) {
322 if(!dirty_consts[i]) continue;
323 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
324 constants[i * 4 + 0], constants[i * 4 + 1],
325 constants[i * 4 + 2], constants[i * 4 + 3]);
331 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
332 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
335 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
336 * shaders, the first 8 constants are marked dirty for reload
338 for(; i < min(8, max_constants); i++) {
339 if(!dirty_consts[i]) continue;
343 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
344 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
345 else lcl_const[0] = constants[j + 0];
347 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
348 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
349 else lcl_const[1] = constants[j + 1];
351 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
352 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
353 else lcl_const[2] = constants[j + 2];
355 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
356 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
357 else lcl_const[3] = constants[j + 3];
359 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
362 /* If further constants are dirty, reload them without clamping.
364 * The alternative is not to touch them, but then we cannot reset the dirty constant count
365 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
366 * above would always re-check the first 8 constants since max_constant remains at the init
371 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
373 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
374 * or just reloading *all* constants at once
376 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
378 for(; i < max_constants; i++) {
379 if(!dirty_consts[i]) continue;
381 /* Find the next block of dirty constants */
384 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
388 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
391 for(; i < max_constants; i++) {
392 if(dirty_consts[i]) {
394 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
398 checkGLcall("glProgramEnvParameter4fvARB()");
400 /* Load immediate constants */
401 if(This->baseShader.load_local_constsF) {
402 if (TRACE_ON(d3d_shader)) {
403 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
404 GLfloat* values = (GLfloat*)lconst->value;
405 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
406 values[0], values[1], values[2], values[3]);
409 /* Immediate constants are clamped for 1.X shaders at loading times */
411 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
412 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
413 ret = max(ret, lconst->idx + 1);
414 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
416 checkGLcall("glProgramEnvParameter4fvARB()");
417 return ret; /* The loaded immediate constants need reloading for the next shader */
419 return 0; /* No constants are dirty now */
424 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
426 static void shader_arb_load_np2fixup_constants(
427 IWineD3DDevice* device,
429 char useVertexShader) {
431 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
432 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
433 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
434 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
436 if (!usePixelShader) {
437 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
441 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
442 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
444 WORD active = fixup->super.active;
445 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
447 for (i = 0; active; active >>= 1, ++i) {
448 const unsigned char idx = fixup->super.idx[i];
449 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
450 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
452 if (!(active & 1)) continue;
455 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
460 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
462 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
466 for (i = 0; i < fixup->super.num_consts; ++i) {
467 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
468 fixup->offset + i, &np2fixup_constants[i * 4]));
473 /* GL locking is done by the caller. */
474 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
476 const struct wined3d_context *context = context_get_current();
477 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
478 const struct wined3d_gl_info *gl_info = context->gl_info;
480 struct shader_arb_priv *priv = deviceImpl->shader_priv;
481 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
483 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
485 int texunit = gl_shader->bumpenvmatconst[i].texunit;
487 /* The state manager takes care that this function is always called if the bump env matrix changes */
488 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
489 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
491 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
493 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
494 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
495 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
496 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
498 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
499 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
502 checkGLcall("Load bumpmap consts");
504 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
506 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
507 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
512 val[0] = context->render_offscreen ? 0.0f
513 : deviceImpl->render_targets[0]->currentDesc.Height;
514 val[1] = context->render_offscreen ? 1.0f : -1.0f;
517 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
518 checkGLcall("y correction loading");
521 if(gl_shader->num_int_consts == 0) return;
523 for(i = 0; i < MAX_CONST_I; i++)
525 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
528 val[0] = stateBlock->pixelShaderConstantI[4 * i];
529 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
530 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
533 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
536 checkGLcall("Load ps int consts");
539 /* GL locking is done by the caller. */
540 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
542 IWineD3DStateBlockImpl* stateBlock;
543 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
545 struct shader_arb_priv *priv = deviceImpl->shader_priv;
546 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
548 /* Upload the position fixup */
549 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
551 if(gl_shader->num_int_consts == 0) return;
553 stateBlock = deviceImpl->stateBlock;
555 for(i = 0; i < MAX_CONST_I; i++)
557 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
560 val[0] = stateBlock->vertexShaderConstantI[4 * i];
561 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
562 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
568 checkGLcall("Load vs int consts");
572 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
574 * We only support float constants in ARB at the moment, so don't
575 * worry about the Integers or Booleans
577 /* GL locking is done by the caller (state handler) */
578 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
580 IWineD3DDeviceImpl *device = context->swapchain->device;
581 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
582 const struct wined3d_gl_info *gl_info = context->gl_info;
584 if (useVertexShader) {
585 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
587 /* Load DirectX 9 float constants for vertex shader */
588 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
589 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
590 shader_arb_vs_local_constants(device);
593 if (usePixelShader) {
594 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
596 /* Load DirectX 9 float constants for pixel shader */
597 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
598 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
599 shader_arb_ps_local_constants(device);
603 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
605 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
606 struct wined3d_context *context = context_get_current();
608 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
609 * context. On a context switch the old context will be fully dirtified */
610 if (!context || context->swapchain->device != This) return;
612 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
613 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
616 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
618 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
619 struct wined3d_context *context = context_get_current();
621 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
622 * context. On a context switch the old context will be fully dirtified */
623 if (!context || context->swapchain->device != This) return;
625 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
626 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
629 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
633 const local_constant *lconst;
635 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
637 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
639 ERR("Out of memory\n");
643 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
644 ret[lconst->idx] = idx++;
649 /* Generate the variable & register declarations for the ARB_vertex_program output target */
650 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
651 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
652 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
654 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
655 DWORD i, next_local = 0;
656 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
657 unsigned max_constantsF;
658 const local_constant *lconst;
661 /* In pixel shaders, all private constants are program local, we don't need anything
662 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
663 * If we need a private constant the GL implementation will squeeze it in somewhere
665 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
666 * immediate values. The posFixup is loaded using program.env for now, so always
667 * subtract one from the number of constants. If the shader uses indirect addressing,
668 * account for the helper const too because we have to declare all availabke d3d constants
669 * and don't know which are actually used.
673 max_constantsF = gl_info->limits.arb_ps_native_constants;
677 if(This->baseShader.reg_maps.usesrelconstF) {
678 DWORD highest_constf = 0, clip_limit;
679 max_constantsF = gl_info->limits.arb_vs_native_constants - reserved_vs_const(iface, gl_info);
680 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
682 for(i = 0; i < This->baseShader.limits.constant_float; i++)
685 DWORD shift = i & 0x1f;
686 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
689 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
691 if(ctx->cur_vs_args->super.clip_enabled)
692 clip_limit = gl_info->limits.clipplanes;
698 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
699 clip_limit = min(count_bits(mask), 4);
701 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
702 max_constantsF -= *num_clipplanes;
703 if(*num_clipplanes < clip_limit)
705 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
710 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
711 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
712 max_constantsF = gl_info->limits.arb_vs_native_constants;
716 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
718 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
721 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
723 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
726 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
728 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
730 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
734 /* Load local constants using the program-local space,
735 * this avoids reloading them each time the shader is used
738 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
739 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
740 lconst_map[lconst->idx]);
741 next_local = max(next_local, lconst_map[lconst->idx] + 1);
745 /* After subtracting privately used constants from the hardware limit(they are loaded as
746 * local constants), make sure the shader doesn't violate the env constant limit
750 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
754 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
757 /* Avoid declaring more constants than needed */
758 max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
760 /* we use the array-based constants array if the local constants are marked for loading,
761 * because then we use indirect addressing, or when the local constant list is empty,
762 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
763 * local constants do not declare the loaded constants as an array because ARB compilers usually
764 * do not optimize unused constants away
766 if(This->baseShader.reg_maps.usesrelconstF) {
767 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
768 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
769 max_constantsF, max_constantsF - 1);
771 for(i = 0; i < max_constantsF; i++) {
774 mask = 1 << (i & 0x1f);
775 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
776 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
784 static const char * const shift_tab[] = {
785 "dummy", /* 0 (none) */
786 "coefmul.x", /* 1 (x2) */
787 "coefmul.y", /* 2 (x4) */
788 "coefmul.z", /* 3 (x8) */
789 "coefmul.w", /* 4 (x16) */
790 "dummy", /* 5 (x32) */
791 "dummy", /* 6 (x64) */
792 "dummy", /* 7 (x128) */
793 "dummy", /* 8 (d256) */
794 "dummy", /* 9 (d128) */
795 "dummy", /* 10 (d64) */
796 "dummy", /* 11 (d32) */
797 "coefdiv.w", /* 12 (d16) */
798 "coefdiv.z", /* 13 (d8) */
799 "coefdiv.y", /* 14 (d4) */
800 "coefdiv.x" /* 15 (d2) */
803 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
804 const struct wined3d_shader_dst_param *dst, char *write_mask)
806 char *ptr = write_mask;
808 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
811 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
812 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
813 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
814 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
820 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
822 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
823 * but addressed as "rgba". To fix this we need to swap the register's x
824 * and z components. */
825 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
826 char *ptr = swizzle_str;
828 /* swizzle bits fields: wwzzyyxx */
829 DWORD swizzle = param->swizzle;
830 DWORD swizzle_x = swizzle & 0x03;
831 DWORD swizzle_y = (swizzle >> 2) & 0x03;
832 DWORD swizzle_z = (swizzle >> 4) & 0x03;
833 DWORD swizzle_w = (swizzle >> 6) & 0x03;
835 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
836 * generate a swizzle string. Unless we need to our own swizzling. */
837 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
840 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
841 *ptr++ = swizzle_chars[swizzle_x];
843 *ptr++ = swizzle_chars[swizzle_x];
844 *ptr++ = swizzle_chars[swizzle_y];
845 *ptr++ = swizzle_chars[swizzle_z];
846 *ptr++ = swizzle_chars[swizzle_w];
853 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
855 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
856 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
858 if(strcmp(priv->addr_reg, src) == 0) return;
860 strcpy(priv->addr_reg, src);
861 shader_addline(buffer, "ARL A0.x, %s;\n", src);
864 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
865 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
867 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
868 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
870 /* oPos, oFog and oPts in D3D */
871 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
872 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
873 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
874 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
880 case WINED3DSPR_TEMP:
881 sprintf(register_name, "R%u", reg->idx);
884 case WINED3DSPR_INPUT:
887 if(This->baseShader.reg_maps.shader_version.major < 3)
889 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
890 else strcpy(register_name, "fragment.color.secondary");
897 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
899 if(strcmp(rel_reg, "**aL_emul**") == 0)
901 DWORD idx = ctx->aL + reg->idx;
902 if(idx < MAX_REG_INPUT)
904 strcpy(register_name, ctx->ps_input[idx]);
908 ERR("Pixel shader input register out of bounds: %u\n", idx);
909 sprintf(register_name, "out_of_bounds_%u", idx);
912 else if(This->baseShader.reg_maps.input_registers & 0x0300)
914 /* There are two ways basically:
916 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
917 * That means trouble if the loop also contains a breakc or if the control values
918 * aren't local constants.
919 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
920 * source dynamically. The trouble is that we cannot simply read aL.y because it
921 * is an ADDRESS register. We could however push it, load .zw with a value and use
922 * ADAC to load the condition code register and pop it again afterwards
924 FIXME("Relative input register addressing with more than 8 registers\n");
926 /* This is better than nothing for now */
927 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
929 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
931 /* This is problematic because we'd have to consult the ctx->ps_input strings
932 * for where to find the varying. Some may be "0.0", others can be texcoords or
933 * colors. This needs either a pipeline replacement to make the vertex shader feed
934 * proper varyings, or loop unrolling
936 * For now use the texcoords and hope for the best
938 FIXME("Non-vertex shader varying input with indirect addressing\n");
939 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
943 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
944 * pulls GL_NV_fragment_program2 in
946 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
951 if(reg->idx < MAX_REG_INPUT)
953 strcpy(register_name, ctx->ps_input[reg->idx]);
957 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
958 sprintf(register_name, "out_of_bounds_%u", reg->idx);
965 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
966 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
970 case WINED3DSPR_CONST:
971 if (!pshader && reg->rel_addr)
975 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
976 if(This->baseShader.reg_maps.shader_version.major < 2) {
977 sprintf(rel_reg, "A0.x");
979 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
980 if(ctx->target_version == ARB) {
981 if(strcmp(rel_reg, "**aL_emul**") == 0) {
984 shader_arb_request_a0(ins, rel_reg);
985 sprintf(rel_reg, "A0.x");
990 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
991 else if (reg->idx >= rel_offset)
992 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
994 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
998 if (This->baseShader.reg_maps.usesrelconstF)
999 sprintf(register_name, "C[%u]", reg->idx);
1001 sprintf(register_name, "C%u", reg->idx);
1005 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1007 if(This->baseShader.reg_maps.shader_version.major == 1 &&
1008 This->baseShader.reg_maps.shader_version.minor <= 3) {
1009 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1010 * and as source to most instructions. For some instructions it is the texcoord
1011 * input. Those instructions know about the special use
1013 sprintf(register_name, "T%u", reg->idx);
1015 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1016 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1021 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
1023 sprintf(register_name, "A%u", reg->idx);
1027 sprintf(register_name, "A%u_SHADOW", reg->idx);
1032 case WINED3DSPR_COLOROUT:
1033 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
1035 strcpy(register_name, "TMP_COLOR");
1039 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1040 if(This->baseShader.reg_maps.highest_render_target > 0)
1042 sprintf(register_name, "result.color[%u]", reg->idx);
1046 strcpy(register_name, "result.color");
1051 case WINED3DSPR_RASTOUT:
1052 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1053 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1056 case WINED3DSPR_DEPTHOUT:
1057 strcpy(register_name, "result.depth");
1060 case WINED3DSPR_ATTROUT:
1061 /* case WINED3DSPR_OUTPUT: */
1062 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1063 else strcpy(register_name, ctx->color_output[reg->idx]);
1066 case WINED3DSPR_TEXCRDOUT:
1069 sprintf(register_name, "oT[%u]", reg->idx);
1073 if(This->baseShader.reg_maps.shader_version.major < 3)
1075 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1079 strcpy(register_name, ctx->vs_output[reg->idx]);
1084 case WINED3DSPR_LOOP:
1085 if(ctx->target_version >= NV2)
1087 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1088 if(pshader) sprintf(register_name, "A0.x");
1089 else sprintf(register_name, "aL.y");
1093 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1094 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1095 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1096 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1099 sprintf(register_name, "**aL_emul**");
1104 case WINED3DSPR_CONSTINT:
1105 sprintf(register_name, "I%u", reg->idx);
1108 case WINED3DSPR_MISCTYPE:
1111 sprintf(register_name, "vpos");
1113 else if(reg->idx == 1)
1115 sprintf(register_name, "fragment.facing.x");
1119 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1124 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1125 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1130 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1131 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1133 char register_name[255];
1137 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1138 strcpy(str, register_name);
1140 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1141 strcat(str, write_mask);
1144 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1146 switch(channel_source)
1148 case CHANNEL_SOURCE_ZERO: return "0";
1149 case CHANNEL_SOURCE_ONE: return "1";
1150 case CHANNEL_SOURCE_X: return "x";
1151 case CHANNEL_SOURCE_Y: return "y";
1152 case CHANNEL_SOURCE_Z: return "z";
1153 case CHANNEL_SOURCE_W: return "w";
1155 FIXME("Unhandled channel source %#x\n", channel_source);
1160 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1161 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1165 if (is_complex_fixup(fixup))
1167 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1168 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1173 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1174 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1175 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1176 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1181 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1182 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1183 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1187 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1188 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1189 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1190 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1196 char *ptr = reg_mask;
1198 if (mask != WINED3DSP_WRITEMASK_ALL)
1201 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1202 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1203 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1204 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1208 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1212 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1215 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1216 if (!ins->dst_count) return "";
1218 mod = ins->dst[0].modifiers;
1220 /* Silently ignore PARTIALPRECISION if its not supported */
1221 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1223 if(mod & WINED3DSPDM_MSAMPCENTROID)
1225 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1226 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1231 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1234 case WINED3DSPDM_SATURATE:
1237 case WINED3DSPDM_PARTIALPRECISION:
1244 FIXME("Unknown modifiers 0x%08x\n", mod);
1249 #define TEX_PROJ 0x1
1250 #define TEX_BIAS 0x2
1252 #define TEX_DERIV 0x10
1254 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1255 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1257 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1258 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1259 const char *tex_type;
1260 BOOL np2_fixup = FALSE;
1261 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1262 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1263 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1265 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1267 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1268 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1270 switch(sampler_type) {
1276 if(device->stateBlock->textures[sampler_idx] &&
1277 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1282 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1284 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1286 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1287 else np2_fixup = TRUE;
1292 case WINED3DSTT_VOLUME:
1296 case WINED3DSTT_CUBE:
1301 ERR("Unexpected texture type %d\n", sampler_type);
1305 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1306 * so don't use shader_arb_get_modifier
1308 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1311 /* Fragment samplers always have indentity mapping */
1312 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1314 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1317 if (flags & TEX_DERIV)
1319 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1320 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1321 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1322 dsx, dsy,sampler_idx, tex_type);
1324 else if(flags & TEX_LOD)
1326 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1327 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1328 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1329 sampler_idx, tex_type);
1331 else if (flags & TEX_BIAS)
1333 /* Shouldn't be possible, but let's check for it */
1334 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1335 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1336 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1338 else if (flags & TEX_PROJ)
1340 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1346 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1347 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1348 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1350 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1353 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1358 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1359 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1363 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1364 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1366 /* Generate a line that does the input modifier computation and return the input register to use */
1367 BOOL is_color = FALSE;
1371 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1372 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1374 /* Assume a new line will be added */
1377 /* Get register name */
1378 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1379 shader_arb_get_swizzle(src, is_color, swzstr);
1381 switch (src->modifiers)
1383 case WINED3DSPSM_NONE:
1384 sprintf(outregstr, "%s%s", regstr, swzstr);
1387 case WINED3DSPSM_NEG:
1388 sprintf(outregstr, "-%s%s", regstr, swzstr);
1391 case WINED3DSPSM_BIAS:
1392 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1394 case WINED3DSPSM_BIASNEG:
1395 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1397 case WINED3DSPSM_SIGN:
1398 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1400 case WINED3DSPSM_SIGNNEG:
1401 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1403 case WINED3DSPSM_COMP:
1404 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1406 case WINED3DSPSM_X2:
1407 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1409 case WINED3DSPSM_X2NEG:
1410 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1412 case WINED3DSPSM_DZ:
1413 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1414 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1416 case WINED3DSPSM_DW:
1417 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1418 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1420 case WINED3DSPSM_ABS:
1421 if(ctx->target_version >= NV2) {
1422 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1425 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1428 case WINED3DSPSM_ABSNEG:
1429 if(ctx->target_version >= NV2) {
1430 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1432 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1433 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1438 sprintf(outregstr, "%s%s", regstr, swzstr);
1442 /* Return modified or original register, with swizzle */
1444 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1447 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1449 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1450 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1452 char src_name[2][50];
1453 DWORD sampler_code = dst->reg.idx;
1455 shader_arb_get_dst_param(ins, dst, dst_name);
1457 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1459 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1460 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1463 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1464 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1465 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1466 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1467 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1469 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1470 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1473 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1478 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1479 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1480 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1481 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1482 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1483 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1484 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1485 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1486 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1487 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1488 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1489 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1490 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1492 FIXME("Unknown modifier %u\n", mod);
1496 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1498 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1499 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1501 char src_name[3][50];
1502 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1503 ins->ctx->reg_maps->shader_version.minor);
1506 shader_arb_get_dst_param(ins, dst, dst_name);
1507 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1509 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1510 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1512 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1514 struct wined3d_shader_src_param src0_copy = ins->src[0];
1517 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1518 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1520 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1521 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1522 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1523 /* No modifiers supported on CMP */
1524 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1526 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1527 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1529 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1530 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1535 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1537 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1538 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1540 char src_name[3][50];
1543 shader_arb_get_dst_param(ins, dst, dst_name);
1545 /* Generate input register names (with modifiers) */
1546 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1547 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1548 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1550 /* No modifiers are supported on CMP */
1551 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1552 src_name[0], src_name[2], src_name[1]);
1554 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1556 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1557 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1561 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1562 * dst = dot2(src0, src1) + src2 */
1563 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1565 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1566 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1568 char src_name[3][50];
1569 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1571 shader_arb_get_dst_param(ins, dst, dst_name);
1572 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1573 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1575 if(ctx->target_version >= NV3)
1577 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1578 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1579 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1580 dst_name, src_name[0], src_name[1], src_name[2]);
1582 else if(ctx->target_version >= NV2)
1584 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1585 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1586 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1587 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1589 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1591 * .xyxy and other swizzles that we could get with this are not valid in
1592 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1594 struct wined3d_shader_src_param tmp_param = ins->src[1];
1595 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1596 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1598 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1600 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1601 dst_name, src_name[2], src_name[0], src_name[1]);
1605 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1606 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1607 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1609 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1610 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1611 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1612 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1616 /* Map the opcode 1-to-1 to the GL code */
1617 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1619 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1620 const char *instruction;
1621 char arguments[256], dst_str[50];
1623 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1625 switch (ins->handler_idx)
1627 case WINED3DSIH_ABS: instruction = "ABS"; break;
1628 case WINED3DSIH_ADD: instruction = "ADD"; break;
1629 case WINED3DSIH_CRS: instruction = "XPD"; break;
1630 case WINED3DSIH_DP3: instruction = "DP3"; break;
1631 case WINED3DSIH_DP4: instruction = "DP4"; break;
1632 case WINED3DSIH_DST: instruction = "DST"; break;
1633 case WINED3DSIH_FRC: instruction = "FRC"; break;
1634 case WINED3DSIH_LIT: instruction = "LIT"; break;
1635 case WINED3DSIH_LRP: instruction = "LRP"; break;
1636 case WINED3DSIH_MAD: instruction = "MAD"; break;
1637 case WINED3DSIH_MAX: instruction = "MAX"; break;
1638 case WINED3DSIH_MIN: instruction = "MIN"; break;
1639 case WINED3DSIH_MOV: instruction = "MOV"; break;
1640 case WINED3DSIH_MUL: instruction = "MUL"; break;
1641 case WINED3DSIH_SGE: instruction = "SGE"; break;
1642 case WINED3DSIH_SLT: instruction = "SLT"; break;
1643 case WINED3DSIH_SUB: instruction = "SUB"; break;
1644 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1645 case WINED3DSIH_DSX: instruction = "DDX"; break;
1646 default: instruction = "";
1647 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1651 /* Note that shader_arb_add_dst_param() adds spaces. */
1652 arguments[0] = '\0';
1653 shader_arb_get_dst_param(ins, dst, dst_str);
1654 for (i = 0; i < ins->src_count; ++i)
1657 strcat(arguments, ", ");
1658 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1659 strcat(arguments, operand);
1661 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1664 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1666 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1667 shader_addline(buffer, "NOP;\n");
1670 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1672 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1673 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1674 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1676 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1677 char src0_param[256];
1679 if(ins->handler_idx == WINED3DSIH_MOVA) {
1682 if(ctx->target_version >= NV2) {
1683 shader_hw_map2gl(ins);
1686 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1687 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1689 /* This implements the mova formula used in GLSL. The first two instructions
1690 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1694 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1696 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1697 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1699 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1700 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1702 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1703 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1704 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1705 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1707 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1709 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1711 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1712 } else if (ins->ctx->reg_maps->shader_version.major == 1
1713 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1714 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1716 src0_param[0] = '\0';
1717 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1719 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1720 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1721 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1725 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1726 * with more than one component. Thus replicate the first source argument over all
1727 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1728 struct wined3d_shader_src_param tmp_src = ins->src[0];
1729 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1730 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1731 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1734 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1736 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1737 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1739 shader_addline(buffer, "#mov handled in srgb write code\n");
1742 shader_hw_map2gl(ins);
1746 shader_hw_map2gl(ins);
1750 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1752 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1753 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1756 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1757 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1759 shader_arb_get_dst_param(ins, dst, reg_dest);
1761 if (ins->ctx->reg_maps->shader_version.major >= 2)
1763 const char *kilsrc = "TA";
1766 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1767 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1773 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1774 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1775 * masked out components to 0(won't kill)
1777 char x = '0', y = '0', z = '0', w = '0';
1778 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1779 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1780 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1781 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1782 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1784 shader_addline(buffer, "KIL %s;\n", kilsrc);
1786 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1787 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1789 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1790 * or pass in any temporary register(in shader phase 2)
1792 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1793 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1795 shader_arb_get_dst_param(ins, dst, reg_dest);
1797 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1798 shader_addline(buffer, "KIL TA;\n");
1802 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1804 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1805 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1806 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1807 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1808 ins->ctx->reg_maps->shader_version.minor);
1809 struct wined3d_shader_src_param src;
1813 DWORD reg_sampler_code;
1816 /* All versions have a destination register */
1817 shader_arb_get_dst_param(ins, dst, reg_dest);
1819 /* 1.0-1.4: Use destination register number as texture code.
1820 2.0+: Use provided sampler number as texure code. */
1821 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1822 reg_sampler_code = dst->reg.idx;
1824 reg_sampler_code = ins->src[1].reg.idx;
1826 /* 1.0-1.3: Use the texcoord varying.
1827 1.4+: Use provided coordinate source register. */
1828 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1829 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1831 /* TEX is the only instruction that can handle DW and DZ natively */
1833 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1834 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1835 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1839 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1840 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1841 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1843 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1846 if(reg_sampler_code < MAX_TEXTURES) {
1847 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1849 if (flags & WINED3DTTFF_PROJECTED) {
1850 myflags |= TEX_PROJ;
1853 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1855 DWORD src_mod = ins->src[0].modifiers;
1856 if (src_mod == WINED3DSPSM_DZ) {
1857 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1858 * varying register, so we need a temp reg
1860 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1861 strcpy(reg_coord, "TA");
1862 myflags |= TEX_PROJ;
1863 } else if(src_mod == WINED3DSPSM_DW) {
1864 myflags |= TEX_PROJ;
1867 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1868 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1870 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1873 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1875 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1876 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1877 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1878 ins->ctx->reg_maps->shader_version.minor);
1881 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1883 DWORD reg = dst->reg.idx;
1885 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1886 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1890 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1891 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1892 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1896 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1898 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1899 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1900 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1903 DWORD reg1 = ins->dst[0].reg.idx;
1907 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1908 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1909 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1910 /* Move .x first in case src_str is "TA" */
1911 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1912 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1913 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1914 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1917 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1919 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1921 DWORD reg1 = ins->dst[0].reg.idx;
1925 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1926 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1927 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1928 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1929 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1930 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1933 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1935 DWORD reg1 = ins->dst[0].reg.idx;
1939 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1940 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1941 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1942 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1945 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1947 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1948 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1949 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1950 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1951 char reg_coord[40], dst_reg[50], src_reg[50];
1952 DWORD reg_dest_code;
1954 /* All versions have a destination register. The Tx where the texture coordinates come
1955 * from is the varying incarnation of the texture register
1957 reg_dest_code = dst->reg.idx;
1958 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1959 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1960 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1962 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1963 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1965 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1966 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1968 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1969 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1972 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1973 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1974 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1975 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1977 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1978 * so we can't let the GL handle this.
1980 if (device->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)
1982 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1983 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1984 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1986 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1989 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1991 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1993 /* No src swizzles are allowed, so this is ok */
1994 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1995 src_reg, reg_dest_code, reg_dest_code);
1996 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2000 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2002 DWORD reg = ins->dst[0].reg.idx;
2003 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2004 char src0_name[50], dst_name[50];
2006 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2008 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2009 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2010 * T<reg+1> register. Use this register to store the calculated vector
2012 tmp_reg.idx = reg + 1;
2013 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2014 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2017 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2019 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2020 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2022 DWORD reg = ins->dst[0].reg.idx;
2023 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2029 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2030 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2032 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2033 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2034 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2035 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2036 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2039 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2041 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2042 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2043 DWORD reg = ins->dst[0].reg.idx;
2044 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2045 char src0_name[50], dst_name[50];
2046 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2049 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2050 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2051 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2053 tmp_reg.idx = reg + 2 - current_state->current_row;
2054 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2056 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2057 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2058 dst_name, 'x' + current_state->current_row, reg, src0_name);
2059 current_state->texcoord_w[current_state->current_row++] = reg;
2062 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2064 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2065 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2066 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2068 DWORD reg = ins->dst[0].reg.idx;
2069 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2071 char src0_name[50], dst_name[50];
2074 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2075 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2076 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2078 /* Sample the texture using the calculated coordinates */
2079 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2080 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2081 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2082 current_state->current_row = 0;
2085 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2087 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2088 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2089 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2091 DWORD reg = ins->dst[0].reg.idx;
2092 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2098 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2099 * components for temporary data storage
2101 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2102 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2103 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2105 /* Construct the eye-ray vector from w coordinates */
2106 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2107 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2108 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2110 /* Calculate reflection vector
2112 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2113 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2114 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2115 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2116 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2117 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2118 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2120 /* Sample the texture using the calculated coordinates */
2121 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2122 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2123 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2124 current_state->current_row = 0;
2127 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2129 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2130 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2131 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2133 DWORD reg = ins->dst[0].reg.idx;
2134 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2141 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2142 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2143 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2144 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2145 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2147 /* Calculate reflection vector.
2150 * dst_reg.xyz = 2 * --------- * N - E
2153 * Which normalizes the normal vector
2155 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2156 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2157 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2158 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2159 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2160 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2162 /* Sample the texture using the calculated coordinates */
2163 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2164 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2165 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2166 current_state->current_row = 0;
2169 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2171 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2172 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2175 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2176 * which is essentially an input, is the destination register because it is the first
2177 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2178 * here(writemasks/swizzles are not valid on texdepth)
2180 shader_arb_get_dst_param(ins, dst, dst_name);
2182 /* According to the msdn, the source register(must be r5) is unusable after
2183 * the texdepth instruction, so we're free to modify it
2185 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
2187 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2188 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2189 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2191 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2192 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2193 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2194 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2197 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2198 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2199 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2200 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2202 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2203 DWORD sampler_idx = ins->dst[0].reg.idx;
2207 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2208 shader_addline(buffer, "MOV TB, 0.0;\n");
2209 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2211 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2212 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2215 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2216 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2217 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2219 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2222 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2224 /* Handle output register */
2225 shader_arb_get_dst_param(ins, dst, dst_str);
2226 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2227 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2230 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2231 * Perform the 3rd row of a 3x3 matrix multiply */
2232 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2234 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2235 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2236 char dst_str[50], dst_name[50];
2240 shader_arb_get_dst_param(ins, dst, dst_str);
2241 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2242 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2243 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2244 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2247 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2248 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2249 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2250 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2252 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2254 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2255 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2256 char src0[50], dst_name[50];
2259 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2260 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2261 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2263 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2264 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2265 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2267 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2268 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2269 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2270 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2273 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2274 Vertex/Pixel shaders to ARB_vertex_program codes */
2275 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2278 int nComponents = 0;
2279 struct wined3d_shader_dst_param tmp_dst = {{0}};
2280 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2281 struct wined3d_shader_instruction tmp_ins;
2283 memset(&tmp_ins, 0, sizeof(tmp_ins));
2285 /* Set constants for the temporary argument */
2286 tmp_ins.ctx = ins->ctx;
2287 tmp_ins.dst_count = 1;
2288 tmp_ins.dst = &tmp_dst;
2289 tmp_ins.src_count = 2;
2290 tmp_ins.src = tmp_src;
2292 switch(ins->handler_idx)
2294 case WINED3DSIH_M4x4:
2296 tmp_ins.handler_idx = WINED3DSIH_DP4;
2298 case WINED3DSIH_M4x3:
2300 tmp_ins.handler_idx = WINED3DSIH_DP4;
2302 case WINED3DSIH_M3x4:
2304 tmp_ins.handler_idx = WINED3DSIH_DP3;
2306 case WINED3DSIH_M3x3:
2308 tmp_ins.handler_idx = WINED3DSIH_DP3;
2310 case WINED3DSIH_M3x2:
2312 tmp_ins.handler_idx = WINED3DSIH_DP3;
2315 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2319 tmp_dst = ins->dst[0];
2320 tmp_src[0] = ins->src[0];
2321 tmp_src[1] = ins->src[1];
2322 for (i = 0; i < nComponents; i++) {
2323 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2324 shader_hw_map2gl(&tmp_ins);
2325 ++tmp_src[1].reg.idx;
2329 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2331 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2332 const char *instruction;
2337 switch(ins->handler_idx)
2339 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2340 case WINED3DSIH_RCP: instruction = "RCP"; break;
2341 case WINED3DSIH_EXP: instruction = "EX2"; break;
2342 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2343 default: instruction = "";
2344 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2348 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2349 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2350 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2352 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2358 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2361 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2363 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2366 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2367 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2369 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2370 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2372 if(pshader && priv->target_version >= NV3)
2374 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2378 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2379 shader_addline(buffer, "RSQ TA, TA.x;\n");
2380 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2381 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2386 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2388 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2390 char src_name[3][50];
2392 /* ARB_fragment_program has a convenient LRP instruction */
2393 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2394 shader_hw_map2gl(ins);
2398 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2399 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2400 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2401 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2403 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2404 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2405 dst_name, src_name[0], src_name[2]);
2408 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2410 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2411 * must contain fixed constants. So we need a separate function to filter those constants and
2414 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2415 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2416 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2418 char src_name0[50], src_name1[50], src_name2[50];
2421 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2422 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2423 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2424 /* No modifiers are supported on SCS */
2425 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2427 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2429 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2430 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2432 } else if(priv->target_version >= NV2) {
2433 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2435 /* Sincos writemask must be .x, .y or .xy */
2436 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2437 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2438 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2439 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2441 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2442 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2444 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2445 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2447 * The constants we get are:
2449 * +1 +1, -1 -1 +1 +1 -1 -1
2450 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2451 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2453 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2457 * (x/2)^4 = x^4 / 16
2458 * (x/2)^5 = x^5 / 32
2461 * To get the final result:
2462 * sin(x) = 2 * sin(x/2) * cos(x/2)
2463 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2464 * (from sin(x+y) and cos(x+y) rules)
2466 * As per MSDN, dst.z is undefined after the operation, and so is
2467 * dst.x and dst.y if they're masked out by the writemask. Ie
2468 * sincos dst.y, src1, c0, c1
2469 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2470 * vsa.exe also stops with an error if the dest register is the same register as the source
2471 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2472 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2474 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2475 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2476 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2478 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2479 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2480 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2481 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2482 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2483 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2487 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2488 * properly merge that with MULs in the code above?
2489 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2490 * we can merge the sine and cosine MAD rows to calculate them together.
2492 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2493 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2494 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2495 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2498 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2499 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2500 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2502 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2504 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2505 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2507 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2509 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2510 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2515 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2517 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2520 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2522 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2523 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2525 /* SGN is only valid in vertex shaders */
2526 if(ctx->target_version >= NV2) {
2527 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2531 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2532 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2534 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2535 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2537 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2538 * Then use TA, and calculate the final result
2540 * Not reading from TA? Store the first result in TA to avoid overwriting the
2541 * destination if src reg = dst reg
2543 if(strstr(src_name, "TA"))
2545 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2546 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2547 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2551 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2552 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2553 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2558 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2560 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2566 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2567 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2568 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2570 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2571 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2574 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2580 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2581 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2582 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2583 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2584 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2585 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2586 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2587 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2588 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2589 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2590 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2591 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2592 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2594 FIXME("Unknown modifier %u\n", mod);
2598 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2600 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2601 char src0[50], src1[50], dst[50];
2602 struct wined3d_shader_src_param src0_copy = ins->src[0];
2603 BOOL need_abs = FALSE;
2607 switch(ins->handler_idx)
2609 case WINED3DSIH_LOG: instr = "LG2"; break;
2610 case WINED3DSIH_LOGP: instr = "LOG"; break;
2611 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2613 ERR("Unexpected instruction %d\n", ins->handler_idx);
2617 /* LOG, LOGP and POW operate on the absolute value of the input */
2618 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2620 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2621 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2622 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2626 shader_addline(buffer, "ABS TA, %s;\n", src0);
2629 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2633 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2638 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2642 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2646 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2648 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2650 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2653 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2657 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2658 struct list *e = list_head(&priv->control_frames);
2659 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2661 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2662 /* The constant loader makes sure to load -1 into iX.w */
2663 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2664 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2665 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2669 shader_addline(buffer, "LOOP %s;\n", src_name);
2673 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2675 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2677 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2679 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2681 /* The constant loader makes sure to load -1 into iX.w */
2684 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2685 struct list *e = list_head(&priv->control_frames);
2686 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2688 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2690 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2691 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2692 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2696 shader_addline(buffer, "REP %s;\n", src_name);
2700 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2702 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2703 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2707 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2708 struct list *e = list_head(&priv->control_frames);
2709 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2711 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2712 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2713 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2715 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2719 shader_addline(buffer, "ENDLOOP;\n");
2723 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2725 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2726 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2730 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2731 struct list *e = list_head(&priv->control_frames);
2732 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2734 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2735 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2736 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2738 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2742 shader_addline(buffer, "ENDREP;\n");
2746 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2748 struct control_frame *control_frame;
2750 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2752 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2754 ERR("Could not find loop for break\n");
2758 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2760 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2761 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2762 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2766 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2770 shader_addline(buffer, "BRK;\n");
2774 static const char *get_compare(COMPARISON_TYPE flags)
2778 case COMPARISON_GT: return "GT";
2779 case COMPARISON_EQ: return "EQ";
2780 case COMPARISON_GE: return "GE";
2781 case COMPARISON_LT: return "LT";
2782 case COMPARISON_NE: return "NE";
2783 case COMPARISON_LE: return "LE";
2785 FIXME("Unrecognized comparison value: %u\n", flags);
2790 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2794 case COMPARISON_GT: return COMPARISON_LE;
2795 case COMPARISON_EQ: return COMPARISON_NE;
2796 case COMPARISON_GE: return COMPARISON_LT;
2797 case COMPARISON_LT: return COMPARISON_GE;
2798 case COMPARISON_NE: return COMPARISON_EQ;
2799 case COMPARISON_LE: return COMPARISON_GT;
2801 FIXME("Unrecognized comparison value: %u\n", flags);
2806 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2808 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2809 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2810 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2813 const char *comp = get_compare(ins->flags);
2815 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2816 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2820 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2821 * away the subtraction result
2823 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2824 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2828 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2829 shader_addline(buffer, "BRK (%s.x);\n", comp);
2833 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2835 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2836 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2837 struct list *e = list_head(&priv->control_frames);
2838 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2842 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2844 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2845 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2849 /* Invert the flag. We jump to the else label if the condition is NOT true */
2850 comp = get_compare(invert_compare(ins->flags));
2851 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2852 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
2856 comp = get_compare(ins->flags);
2857 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2858 shader_addline(buffer, "IF %s.x;\n", comp);
2862 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2864 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2865 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2866 struct list *e = list_head(&priv->control_frames);
2867 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2868 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2872 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
2873 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
2874 control_frame->had_else = TRUE;
2878 shader_addline(buffer, "ELSE;\n");
2882 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2884 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2885 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2886 struct list *e = list_head(&priv->control_frames);
2887 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2888 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2892 if(control_frame->had_else)
2894 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
2898 shader_addline(buffer, "#No else branch. else is endif\n");
2899 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
2904 shader_addline(buffer, "ENDIF;\n");
2908 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2910 DWORD sampler_idx = ins->src[1].reg.idx;
2912 char reg_src[3][40];
2913 DWORD flags = TEX_DERIV;
2915 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2916 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2917 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2918 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2920 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2921 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2923 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2926 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2928 DWORD sampler_idx = ins->src[1].reg.idx;
2931 DWORD flags = TEX_LOD;
2933 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2934 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2936 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2937 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2939 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2942 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
2944 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2945 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2947 priv->in_main_func = FALSE;
2948 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2949 * subroutine, don't generate a label that will make GL complain
2951 if(priv->target_version == ARB) return;
2953 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
2956 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
2957 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
2959 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2960 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2961 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2964 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2965 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2966 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2967 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2969 if(args->super.fog_src == VS_FOG_Z) {
2970 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2971 } else if (!reg_maps->fog) {
2972 /* posFixup.x is always 1.0, so we can savely use it */
2973 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2976 /* Write the final position.
2978 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2979 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2980 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2981 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2983 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2984 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2985 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2987 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
2989 if(args->super.clip_enabled)
2991 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
2993 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2997 else if(args->clip.boolclip.clip_texcoord)
2999 unsigned int cur_clip = 0;
3000 char component[4] = {'x', 'y', 'z', 'w'};
3002 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3004 if(args->clip.boolclip.clipplane_mask & (1 << i))
3006 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3007 component[cur_clip++], i);
3013 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
3016 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
3019 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
3022 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
3025 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3026 args->clip.boolclip.clip_texcoord - 1);
3029 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3030 * and the glsl equivalent
3032 if(need_helper_const(gl_info)) {
3033 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
3035 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3036 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3039 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3041 priv_ctx->footer_written = TRUE;
3044 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3046 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3047 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3048 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
3049 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3051 if(priv->target_version == ARB) return;
3055 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
3058 shader_addline(buffer, "RET;\n");
3061 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3063 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3064 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3067 /* GL locking is done by the caller */
3068 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3070 GLuint program_id = 0;
3073 const char *blt_vprogram =
3075 "PARAM c[1] = { { 1, 0.5 } };\n"
3076 "MOV result.position, vertex.position;\n"
3077 "MOV result.color, c[0].x;\n"
3078 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3081 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3082 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3083 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3084 strlen(blt_vprogram), blt_vprogram));
3085 checkGLcall("glProgramStringARB()");
3087 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3090 FIXME("Vertex program error at position %d: %s\n\n", pos,
3091 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3092 shader_arb_dump_program_source(blt_vprogram);
3098 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3099 checkGLcall("glGetProgramivARB()");
3100 if (!native) WARN("Program exceeds native resource limits.\n");
3106 /* GL locking is done by the caller */
3107 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3108 enum tex_types tex_type, BOOL masked)
3110 GLuint program_id = 0;
3111 const char *fprogram;
3114 static const char * const blt_fprograms_full[tex_type_count] =
3121 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3122 "MOV result.depth.z, R0.x;\n"
3129 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3130 "MOV result.depth.z, R0.x;\n"
3135 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3136 "MOV result.depth.z, R0.x;\n"
3140 static const char * const blt_fprograms_masked[tex_type_count] =
3146 "PARAM mask = program.local[0];\n"
3148 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3149 "MUL R0.x, R0.x, R0.y;\n"
3151 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3152 "MOV result.depth.z, R0.x;\n"
3158 "PARAM mask = program.local[0];\n"
3160 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3161 "MUL R0.x, R0.x, R0.y;\n"
3163 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3164 "MOV result.depth.z, R0.x;\n"
3168 "PARAM mask = program.local[0];\n"
3170 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3171 "MUL R0.x, R0.x, R0.y;\n"
3173 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3174 "MOV result.depth.z, R0.x;\n"
3178 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3181 FIXME("tex_type %#x not supported\n", tex_type);
3185 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3186 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3187 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3188 checkGLcall("glProgramStringARB()");
3190 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3193 FIXME("Fragment program error at position %d: %s\n\n", pos,
3194 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3195 shader_arb_dump_program_source(fprogram);
3201 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3202 checkGLcall("glGetProgramivARB()");
3203 if (!native) WARN("Program exceeds native resource limits.\n");
3209 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3210 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3212 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3216 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3217 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3218 /* Calculate the > 0.0031308 case */
3219 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3220 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3221 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3222 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3223 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3224 /* Calculate the < case */
3225 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3229 /* Calculate the > 0.0031308 case */
3230 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3231 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3232 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3233 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3234 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3235 /* Calculate the < case */
3236 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3237 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3238 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3239 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3240 /* Store the components > 0.0031308 in the destination */
3241 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3242 /* Add the components that are < 0.0031308 */
3243 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3244 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3245 * result.color writes(.rgb first, then .a), or handle overwriting already written
3246 * components. The assembler uses a temporary register in this case, which is usually
3247 * not allocated from one of our registers that were used earlier.
3250 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3253 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3255 const local_constant *constant;
3257 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3259 if (constant->idx == idx)
3261 return constant->value;
3267 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3268 struct shader_arb_ctx_priv *priv)
3270 const char *texcoords[8] =
3272 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3273 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3276 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3277 const char *semantic_name;
3280 switch(args->super.vp_mode)
3282 case pretransformed:
3284 /* The pixelshader has to collect the varyings on its own. In any case properly load
3285 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3286 * other attribs to 0.0.
3288 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3289 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3290 * load the texcoord attrib pointers to match the pixel shader signature
3292 for(i = 0; i < MAX_REG_INPUT; i++)
3294 semantic_name = sig[i].semantic_name;
3295 semantic_idx = sig[i].semantic_idx;
3296 if(semantic_name == NULL) continue;
3298 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3300 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
3301 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3302 else priv->ps_input[i] = "0.0";
3304 else if(args->super.vp_mode == fixedfunction)
3306 priv->ps_input[i] = "0.0";
3308 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3310 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3311 else priv->ps_input[i] = "0.0";
3313 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3315 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
3316 else priv->ps_input[i] = "0.0";
3320 priv->ps_input[i] = "0.0";
3323 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3328 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3331 for(i = 0; i < 8; i++)
3333 priv->ps_input[i] = texcoords[i];
3335 priv->ps_input[8] = "fragment.color.primary";
3336 priv->ps_input[9] = "fragment.color.secondary";
3341 /* GL locking is done by the caller */
3342 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3343 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3345 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3346 CONST DWORD *function = This->baseShader.function;
3347 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3348 const local_constant *lconst;
3351 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3352 struct shader_arb_ctx_priv priv_ctx;
3353 BOOL dcl_td = FALSE;
3354 BOOL want_nv_prog = FALSE;
3355 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3360 unsigned int i, found = 0;
3362 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3365 || (This->color0_mov && i == This->color0_reg)
3366 || (reg_maps->shader_version.major < 2 && i == 0))
3369 sprintf(srgbtmp[found], "R%u", i);
3371 if (found == 4) break;
3376 sprintf(srgbtmp[0], "TA");
3377 sprintf(srgbtmp[1], "TB");
3378 sprintf(srgbtmp[2], "TC");
3379 sprintf(srgbtmp[3], "TD");
3383 sprintf(srgbtmp[1], "TA");
3384 sprintf(srgbtmp[2], "TB");
3385 sprintf(srgbtmp[3], "TC");
3388 sprintf(srgbtmp[2], "TA");
3389 sprintf(srgbtmp[3], "TB");
3392 sprintf(srgbtmp[3], "TA");
3398 /* Create the hw ARB shader */
3399 memset(&priv_ctx, 0, sizeof(priv_ctx));
3400 priv_ctx.cur_ps_args = args;
3401 priv_ctx.compiled_fprog = compiled;
3402 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3403 init_ps_input(This, args, &priv_ctx);
3404 list_init(&priv_ctx.control_frames);
3406 /* Avoid enabling NV_fragment_program* if we do not need it.
3408 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3409 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3410 * is faster than what we gain from using higher native instructions. There are some things though
3411 * that cannot be emulated. In that case enable the extensions.
3412 * If the extension is enabled, instruction handlers that support both ways will use it.
3414 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3415 * So enable the best we can get.
3417 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3418 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3420 want_nv_prog = TRUE;
3423 shader_addline(buffer, "!!ARBfp1.0\n");
3424 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3426 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3427 priv_ctx.target_version = NV3;
3429 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3431 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3432 priv_ctx.target_version = NV2;
3436 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3439 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3442 priv_ctx.target_version = ARB;
3445 if(This->baseShader.reg_maps.highest_render_target > 0)
3447 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3450 if (reg_maps->shader_version.major < 3)
3452 switch(args->super.fog) {
3456 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3459 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3462 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3467 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3468 * unused temps away(but occupies them for the whole shader if they're used once). Always
3469 * declaring them avoids tricky bookkeeping work
3471 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3472 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3473 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3474 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3475 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3476 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3477 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3479 if (reg_maps->shader_version.major < 2)
3481 strcpy(fragcolor, "R0");
3483 if(args->super.srgb_correction) {
3484 if(This->color0_mov) {
3485 sprintf(fragcolor, "R%u", This->color0_reg);
3487 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3488 strcpy(fragcolor, "TMP_COLOR");
3491 strcpy(fragcolor, "result.color");
3495 if(args->super.srgb_correction) {
3496 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3497 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3498 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3499 srgb_sub_high, 0.0, 0.0, 0.0);
3502 /* Base Declarations */
3503 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3504 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3506 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3508 if (!(map & 1)) continue;
3510 cur = compiled->numbumpenvmatconsts;
3511 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3512 compiled->bumpenvmatconst[cur].texunit = i;
3513 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3514 compiled->luminanceconst[cur].texunit = i;
3516 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3517 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3518 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3519 * textures due to conditional NP2 restrictions)
3521 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3522 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3523 * their location is shader dependent anyway and they cannot be loaded globally.
3525 compiled->bumpenvmatconst[cur].const_num = next_local++;
3526 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3527 i, compiled->bumpenvmatconst[cur].const_num);
3528 compiled->numbumpenvmatconsts = cur + 1;
3530 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3532 compiled->luminanceconst[cur].const_num = next_local++;
3533 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3534 i, compiled->luminanceconst[cur].const_num);
3537 for(i = 0; i < MAX_CONST_I; i++)
3539 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3540 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3542 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3546 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3547 control_values[0], control_values[1], control_values[2]);
3551 compiled->int_consts[i] = next_local;
3552 compiled->num_int_consts++;
3553 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3558 if(reg_maps->vpos || reg_maps->usesdsy)
3560 compiled->ycorrection = next_local;
3561 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3565 shader_addline(buffer, "TEMP vpos;\n");
3566 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3567 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3568 * ycorrection.z: 1.0
3569 * ycorrection.w: 0.0
3571 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3572 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3577 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3580 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3581 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3582 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3583 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3584 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3585 * shader compilation errors and the subsequent errors when drawing with this shader. */
3586 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3588 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3589 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3590 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3592 fixup->offset = next_local;
3593 fixup->super.active = 0;
3596 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3597 if (!(map & (1 << i))) continue;
3599 if (fixup->offset + (cur >> 1) < max_lconsts) {
3600 fixup->super.active |= (1 << i);
3601 fixup->super.idx[i] = cur++;
3603 FIXME("No free constant found to load NP2 fixup data into shader. "
3604 "Sampling from this texture will probably look wrong.\n");
3609 fixup->super.num_consts = (cur + 1) >> 1;
3610 if (fixup->super.num_consts) {
3611 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3612 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3615 next_local += fixup->super.num_consts;
3618 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3620 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3623 /* Base Shader Body */
3624 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3626 if(args->super.srgb_correction) {
3627 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3628 priv_ctx.target_version >= NV2);
3631 if(strcmp(fragcolor, "result.color")) {
3632 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3634 shader_addline(buffer, "END\n");
3636 /* TODO: change to resource.glObjectHandle or something like that */
3637 GL_EXTCALL(glGenProgramsARB(1, &retval));
3639 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3640 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3642 TRACE("Created hw pixel shader, prg=%d\n", retval);
3643 /* Create the program and check for errors */
3644 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3645 buffer->bsize, buffer->buffer));
3646 checkGLcall("glProgramStringARB()");
3648 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3651 FIXME("HW PixelShader Error at position %d: %s\n\n",
3652 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3653 shader_arb_dump_program_source(buffer->buffer);
3660 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3661 checkGLcall("glGetProgramivARB()");
3662 if (!native) WARN("Program exceeds native resource limits.\n");
3665 /* Load immediate constants */
3667 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3668 const float *value = (const float *)lconst->value;
3669 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3670 checkGLcall("glProgramLocalParameter4fvARB");
3672 HeapFree(GetProcessHeap(), 0, lconst_map);
3678 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3683 for(i = 0; i < MAX_REG_INPUT; i++)
3685 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3687 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3688 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3692 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3693 if(ret != 0) return ret;
3694 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3695 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3696 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3697 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3698 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3703 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3705 struct wined3d_shader_signature_element *new;
3709 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3710 for(i = 0; i < MAX_REG_INPUT; i++)
3712 if(sig[i].semantic_name == NULL)
3718 /* Clone the semantic string */
3719 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3720 strcpy(name, sig[i].semantic_name);
3721 new[i].semantic_name = name;
3726 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3728 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3729 struct ps_signature *found_sig;
3733 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3734 TRACE("Found existing signature %u\n", found_sig->idx);
3735 return found_sig->idx;
3737 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3738 found_sig->sig = clone_sig(sig);
3739 found_sig->idx = priv->ps_sig_number++;
3740 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3741 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3743 ERR("Failed to insert program entry.\n");
3745 return found_sig->idx;
3748 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3749 struct arb_vs_compiled_shader *compiled)
3752 static const char *texcoords[8] =
3754 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3755 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3757 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3758 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3759 const struct wined3d_shader_signature_element *sig;
3760 const char *semantic_name;
3761 DWORD semantic_idx, reg_idx;
3763 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3764 * and varying 9 to result.color.secondary
3766 const char *decl_idx_to_string[MAX_REG_INPUT] =
3768 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3769 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3770 "result.color.primary", "result.color.secondary"
3775 TRACE("Pixel shader uses builtin varyings\n");
3776 /* Map builtins to builtins */
3777 for(i = 0; i < 8; i++)
3779 priv_ctx->texcrd_output[i] = texcoords[i];
3781 priv_ctx->color_output[0] = "result.color.primary";
3782 priv_ctx->color_output[1] = "result.color.secondary";
3783 priv_ctx->fog_output = "result.fogcoord";
3785 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3786 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3788 semantic_name = baseshader->output_signature[i].semantic_name;
3789 if(semantic_name == NULL) continue;
3791 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3793 TRACE("o%u is TMP_OUT\n", i);
3794 if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3795 else priv_ctx->vs_output[i] = "TA";
3797 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3799 TRACE("o%u is result.pointsize\n", i);
3800 if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3801 else priv_ctx->vs_output[i] = "TA";
3803 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3805 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3806 if (baseshader->output_signature[i].semantic_idx == 0)
3807 priv_ctx->vs_output[i] = "result.color.primary";
3808 else if (baseshader->output_signature[i].semantic_idx == 1)
3809 priv_ctx->vs_output[i] = "result.color.secondary";
3810 else priv_ctx->vs_output[i] = "TA";
3812 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3814 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3815 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3816 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3818 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3820 TRACE("o%u is result.fogcoord\n", i);
3821 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3822 else priv_ctx->vs_output[i] = "result.fogcoord";
3826 priv_ctx->vs_output[i] = "TA";
3832 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3833 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3835 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.input_signature;
3836 TRACE("Pixel shader uses declared varyings\n");
3838 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3839 for(i = 0; i < 8; i++)
3841 priv_ctx->texcrd_output[i] = "TA";
3843 priv_ctx->color_output[0] = "TA";
3844 priv_ctx->color_output[1] = "TA";
3845 priv_ctx->fog_output = "TA";
3847 for(i = 0; i < MAX_REG_INPUT; i++)
3849 semantic_name = sig[i].semantic_name;
3850 semantic_idx = sig[i].semantic_idx;
3851 reg_idx = sig[i].register_idx;
3852 if(semantic_name == NULL) continue;
3854 /* If a declared input register is not written by builtin arguments, don't write to it.
3855 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3857 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3858 * to TMP_OUT in any case
3860 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3862 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3864 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3866 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3868 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3870 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3877 if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
3878 strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
3880 compiled->need_color_unclamp = TRUE;
3884 /* Map declared to declared */
3885 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3887 /* Write unread output to TA to throw them away */
3888 priv_ctx->vs_output[i] = "TA";
3889 semantic_name = baseshader->output_signature[i].semantic_name;
3890 if(semantic_name == NULL)
3895 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
3896 && baseshader->output_signature[i].semantic_idx == 0)
3898 priv_ctx->vs_output[i] = "TMP_OUT";
3901 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
3902 && baseshader->output_signature[i].semantic_idx == 0)
3904 priv_ctx->vs_output[i] = "result.pointsize";
3908 for(j = 0; j < MAX_REG_INPUT; j++)
3910 if(sig[j].semantic_name == NULL)
3915 if (strcmp(sig[j].semantic_name, semantic_name) == 0
3916 && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
3918 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3920 if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
3921 strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
3923 compiled->need_color_unclamp = TRUE;
3930 /* GL locking is done by the caller */
3931 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3932 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3934 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3935 CONST DWORD *function = This->baseShader.function;
3936 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3937 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3938 const local_constant *lconst;
3940 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3941 struct shader_arb_ctx_priv priv_ctx;
3945 memset(&priv_ctx, 0, sizeof(priv_ctx));
3946 priv_ctx.cur_vs_args = args;
3947 list_init(&priv_ctx.control_frames);
3948 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
3950 /* Create the hw ARB shader */
3951 shader_addline(buffer, "!!ARBvp1.0\n");
3953 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3954 * mesurable performance penalty, and we can always make use of it for clipplanes.
3956 if (gl_info->supported[NV_VERTEX_PROGRAM3])
3958 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3959 priv_ctx.target_version = NV3;
3960 shader_addline(buffer, "ADDRESS aL;\n");
3962 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
3964 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3965 priv_ctx.target_version = NV2;
3966 shader_addline(buffer, "ADDRESS aL;\n");
3968 priv_ctx.target_version = ARB;
3971 shader_addline(buffer, "TEMP TMP_OUT;\n");
3972 if(need_helper_const(gl_info)) {
3973 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3975 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3976 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3977 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3980 shader_addline(buffer, "TEMP TA;\n");
3982 /* Base Declarations */
3983 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3984 reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
3986 for(i = 0; i < MAX_CONST_I; i++)
3988 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3989 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3991 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3995 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3996 control_values[0], control_values[1], control_values[2]);
4000 compiled->int_consts[i] = next_local;
4001 compiled->num_int_consts++;
4002 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4007 /* We need a constant to fixup the final position */
4008 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4009 compiled->pos_fixup = next_local++;
4011 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4012 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4013 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4014 * a replacement shader depend on the texcoord.w being set properly.
4016 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4017 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4018 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4019 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4020 * this can eat a number of instructions, so skip it unless this cap is set as well
4022 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4024 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
4026 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4029 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
4030 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
4031 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
4032 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
4038 /* The shader starts with the main function */
4039 priv_ctx.in_main_func = TRUE;
4040 /* Base Shader Body */
4041 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4043 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
4045 shader_addline(buffer, "END\n");
4047 /* TODO: change to resource.glObjectHandle or something like that */
4048 GL_EXTCALL(glGenProgramsARB(1, &ret));
4050 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4051 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4053 TRACE("Created hw vertex shader, prg=%d\n", ret);
4054 /* Create the program and check for errors */
4055 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4056 buffer->bsize, buffer->buffer));
4057 checkGLcall("glProgramStringARB()");
4059 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4062 FIXME("HW VertexShader Error at position %d: %s\n\n",
4063 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4064 shader_arb_dump_program_source(buffer->buffer);
4071 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4072 checkGLcall("glGetProgramivARB()");
4073 if (!native) WARN("Program exceeds native resource limits.\n");
4075 /* Load immediate constants */
4077 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4078 const float *value = (const float *)lconst->value;
4079 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4083 HeapFree(GetProcessHeap(), 0, lconst_map);
4088 /* GL locking is done by the caller */
4089 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4093 struct arb_ps_compiled_shader *new_array;
4094 struct wined3d_shader_buffer buffer;
4095 struct arb_pshader_private *shader_data;
4098 if (!shader->baseShader.backend_data)
4100 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
4101 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4102 struct shader_arb_priv *priv = device->shader_priv;
4104 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4105 shader_data = shader->baseShader.backend_data;
4106 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4108 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4109 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4111 shader_data->has_signature_idx = TRUE;
4112 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4114 if (!device->vs_clipping)
4115 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4116 gl_info->limits.texture_stages - 1);
4118 shader_data->clipplane_emulation = ~0U;
4120 shader_data = shader->baseShader.backend_data;
4122 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4123 * so a linear search is more performant than a hashmap or a binary search
4124 * (cache coherency etc)
4126 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4127 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4128 return &shader_data->gl_shaders[i];
4132 TRACE("No matching GL shader found, compiling a new shader\n");
4133 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4134 if (shader_data->num_gl_shaders)
4136 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4137 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4138 new_size * sizeof(*shader_data->gl_shaders));
4140 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4145 ERR("Out of memory\n");
4148 shader_data->gl_shaders = new_array;
4149 shader_data->shader_array_size = new_size;
4152 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4154 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4155 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4157 if (!shader_buffer_init(&buffer))
4159 ERR("Failed to initialize shader buffer.\n");
4163 ret = shader_arb_generate_pshader(shader, &buffer, args,
4164 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4165 shader_buffer_free(&buffer);
4166 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4168 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4171 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4172 const DWORD use_map, BOOL skip_int) {
4173 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4174 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4175 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4176 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4177 if(stored->ps_signature != new->ps_signature) return FALSE;
4178 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4179 if(skip_int) return TRUE;
4181 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
4184 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4188 struct arb_vs_compiled_shader *new_array;
4189 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4190 struct wined3d_shader_buffer buffer;
4191 struct arb_vshader_private *shader_data;
4193 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4195 if (!shader->baseShader.backend_data)
4197 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4199 shader_data = shader->baseShader.backend_data;
4201 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4202 * so a linear search is more performant than a hashmap or a binary search
4203 * (cache coherency etc)
4205 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4206 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4207 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4209 return &shader_data->gl_shaders[i];
4213 TRACE("No matching GL shader found, compiling a new shader\n");
4215 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4216 if (shader_data->num_gl_shaders)
4218 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4219 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4220 new_size * sizeof(*shader_data->gl_shaders));
4222 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4227 ERR("Out of memory\n");
4230 shader_data->gl_shaders = new_array;
4231 shader_data->shader_array_size = new_size;
4234 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4236 if (!shader_buffer_init(&buffer))
4238 ERR("Failed to initialize shader buffer.\n");
4242 ret = shader_arb_generate_vshader(shader, &buffer, args,
4243 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4244 shader_buffer_free(&buffer);
4245 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4247 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4250 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4251 struct arb_ps_compile_args *args)
4255 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4256 find_ps_compile_args(shader, stateblock, &args->super);
4258 /* This forces all local boolean constants to 1 to make them stateblock independent */
4259 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4261 for(i = 0; i < MAX_CONST_B; i++)
4263 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4266 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4267 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4268 * duplicate the shader than have a no-op KIL instruction in every shader
4270 if((!((IWineD3DDeviceImpl *) shader->baseShader.device)->vs_clipping) && use_vs(stateblock) &&
4271 stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE])
4280 /* Skip if unused or local, or supported natively */
4281 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4282 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4284 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4288 for(i = 0; i < MAX_CONST_I; i++)
4290 if(int_skip & (1 << i))
4292 args->loop_ctrl[i][0] = 0;
4293 args->loop_ctrl[i][1] = 0;
4294 args->loop_ctrl[i][2] = 0;
4298 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4299 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4300 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4305 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4306 struct arb_vs_compile_args *args)
4310 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4311 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4312 find_vs_compile_args(shader, stateblock, &args->super);
4314 args->clip.boolclip_compare = 0;
4315 if(use_ps(stateblock))
4317 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4318 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4319 args->ps_signature = shader_priv->input_signature_idx;
4321 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4325 args->ps_signature = ~0;
4326 if(!dev->vs_clipping)
4328 args->clip.boolclip.clip_texcoord = ffp_clip_emul(stateblock) ? gl_info->limits.texture_stages : 0;
4330 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4333 if(args->clip.boolclip.clip_texcoord)
4335 if(stateblock->renderState[WINED3DRS_CLIPPING])
4337 args->clip.boolclip.clipplane_mask = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
4339 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4342 /* This forces all local boolean constants to 1 to make them stateblock independent */
4343 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4344 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4345 for(i = 0; i < MAX_CONST_B; i++)
4347 if(stateblock->vertexShaderConstantB[i]) args->clip.boolclip.bools |= ( 1 << i);
4350 args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4351 args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4352 args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4353 args->vertex.samplers[3] = 0;
4355 /* Skip if unused or local */
4356 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4357 /* This is about flow control, not clipping. */
4358 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4360 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4364 for(i = 0; i < MAX_CONST_I; i++)
4366 if(int_skip & (1 << i))
4368 args->loop_ctrl[i][0] = 0;
4369 args->loop_ctrl[i][1] = 0;
4370 args->loop_ctrl[i][2] = 0;
4374 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4375 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4376 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4381 /* GL locking is done by the caller */
4382 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4384 IWineD3DDeviceImpl *This = context->swapchain->device;
4385 struct shader_arb_priv *priv = This->shader_priv;
4386 const struct wined3d_gl_info *gl_info = context->gl_info;
4389 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4391 struct arb_ps_compile_args compile_args;
4392 struct arb_ps_compiled_shader *compiled;
4393 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4395 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4396 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4397 compiled = find_arb_pshader(ps, &compile_args);
4398 priv->current_fprogram_id = compiled->prgId;
4399 priv->compiled_fprog = compiled;
4401 /* Bind the fragment program */
4402 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4403 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4405 if(!priv->use_arbfp_fixed_func) {
4406 /* Enable OpenGL fragment programs */
4407 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4408 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4410 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4412 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4413 * a 1.x and newer shader, reload the first 8 constants
4415 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4417 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4418 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4419 for(i = 0; i < 8; i++)
4421 context->pshader_const_dirty[i] = 1;
4423 /* Also takes care of loading local constants */
4424 shader_arb_load_constants(context, TRUE, FALSE);
4428 shader_arb_ps_local_constants(This);
4431 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4432 if (compiled->np2fixup_info.super.active)
4433 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4435 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4437 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4438 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4439 * replacement shader
4441 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4442 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4443 priv->current_fprogram_id = 0;
4447 struct arb_vs_compile_args compile_args;
4448 struct arb_vs_compiled_shader *compiled;
4449 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4451 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4452 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4453 compiled = find_arb_vshader(vs, &compile_args);
4454 priv->current_vprogram_id = compiled->prgId;
4455 priv->compiled_vprog = compiled;
4457 /* Bind the vertex program */
4458 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4459 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4461 /* Enable OpenGL vertex programs */
4462 glEnable(GL_VERTEX_PROGRAM_ARB);
4463 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4464 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4465 shader_arb_vs_local_constants(This);
4467 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4468 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4470 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4472 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4473 checkGLcall("glClampColorARB");
4475 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4479 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4481 priv->current_vprogram_id = 0;
4482 glDisable(GL_VERTEX_PROGRAM_ARB);
4483 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4487 /* GL locking is done by the caller */
4488 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size)
4490 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4491 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4492 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4493 struct shader_arb_priv *priv = This->shader_priv;
4494 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4495 GLuint *blt_fprogram;
4497 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4498 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4499 glEnable(GL_VERTEX_PROGRAM_ARB);
4501 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4502 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4503 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4504 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4505 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4508 /* GL locking is done by the caller */
4509 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4510 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4511 struct shader_arb_priv *priv = This->shader_priv;
4512 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4514 if (priv->current_vprogram_id) {
4515 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4516 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4518 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4520 glDisable(GL_VERTEX_PROGRAM_ARB);
4521 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4524 if (priv->current_fprogram_id) {
4525 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4526 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4528 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4529 } else if(!priv->use_arbfp_fixed_func) {
4530 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4531 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4535 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4536 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4537 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4538 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4540 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4542 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4545 if(!shader_data) return; /* This can happen if a shader was never compiled */
4547 if (shader_data->num_gl_shaders)
4549 struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4552 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4554 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4555 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4559 context_release(context);
4562 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4563 HeapFree(GetProcessHeap(), 0, shader_data);
4564 baseShader->baseShader.backend_data = NULL;
4568 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4571 if(!shader_data) return; /* This can happen if a shader was never compiled */
4573 if (shader_data->num_gl_shaders)
4575 struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4578 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4580 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4581 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4585 context_release(context);
4588 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4589 HeapFree(GetProcessHeap(), 0, shader_data);
4590 baseShader->baseShader.backend_data = NULL;
4594 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4596 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4597 return compare_sig(key, e->sig);
4600 static const struct wine_rb_functions sig_tree_functions =
4608 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4609 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4610 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4611 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4613 ERR("RB tree init failed\n");
4614 HeapFree(GetProcessHeap(), 0, priv);
4615 return E_OUTOFMEMORY;
4617 This->shader_priv = priv;
4621 static void release_signature(struct wine_rb_entry *entry, void *context)
4623 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4625 for(i = 0; i < MAX_REG_INPUT; i++)
4627 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4629 HeapFree(GetProcessHeap(), 0, sig->sig);
4630 HeapFree(GetProcessHeap(), 0, sig);
4633 /* Context activation is done by the caller. */
4634 static void shader_arb_free(IWineD3DDevice *iface) {
4635 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4636 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4637 struct shader_arb_priv *priv = This->shader_priv;
4641 if(priv->depth_blt_vprogram_id) {
4642 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4644 for (i = 0; i < tex_type_count; ++i)
4646 if (priv->depth_blt_fprogram_id_full[i])
4648 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4650 if (priv->depth_blt_fprogram_id_masked[i])
4652 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4657 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4658 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4661 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4665 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4667 DWORD vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4668 DWORD ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4670 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4672 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4674 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4675 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4677 else if (vs_consts >= 256)
4679 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4680 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4681 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4685 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4686 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4688 pCaps->MaxVertexShaderConst = vs_consts;
4692 pCaps->VertexShaderVersion = 0;
4693 pCaps->MaxVertexShaderConst = 0;
4696 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4698 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4700 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4701 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4703 else if (ps_consts >= 32)
4705 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4706 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4707 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4711 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4712 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4714 pCaps->PixelShader1xMaxValue = 8.0f;
4715 pCaps->MaxPixelShaderConst = ps_consts;
4719 pCaps->PixelShaderVersion = 0;
4720 pCaps->PixelShader1xMaxValue = 0.0f;
4721 pCaps->MaxPixelShaderConst = 0;
4724 pCaps->VSClipping = use_nv_clip(gl_info);
4727 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4729 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4731 TRACE("Checking support for color_fixup:\n");
4732 dump_color_fixup_desc(fixup);
4735 /* We support everything except complex conversions. */
4736 if (!is_complex_fixup(fixup))
4742 TRACE("[FAILED]\n");
4746 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4748 char write_mask[20], regstr[50];
4749 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4750 BOOL is_color = FALSE;
4751 const struct wined3d_shader_dst_param *dst;
4753 if (!ins->dst_count) return;
4757 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4759 shader_arb_get_write_mask(ins, dst, write_mask);
4760 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4762 /* Generate a line that does the output modifier computation
4763 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4764 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4766 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4767 regstr, write_mask, regstr, shift_tab[shift]);
4770 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4772 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4773 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4774 /* WINED3DSIH_BEM */ pshader_hw_bem,
4775 /* WINED3DSIH_BREAK */ shader_hw_break,
4776 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4777 /* WINED3DSIH_BREAKP */ NULL,
4778 /* WINED3DSIH_CALL */ shader_hw_call,
4779 /* WINED3DSIH_CALLNZ */ NULL,
4780 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4781 /* WINED3DSIH_CND */ pshader_hw_cnd,
4782 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4783 /* WINED3DSIH_CUT */ NULL,
4784 /* WINED3DSIH_DCL */ NULL,
4785 /* WINED3DSIH_DEF */ NULL,
4786 /* WINED3DSIH_DEFB */ NULL,
4787 /* WINED3DSIH_DEFI */ NULL,
4788 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4789 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4790 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4791 /* WINED3DSIH_DST */ shader_hw_map2gl,
4792 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4793 /* WINED3DSIH_DSY */ shader_hw_dsy,
4794 /* WINED3DSIH_ELSE */ shader_hw_else,
4795 /* WINED3DSIH_EMIT */ NULL,
4796 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4797 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4798 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4799 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4800 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4801 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4802 /* WINED3DSIH_IADD */ NULL,
4803 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4804 /* WINED3DSIH_IFC */ shader_hw_ifc,
4805 /* WINED3DSIH_IGE */ NULL,
4806 /* WINED3DSIH_LABEL */ shader_hw_label,
4807 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4808 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4809 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4810 /* WINED3DSIH_LOOP */ shader_hw_loop,
4811 /* WINED3DSIH_LRP */ shader_hw_lrp,
4812 /* WINED3DSIH_LT */ NULL,
4813 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4814 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4815 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4816 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4817 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4818 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4819 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4820 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4821 /* WINED3DSIH_MOV */ shader_hw_mov,
4822 /* WINED3DSIH_MOVA */ shader_hw_mov,
4823 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4824 /* WINED3DSIH_NOP */ shader_hw_nop,
4825 /* WINED3DSIH_NRM */ shader_hw_nrm,
4826 /* WINED3DSIH_PHASE */ NULL,
4827 /* WINED3DSIH_POW */ shader_hw_log_pow,
4828 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
4829 /* WINED3DSIH_REP */ shader_hw_rep,
4830 /* WINED3DSIH_RET */ shader_hw_ret,
4831 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4832 /* WINED3DSIH_SETP */ NULL,
4833 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4834 /* WINED3DSIH_SGN */ shader_hw_sgn,
4835 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4836 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4837 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4838 /* WINED3DSIH_TEX */ pshader_hw_tex,
4839 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4840 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4841 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4842 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4843 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4844 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4845 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4846 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4847 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4848 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4849 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4850 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4851 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4852 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4853 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4854 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4855 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4856 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4857 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4858 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4859 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4862 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4864 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4866 WORD flag = (1 << idx);
4867 const local_constant *constant;
4868 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4870 if(This->baseShader.reg_maps.local_bool_consts & flag)
4872 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4873 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4875 if (constant->idx == idx)
4877 return constant->value[0];
4880 ERR("Local constant not found\n");
4885 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
4886 else bools = priv->cur_ps_args->bools;
4887 return bools & flag;
4891 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
4892 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
4894 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4896 /* Integer constants can either be a local constant, or they can be stored in the shader
4897 * type specific compile args. */
4898 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4900 const local_constant *constant;
4902 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4904 if (constant->idx == idx)
4906 loop_control->count = constant->value[0];
4907 loop_control->start = constant->value[1];
4908 /* Step is signed. */
4909 loop_control->step = (int)constant->value[2];
4913 /* If this happens the flag was set incorrectly */
4914 ERR("Local constant not found\n");
4915 loop_control->count = 0;
4916 loop_control->start = 0;
4917 loop_control->step = 0;
4921 switch (This->baseShader.reg_maps.shader_version.type)
4923 case WINED3D_SHADER_TYPE_VERTEX:
4924 /* Count and aL start value are unsigned */
4925 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
4926 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
4927 /* Step is signed. */
4928 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
4931 case WINED3D_SHADER_TYPE_PIXEL:
4932 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
4933 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
4934 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
4938 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
4943 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4946 struct wined3d_shader_dst_param *dst_param = NULL;
4947 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4948 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4951 ERR("Out of memory\n");
4956 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4957 if(!dst_param) goto free;
4958 *dst_param = *ins->dst;
4959 if(ins->dst->reg.rel_addr)
4961 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4962 if(!rel_addr) goto free;
4963 *rel_addr = *ins->dst->reg.rel_addr;
4964 dst_param->reg.rel_addr = rel_addr;
4966 rec->ins.dst = dst_param;
4968 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4969 if(!src_param) goto free;
4970 for(i = 0; i < ins->src_count; i++)
4972 src_param[i] = ins->src[i];
4973 if(ins->src[i].reg.rel_addr)
4975 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4976 if(!rel_addr) goto free;
4977 *rel_addr = *ins->src[i].reg.rel_addr;
4978 src_param[i].reg.rel_addr = rel_addr;
4981 rec->ins.src = src_param;
4982 list_add_tail(list, &rec->entry);
4986 ERR("Out of memory\n");
4989 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4990 HeapFree(GetProcessHeap(), 0, dst_param);
4994 for(i = 0; i < ins->src_count; i++)
4996 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4998 HeapFree(GetProcessHeap(), 0, src_param);
5000 HeapFree(GetProcessHeap(), 0, rec);
5003 static void free_recorded_instruction(struct list *list)
5005 struct recorded_instruction *rec_ins, *entry2;
5008 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5010 list_remove(&rec_ins->entry);
5011 if(rec_ins->ins.dst)
5013 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5014 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5016 if(rec_ins->ins.src)
5018 for(i = 0; i < rec_ins->ins.src_count; i++)
5020 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5022 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5024 HeapFree(GetProcessHeap(), 0, rec_ins);
5028 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5029 SHADER_HANDLER hw_fct;
5030 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5031 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
5032 struct control_frame *control_frame;
5033 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5036 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5038 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5039 list_add_head(&priv->control_frames, &control_frame->entry);
5041 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5042 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5044 if(priv->target_version >= NV2)
5046 control_frame->no.loop = priv->num_loops++;
5051 /* Don't bother recording when we're in a not used if branch */
5057 if(!priv->recording)
5059 list_init(&priv->record);
5060 priv->recording = TRUE;
5061 control_frame->outer_loop = TRUE;
5062 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
5063 return; /* Instruction is handled */
5065 /* Record this loop in the outer loop's recording */
5068 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5070 if(priv->target_version >= NV2)
5072 /* Nothing to do. The control frame is popped after the HW instr handler */
5076 struct list *e = list_head(&priv->control_frames);
5077 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5078 list_remove(&control_frame->entry);
5080 if(control_frame->outer_loop)
5082 int iteration, aL = 0;
5085 /* Turn off recording before playback */
5086 priv->recording = FALSE;
5088 /* Move the recorded instructions to a separate list and get them out of the private data
5089 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5090 * be recorded again, thus priv->record might be overwritten
5093 list_move_tail(©, &priv->record);
5094 list_init(&priv->record);
5096 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5098 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5099 control_frame->loop_control.count, control_frame->loop_control.start,
5100 control_frame->loop_control.step);
5101 aL = control_frame->loop_control.start;
5105 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5108 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5110 struct recorded_instruction *rec_ins;
5111 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5114 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
5118 shader_addline(buffer, "#Iteration %d\n", iteration);
5121 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
5123 shader_arb_handle_instruction(&rec_ins->ins);
5126 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5128 aL += control_frame->loop_control.step;
5131 shader_addline(buffer, "#end loop/rep\n");
5133 free_recorded_instruction(©);
5134 HeapFree(GetProcessHeap(), 0, control_frame);
5135 return; /* Instruction is handled */
5139 /* This is a nested loop. Proceed to the normal recording function */
5140 HeapFree(GetProcessHeap(), 0, control_frame);
5147 record_instruction(&priv->record, ins);
5152 if(ins->handler_idx == WINED3DSIH_IF)
5154 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5155 list_add_head(&priv->control_frames, &control_frame->entry);
5156 control_frame->type = IF;
5158 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
5159 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5160 if(!priv->muted && bool_const == FALSE)
5162 shader_addline(buffer, "#if(FALSE){\n");
5164 control_frame->muting = TRUE;
5166 else shader_addline(buffer, "#if(TRUE) {\n");
5168 return; /* Instruction is handled */
5170 else if(ins->handler_idx == WINED3DSIH_IFC)
5172 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5173 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5174 control_frame->type = IFC;
5175 control_frame->no.ifc = priv->num_ifcs++;
5176 list_add_head(&priv->control_frames, &control_frame->entry);
5178 else if(ins->handler_idx == WINED3DSIH_ELSE)
5180 struct list *e = list_head(&priv->control_frames);
5181 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5183 if(control_frame->type == IF)
5185 shader_addline(buffer, "#} else {\n");
5186 if(!priv->muted && !control_frame->muting)
5189 control_frame->muting = TRUE;
5191 else if(control_frame->muting) priv->muted = FALSE;
5192 return; /* Instruction is handled. */
5194 /* In case of an ifc, generate a HW shader instruction */
5196 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5198 struct list *e = list_head(&priv->control_frames);
5199 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5201 if(control_frame->type == IF)
5203 shader_addline(buffer, "#} endif\n");
5204 if(control_frame->muting) priv->muted = FALSE;
5205 list_remove(&control_frame->entry);
5206 HeapFree(GetProcessHeap(), 0, control_frame);
5207 return; /* Instruction is handled */
5211 if(priv->muted) return;
5213 /* Select handler */
5214 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5216 /* Unhandled opcode */
5219 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5224 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5226 struct list *e = list_head(&priv->control_frames);
5227 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5228 list_remove(&control_frame->entry);
5229 HeapFree(GetProcessHeap(), 0, control_frame);
5232 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5234 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5235 struct list *e = list_head(&priv->control_frames);
5236 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5237 list_remove(&control_frame->entry);
5238 HeapFree(GetProcessHeap(), 0, control_frame);
5242 shader_arb_add_instruction_modifiers(ins);
5245 const shader_backend_t arb_program_shader_backend = {
5246 shader_arb_handle_instruction,
5248 shader_arb_select_depth_blt,
5249 shader_arb_deselect_depth_blt,
5250 shader_arb_update_float_vertex_constants,
5251 shader_arb_update_float_pixel_constants,
5252 shader_arb_load_constants,
5253 shader_arb_load_np2fixup_constants,
5257 shader_arb_dirty_const,
5258 shader_arb_get_caps,
5259 shader_arb_color_fixup_supported,
5262 /* ARB_fragment_program fixed function pipeline replacement definitions */
5263 #define ARB_FFP_CONST_TFACTOR 0
5264 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5265 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5266 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5267 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5269 struct arbfp_ffp_desc
5271 struct ffp_frag_desc parent;
5273 unsigned int num_textures_used;
5276 /* Context activation is done by the caller. */
5277 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5280 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5281 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5283 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5284 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5289 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5290 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5291 struct shader_arb_priv *priv;
5292 /* Share private data between the shader backend and the pipeline replacement, if both
5293 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5294 * if no pixel shader is bound or not
5296 if(This->shader_backend == &arb_program_shader_backend) {
5297 This->fragment_priv = This->shader_priv;
5299 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5300 if(!This->fragment_priv) return E_OUTOFMEMORY;
5302 priv = This->fragment_priv;
5303 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5305 ERR("Failed to initialize rbtree.\n");
5306 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5307 return E_OUTOFMEMORY;
5309 priv->use_arbfp_fixed_func = TRUE;
5313 /* Context activation is done by the caller. */
5314 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5316 const struct wined3d_gl_info *gl_info = context;
5317 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5320 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5321 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5322 HeapFree(GetProcessHeap(), 0, entry_arb);
5326 /* Context activation is done by the caller. */
5327 static void arbfp_free(IWineD3DDevice *iface) {
5328 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5329 struct shader_arb_priv *priv = This->fragment_priv;
5331 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5332 priv->use_arbfp_fixed_func = FALSE;
5334 if(This->shader_backend != &arb_program_shader_backend) {
5335 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5339 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5341 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5342 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5343 WINED3DTEXOPCAPS_SELECTARG1 |
5344 WINED3DTEXOPCAPS_SELECTARG2 |
5345 WINED3DTEXOPCAPS_MODULATE4X |
5346 WINED3DTEXOPCAPS_MODULATE2X |
5347 WINED3DTEXOPCAPS_MODULATE |
5348 WINED3DTEXOPCAPS_ADDSIGNED2X |
5349 WINED3DTEXOPCAPS_ADDSIGNED |
5350 WINED3DTEXOPCAPS_ADD |
5351 WINED3DTEXOPCAPS_SUBTRACT |
5352 WINED3DTEXOPCAPS_ADDSMOOTH |
5353 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5354 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5355 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5356 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5357 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5358 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5359 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5360 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5361 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5362 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5363 WINED3DTEXOPCAPS_MULTIPLYADD |
5364 WINED3DTEXOPCAPS_LERP |
5365 WINED3DTEXOPCAPS_BUMPENVMAP |
5366 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5368 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5370 caps->MaxTextureBlendStages = 8;
5371 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5373 #undef GLINFO_LOCATION
5375 #define GLINFO_LOCATION stateblock->device->adapter->gl_info
5376 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5378 IWineD3DDeviceImpl *device = stateblock->device;
5381 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5382 * application provided constants
5384 if(device->shader_backend == &arb_program_shader_backend) {
5385 if (use_ps(stateblock)) return;
5387 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5388 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5391 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
5392 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5393 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5397 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5399 IWineD3DDeviceImpl *device = stateblock->device;
5402 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5403 * application provided constants
5405 if(device->shader_backend == &arb_program_shader_backend) {
5406 if (use_ps(stateblock)) return;
5408 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5409 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5412 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
5413 /* The specular color has no alpha */
5414 col[0] = 1.0f; col[1] = 1.0f;
5415 col[2] = 1.0f; col[3] = 0.0f;
5417 col[0] = 0.0f; col[1] = 0.0f;
5418 col[2] = 0.0f; col[3] = 0.0f;
5420 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5421 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5424 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5426 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5427 IWineD3DDeviceImpl *device = stateblock->device;
5430 if (use_ps(stateblock))
5433 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
5435 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5438 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5439 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5442 if(device->shader_backend == &arb_program_shader_backend) {
5443 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5446 } else if(device->shader_backend == &arb_program_shader_backend) {
5447 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5448 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5451 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5452 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5453 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5454 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5456 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5457 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5460 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5462 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5463 IWineD3DDeviceImpl *device = stateblock->device;
5466 if (use_ps(stateblock))
5469 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
5471 /* The pixel shader has to know the luminance offset. Do a constants update if it
5472 * isn't scheduled anyway
5474 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5475 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5478 if(device->shader_backend == &arb_program_shader_backend) {
5479 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5482 } else if(device->shader_backend == &arb_program_shader_backend) {
5483 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5484 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5487 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
5488 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
5492 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5493 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5496 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5500 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5502 switch(arg & WINED3DTA_SELECTMASK) {
5503 case WINED3DTA_DIFFUSE:
5504 ret = "fragment.color.primary"; break;
5506 case WINED3DTA_CURRENT:
5507 if(stage == 0) ret = "fragment.color.primary";
5511 case WINED3DTA_TEXTURE:
5513 case 0: ret = "tex0"; break;
5514 case 1: ret = "tex1"; break;
5515 case 2: ret = "tex2"; break;
5516 case 3: ret = "tex3"; break;
5517 case 4: ret = "tex4"; break;
5518 case 5: ret = "tex5"; break;
5519 case 6: ret = "tex6"; break;
5520 case 7: ret = "tex7"; break;
5521 default: ret = "unknown texture";
5525 case WINED3DTA_TFACTOR:
5526 ret = "tfactor"; break;
5528 case WINED3DTA_SPECULAR:
5529 ret = "fragment.color.secondary"; break;
5531 case WINED3DTA_TEMP:
5532 ret = "tempreg"; break;
5534 case WINED3DTA_CONSTANT:
5535 FIXME("Implement perstage constants\n");
5537 case 0: ret = "const0"; break;
5538 case 1: ret = "const1"; break;
5539 case 2: ret = "const2"; break;
5540 case 3: ret = "const3"; break;
5541 case 4: ret = "const4"; break;
5542 case 5: ret = "const5"; break;
5543 case 6: ret = "const6"; break;
5544 case 7: ret = "const7"; break;
5545 default: ret = "unknown constant";
5553 if(arg & WINED3DTA_COMPLEMENT) {
5554 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5555 if(argnum == 0) ret = "arg0";
5556 if(argnum == 1) ret = "arg1";
5557 if(argnum == 2) ret = "arg2";
5559 if(arg & WINED3DTA_ALPHAREPLICATE) {
5560 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5561 if(argnum == 0) ret = "arg0";
5562 if(argnum == 1) ret = "arg1";
5563 if(argnum == 2) ret = "arg2";
5568 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5569 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5571 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5572 unsigned int mul = 1;
5573 BOOL mul_final_dest = FALSE;
5575 if(color && alpha) dstmask = "";
5576 else if(color) dstmask = ".xyz";
5577 else dstmask = ".w";
5579 if(dst == tempreg) dstreg = "tempreg";
5580 else dstreg = "ret";
5582 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5583 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5584 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5587 case WINED3DTOP_DISABLE:
5588 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5591 case WINED3DTOP_SELECTARG2:
5593 case WINED3DTOP_SELECTARG1:
5594 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5597 case WINED3DTOP_MODULATE4X:
5599 case WINED3DTOP_MODULATE2X:
5601 if(strcmp(dstreg, "result.color") == 0) {
5603 mul_final_dest = TRUE;
5605 case WINED3DTOP_MODULATE:
5606 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5609 case WINED3DTOP_ADDSIGNED2X:
5611 if(strcmp(dstreg, "result.color") == 0) {
5613 mul_final_dest = TRUE;
5615 case WINED3DTOP_ADDSIGNED:
5616 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5618 case WINED3DTOP_ADD:
5619 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5622 case WINED3DTOP_SUBTRACT:
5623 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5626 case WINED3DTOP_ADDSMOOTH:
5627 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5628 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5631 case WINED3DTOP_BLENDCURRENTALPHA:
5632 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5633 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5635 case WINED3DTOP_BLENDFACTORALPHA:
5636 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5637 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5639 case WINED3DTOP_BLENDTEXTUREALPHA:
5640 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5641 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5643 case WINED3DTOP_BLENDDIFFUSEALPHA:
5644 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5645 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5648 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5649 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5650 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5651 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5654 /* D3DTOP_PREMODULATE ???? */
5656 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5657 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5658 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5660 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5661 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5663 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5664 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5665 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5667 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5668 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5671 case WINED3DTOP_DOTPRODUCT3:
5673 if(strcmp(dstreg, "result.color") == 0) {
5675 mul_final_dest = TRUE;
5677 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5678 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5679 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5682 case WINED3DTOP_MULTIPLYADD:
5683 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5686 case WINED3DTOP_LERP:
5687 /* The msdn is not quite right here */
5688 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5691 case WINED3DTOP_BUMPENVMAP:
5692 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5693 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5697 FIXME("Unhandled texture op %08x\n", op);
5701 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5702 } else if(mul == 4) {
5703 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5707 /* The stateblock is passed for GLINFO_LOCATION */
5708 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5711 struct wined3d_shader_buffer buffer;
5712 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5713 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5714 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5715 const char *textype;
5716 const char *instr, *sat;
5717 char colorcor_dst[8];
5719 DWORD arg0, arg1, arg2;
5720 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5722 const char *final_combiner_src = "ret";
5725 /* Find out which textures are read */
5726 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5727 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5728 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5729 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5730 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5731 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5732 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5733 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5735 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5736 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5737 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5738 bump_used[stage] = TRUE;
5739 tex_read[stage] = TRUE;
5741 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5742 bump_used[stage] = TRUE;
5743 tex_read[stage] = TRUE;
5744 luminance_used[stage] = TRUE;
5745 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5746 tfactor_used = TRUE;
5749 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5750 tfactor_used = TRUE;
5753 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5754 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5755 tempreg_used = TRUE;
5758 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5759 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5760 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5761 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5762 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5763 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5764 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5766 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5767 tempreg_used = TRUE;
5769 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5770 tfactor_used = TRUE;
5775 if (!shader_buffer_init(&buffer))
5777 ERR("Failed to initialize shader buffer.\n");
5781 shader_addline(&buffer, "!!ARBfp1.0\n");
5783 switch(settings->fog) {
5784 case FOG_OFF: break;
5785 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5786 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5787 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5788 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5791 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5792 shader_addline(&buffer, "TEMP TMP;\n");
5793 shader_addline(&buffer, "TEMP ret;\n");
5794 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5795 shader_addline(&buffer, "TEMP arg0;\n");
5796 shader_addline(&buffer, "TEMP arg1;\n");
5797 shader_addline(&buffer, "TEMP arg2;\n");
5798 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5799 if(!tex_read[stage]) continue;
5800 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5801 if(!bump_used[stage]) continue;
5802 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5803 if(!luminance_used[stage]) continue;
5804 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5807 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5809 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5811 if(settings->sRGB_write) {
5812 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5813 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5814 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5815 srgb_sub_high, 0.0, 0.0, 0.0);
5818 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5820 /* Generate texture sampling instructions) */
5821 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5822 if(!tex_read[stage]) continue;
5824 switch(settings->op[stage].tex_type) {
5825 case tex_1d: textype = "1D"; break;
5826 case tex_2d: textype = "2D"; break;
5827 case tex_3d: textype = "3D"; break;
5828 case tex_cube: textype = "CUBE"; break;
5829 case tex_rect: textype = "RECT"; break;
5830 default: textype = "unexpected_textype"; break;
5833 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5834 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5840 if(settings->op[stage].projected == proj_none) {
5842 } else if(settings->op[stage].projected == proj_count4 ||
5843 settings->op[stage].projected == proj_count3) {
5846 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5851 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5852 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5853 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5854 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5855 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5856 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5858 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5859 * so multiply the displacement with the dividing parameter before passing it to TXP
5861 if (settings->op[stage].projected != proj_none) {
5862 if(settings->op[stage].projected == proj_count4) {
5863 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5864 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5866 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5867 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5870 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5873 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5874 instr, sat, stage, stage, textype);
5875 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5876 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5877 stage - 1, stage - 1, stage - 1);
5878 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5880 } else if(settings->op[stage].projected == proj_count3) {
5881 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5882 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5883 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5884 instr, sat, stage, stage, textype);
5886 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5887 instr, sat, stage, stage, stage, textype);
5890 sprintf(colorcor_dst, "tex%u", stage);
5891 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5892 settings->op[stage].color_fixup);
5895 /* Generate the main shader */
5896 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5897 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5899 final_combiner_src = "fragment.color.primary";
5904 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5905 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5906 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5907 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5908 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5909 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5910 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5911 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5912 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5913 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5914 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5915 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5917 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5918 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5919 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5920 settings->op[stage].carg2 == settings->op[stage].aarg2;
5923 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5924 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5925 settings->op[stage].cop, settings->op[stage].carg0,
5926 settings->op[stage].carg1, settings->op[stage].carg2);
5928 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5930 } else if(op_equal) {
5931 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5932 settings->op[stage].cop, settings->op[stage].carg0,
5933 settings->op[stage].carg1, settings->op[stage].carg2);
5935 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5936 settings->op[stage].cop, settings->op[stage].carg0,
5937 settings->op[stage].carg1, settings->op[stage].carg2);
5938 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5939 settings->op[stage].aop, settings->op[stage].aarg0,
5940 settings->op[stage].aarg1, settings->op[stage].aarg2);
5944 if(settings->sRGB_write) {
5945 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5946 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5947 shader_addline(&buffer, "MOV result.color, ret;\n");
5949 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5953 shader_addline(&buffer, "END\n");
5955 /* Generate the shader */
5956 GL_EXTCALL(glGenProgramsARB(1, &ret));
5957 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5958 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
5959 strlen(buffer.buffer), buffer.buffer));
5960 checkGLcall("glProgramStringARB()");
5962 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5965 FIXME("Fragment program error at position %d: %s\n\n", pos,
5966 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5967 shader_arb_dump_program_source(buffer.buffer);
5973 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
5974 checkGLcall("glGetProgramivARB()");
5975 if (!native) WARN("Program exceeds native resource limits.\n");
5978 shader_buffer_free(&buffer);
5982 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5984 IWineD3DDeviceImpl *device = stateblock->device;
5985 struct shader_arb_priv *priv = device->fragment_priv;
5986 BOOL use_pshader = use_ps(stateblock);
5987 BOOL use_vshader = use_vs(stateblock);
5988 struct ffp_frag_settings settings;
5989 const struct arbfp_ffp_desc *desc;
5992 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5994 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5995 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5996 /* Reload fixed function constants since they collide with the pixel shader constants */
5997 for(i = 0; i < MAX_TEXTURES; i++) {
5998 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6000 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6001 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6002 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6003 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6009 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6010 gen_ffp_frag_op(stateblock, &settings, FALSE);
6011 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6013 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6016 ERR("Out of memory\n");
6019 new_desc->num_textures_used = 0;
6020 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
6022 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6023 new_desc->num_textures_used = i;
6026 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6027 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6028 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6029 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6033 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6034 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6037 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6038 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6039 priv->current_fprogram_id = desc->shader;
6041 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6042 /* Reload fixed function constants since they collide with the pixel shader constants */
6043 for(i = 0; i < MAX_TEXTURES; i++) {
6044 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6046 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6047 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6049 context->last_was_pshader = FALSE;
6051 context->last_was_pshader = TRUE;
6054 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6055 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6056 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6057 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6058 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6060 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6063 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6064 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6066 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6067 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6069 if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6072 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6073 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6074 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6075 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6076 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6078 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6080 enum fogsource new_source;
6082 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
6084 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6085 fragment_prog_arbfp(state, stateblock, context);
6088 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
6090 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
6091 if(use_vs(stateblock)) {
6092 new_source = FOGSOURCE_VS;
6094 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
6095 new_source = FOGSOURCE_COORD;
6097 new_source = FOGSOURCE_FFP;
6101 new_source = FOGSOURCE_FFP;
6103 if(new_source != context->fog_source) {
6104 context->fog_source = new_source;
6105 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6109 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6111 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6112 fragment_prog_arbfp(state, stateblock, context);
6116 #undef GLINFO_LOCATION
6118 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6119 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6120 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6121 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6122 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6123 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6124 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6125 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6126 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6127 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6128 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6129 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6130 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6131 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6132 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6133 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6134 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6135 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6136 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6137 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6138 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6139 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6140 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6141 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6142 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6143 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6144 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6145 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6146 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6147 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6148 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6149 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6150 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6151 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6152 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6153 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6154 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6155 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6156 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6157 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6158 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6159 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6160 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6161 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6162 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6163 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6164 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6165 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6166 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6167 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6168 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6169 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6170 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6171 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6172 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6173 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6174 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6175 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6176 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6177 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6178 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6179 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6180 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6181 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6182 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6183 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6184 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6185 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6186 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6187 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6188 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6189 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6190 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6191 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6192 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6193 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6194 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6195 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6196 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6197 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6198 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6199 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6200 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6201 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6202 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6203 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6204 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6205 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6206 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6207 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6208 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6209 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6210 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6211 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6212 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6213 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6214 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6215 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6216 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6217 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6218 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6219 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6220 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6221 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6222 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6223 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6224 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6225 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6226 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6227 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6228 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6229 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6230 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6231 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6232 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6233 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6234 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6235 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6236 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6237 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6238 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6239 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6240 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6241 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6242 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6243 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6244 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6245 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6246 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6247 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6248 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6249 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6250 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6251 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6252 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6253 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6254 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6255 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6256 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6257 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6258 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6259 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6260 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6261 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6262 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6263 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6264 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6265 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6266 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6269 const struct fragment_pipeline arbfp_fragment_pipeline = {
6274 shader_arb_color_fixup_supported,
6275 arbfp_fragmentstate_template,
6276 TRUE /* We can disable projected textures */
6279 #define GLINFO_LOCATION device->adapter->gl_info
6281 struct arbfp_blit_priv {
6282 GLenum yuy2_rect_shader, yuy2_2d_shader;
6283 GLenum uyvy_rect_shader, uyvy_2d_shader;
6284 GLenum yv12_rect_shader, yv12_2d_shader;
6285 GLenum p8_rect_shader, p8_2d_shader;
6286 GLuint palette_texture;
6289 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6290 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6291 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6292 if(!device->blit_priv) {
6293 ERR("Out of memory\n");
6294 return E_OUTOFMEMORY;
6299 /* Context activation is done by the caller. */
6300 static void arbfp_blit_free(IWineD3DDevice *iface) {
6301 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6302 struct arbfp_blit_priv *priv = device->blit_priv;
6305 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6306 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6307 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6308 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6309 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6310 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6311 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6312 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6313 checkGLcall("Delete yuv and p8 programs");
6315 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6318 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6319 device->blit_priv = NULL;
6322 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6323 GLenum textype, char *luminance)
6326 const char *tex, *texinstr;
6328 if (fixup == COMPLEX_FIXUP_UYVY) {
6336 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6337 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6339 /* This is more tricky than just replacing the texture type - we have to navigate
6340 * properly in the texture to find the correct chroma values
6342 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6346 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6347 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6348 * filtering when we sample the texture.
6350 * These are the rules for reading the chroma:
6356 * So we have to get the sampling x position in non-normalized coordinates in integers
6358 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6359 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6360 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6362 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6364 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6365 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6368 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6369 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6371 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6372 * even and odd pixels respectively
6374 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6375 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6377 /* Sample Pixel 1 */
6378 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6380 /* Put the value into either of the chroma values */
6381 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6382 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6383 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6384 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6386 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6387 * the pixel right to the current one. Otherwise, sample the left pixel.
6388 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6390 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6391 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6392 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6394 /* Put the value into the other chroma */
6395 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6396 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6397 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6398 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6400 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6401 * the current one and lerp the two U and V values
6404 /* This gives the correctly filtered luminance value */
6405 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6410 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6415 case GL_TEXTURE_2D: tex = "2D"; break;
6416 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6418 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6422 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6423 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6424 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6425 * pitch of the luminance plane, the packing into the gl texture is a bit
6426 * unfortunate. If the whole texture is interpreted as luminance data it looks
6427 * approximately like this:
6429 * +----------------------------------+----
6441 * +----------------+-----------------+----
6443 * | U even rows | U odd rows |
6445 * +----------------+------------------ -
6447 * | V even rows | V odd rows |
6449 * +----------------+-----------------+----
6453 * So it appears as if there are 4 chroma images, but in fact the odd rows
6454 * in the chroma images are in the same row as the even ones. So its is
6455 * kinda tricky to read
6457 * When reading from rectangle textures, keep in mind that the input y coordinates
6458 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6460 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6461 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6463 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6464 /* the chroma planes have only half the width */
6465 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6467 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6468 * the coordinate. Also read the right side of the image when reading odd lines
6470 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6473 if(textype == GL_TEXTURE_2D) {
6475 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6477 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6479 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6480 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6482 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6483 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6484 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6485 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6486 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6488 /* clamp, keep the half pixel origin in mind */
6489 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6490 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6491 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6492 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6494 /* Read from [size - size+size/4] */
6495 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6496 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6498 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6499 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6500 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6501 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6502 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6503 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6505 /* Make sure to read exactly from the pixel center */
6506 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6507 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6510 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6511 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6512 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6513 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6514 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6516 /* Read the texture, put the result into the output register */
6517 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6518 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6520 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6521 * No need to clamp because we're just reusing the already clamped value from above
6523 if(textype == GL_TEXTURE_2D) {
6524 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6526 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6528 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6529 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6531 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6532 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6533 * values due to filtering
6535 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6536 if(textype == GL_TEXTURE_2D) {
6537 /* Multiply the y coordinate by 2/3 and clamp it */
6538 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6539 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6540 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6541 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6543 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6544 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6547 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6548 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6549 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6556 static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
6559 struct wined3d_shader_buffer buffer;
6560 struct arbfp_blit_priv *priv = device->blit_priv;
6564 if (!shader_buffer_init(&buffer))
6566 ERR("Failed to initialize shader buffer.\n");
6571 GL_EXTCALL(glGenProgramsARB(1, &shader));
6572 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6575 shader_buffer_free(&buffer);
6579 shader_addline(&buffer, "!!ARBfp1.0\n");
6580 shader_addline(&buffer, "TEMP index;\n");
6582 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6583 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6585 /* The alpha-component contains the palette index */
6586 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6587 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6589 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6591 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6592 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6594 /* Use the alpha-component as an index in the palette to get the final color */
6595 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6596 shader_addline(&buffer, "END\n");
6599 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6600 strlen(buffer.buffer), buffer.buffer));
6601 checkGLcall("glProgramStringARB()");
6603 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6606 FIXME("Fragment program error at position %d: %s\n\n", pos,
6607 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6608 shader_arb_dump_program_source(buffer.buffer);
6611 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6612 priv->p8_rect_shader = shader;
6614 priv->p8_2d_shader = shader;
6616 shader_buffer_free(&buffer);
6622 /* Context activation is done by the caller. */
6623 static void upload_palette(IWineD3DSurfaceImpl *surface)
6626 IWineD3DDeviceImpl *device = surface->resource.device;
6627 struct arbfp_blit_priv *priv = device->blit_priv;
6628 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6630 d3dfmt_p8_init_palette(surface, table, colorkey);
6633 if (!priv->palette_texture)
6634 glGenTextures(1, &priv->palette_texture);
6636 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6637 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6639 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6641 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6642 /* Make sure we have discrete color levels. */
6643 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6644 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6645 /* Upload the palette */
6646 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6647 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6649 /* Switch back to unit 0 in which the 2D texture will be stored. */
6650 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6654 /* Context activation is done by the caller. */
6655 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum complex_fixup yuv_fixup, GLenum textype)
6658 struct wined3d_shader_buffer buffer;
6659 char luminance_component;
6660 struct arbfp_blit_priv *priv = device->blit_priv;
6664 if (!shader_buffer_init(&buffer))
6666 ERR("Failed to initialize shader buffer.\n");
6671 GL_EXTCALL(glGenProgramsARB(1, &shader));
6672 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6673 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6674 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6677 shader_buffer_free(&buffer);
6681 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6682 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6683 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6684 * each single pixel it contains, and one U and one V value shared between both
6687 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6688 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6689 * take the format into account when generating the read swizzles
6691 * Reading the Y value is straightforward - just sample the texture. The hardware
6692 * takes care of filtering in the horizontal and vertical direction.
6694 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6695 * because that would mix the U and V values of one pixel or two adjacent pixels.
6696 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6697 * regardless of the filtering setting. Vertical filtering works automatically
6698 * though - the U and V values of two rows are mixed nicely.
6700 * Appart of avoiding filtering issues, the code has to know which value it just
6701 * read, and where it can find the other one. To determine this, it checks if
6702 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6704 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6705 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6707 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6708 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6709 * in an unfiltered situation. Finding the luminance on the other hand requires
6710 * finding out if it is an odd or even pixel. The real drawback of this approach
6711 * is filtering. This would have to be emulated completely in the shader, reading
6712 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6713 * vertically. Beyond that it would require adjustments to the texture handling
6714 * code to deal with the width scaling
6716 shader_addline(&buffer, "!!ARBfp1.0\n");
6717 shader_addline(&buffer, "TEMP luminance;\n");
6718 shader_addline(&buffer, "TEMP temp;\n");
6719 shader_addline(&buffer, "TEMP chroma;\n");
6720 shader_addline(&buffer, "TEMP texcrd;\n");
6721 shader_addline(&buffer, "TEMP texcrd2;\n");
6722 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6723 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6724 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6728 case COMPLEX_FIXUP_UYVY:
6729 case COMPLEX_FIXUP_YUY2:
6730 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6732 shader_buffer_free(&buffer);
6737 case COMPLEX_FIXUP_YV12:
6738 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6740 shader_buffer_free(&buffer);
6746 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6747 shader_buffer_free(&buffer);
6751 /* Calculate the final result. Formula is taken from
6752 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6753 * ranges from -0.5 to 0.5
6755 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6757 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6758 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6759 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6760 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6761 shader_addline(&buffer, "END\n");
6764 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6765 strlen(buffer.buffer), buffer.buffer));
6766 checkGLcall("glProgramStringARB()");
6768 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6771 FIXME("Fragment program error at position %d: %s\n\n", pos,
6772 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6773 shader_arb_dump_program_source(buffer.buffer);
6779 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6780 checkGLcall("glGetProgramivARB()");
6781 if (!native) WARN("Program exceeds native resource limits.\n");
6784 shader_buffer_free(&buffer);
6789 case COMPLEX_FIXUP_YUY2:
6790 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6791 else priv->yuy2_2d_shader = shader;
6794 case COMPLEX_FIXUP_UYVY:
6795 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6796 else priv->uyvy_2d_shader = shader;
6799 case COMPLEX_FIXUP_YV12:
6800 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6801 else priv->yv12_2d_shader = shader;
6804 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
6810 /* Context activation is done by the caller. */
6811 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
6814 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6815 float size[4] = {surface->pow2Width, surface->pow2Height, 1, 1};
6816 struct arbfp_blit_priv *priv = device->blit_priv;
6817 enum complex_fixup fixup;
6818 GLenum textype = surface->texture_target;
6820 if (!is_complex_fixup(surface->resource.format_desc->color_fixup))
6823 dump_color_fixup_desc(surface->resource.format_desc->color_fixup);
6824 /* Don't bother setting up a shader for unconverted formats */
6827 checkGLcall("glEnable(textype)");
6832 fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
6836 case COMPLEX_FIXUP_YUY2:
6837 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6840 case COMPLEX_FIXUP_UYVY:
6841 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6844 case COMPLEX_FIXUP_YV12:
6845 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6848 case COMPLEX_FIXUP_P8:
6849 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
6850 if (!shader) shader = gen_p8_shader(device, textype);
6852 upload_palette(surface);
6856 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
6859 checkGLcall("glEnable(textype)");
6864 if (!shader) shader = gen_yuv_shader(device, fixup, textype);
6867 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6868 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6869 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6870 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6871 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6872 checkGLcall("glProgramLocalParameter4fvARB");
6878 /* Context activation is done by the caller. */
6879 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6880 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6881 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6884 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6885 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6886 glDisable(GL_TEXTURE_2D);
6887 checkGLcall("glDisable(GL_TEXTURE_2D)");
6888 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6890 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6891 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6893 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6895 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6896 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6901 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
6902 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
6903 const struct wined3d_format_desc *src_format_desc,
6904 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
6905 const struct wined3d_format_desc *dst_format_desc)
6907 enum complex_fixup src_fixup;
6909 if (blit_op != BLIT_OP_BLIT)
6911 TRACE("Unsupported blit_op=%d\n", blit_op);
6915 src_fixup = get_complex_fixup(src_format_desc->color_fixup);
6916 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6918 TRACE("Checking support for fixup:\n");
6919 dump_color_fixup_desc(src_format_desc->color_fixup);
6922 if (!is_identity_fixup(dst_format_desc->color_fixup))
6924 TRACE("Destination fixups are not supported\n");
6928 if (is_identity_fixup(src_format_desc->color_fixup))
6934 /* We only support YUV conversions. */
6935 if (!is_complex_fixup(src_format_desc->color_fixup))
6937 TRACE("[FAILED]\n");
6943 case COMPLEX_FIXUP_YUY2:
6944 case COMPLEX_FIXUP_UYVY:
6945 case COMPLEX_FIXUP_YV12:
6946 case COMPLEX_FIXUP_P8:
6951 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
6952 TRACE("[FAILED]\n");
6957 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
6958 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
6961 IWineD3DSwapChainImpl *dst_swapchain;
6962 struct wined3d_context *context;
6963 RECT dst_rect = *dst_rect_in;
6965 /* Now load the surface */
6966 surface_internal_preload(src_surface, SRGB_RGB);
6968 /* Activate the destination context, set it up for blitting */
6969 context = context_acquire(device, dst_surface, CTXUSAGE_BLIT);
6971 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
6972 * while OpenGL coordinates are window relative.
6973 * Also beware of the origin difference(top left vs bottom left).
6974 * Also beware that the front buffer's surface size is screen width x screen height,
6975 * whereas the real gl drawable size is the size of the window. */
6976 dst_swapchain = (dst_surface->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)dst_surface->container : NULL;
6977 if (dst_swapchain && dst_surface == dst_swapchain->front_buffer)
6980 POINT offset = {0,0};
6982 ClientToScreen(context->win_handle, &offset);
6983 GetClientRect(context->win_handle, &windowsize);
6984 h = windowsize.bottom - windowsize.top;
6985 dst_rect.left -= offset.x; dst_rect.right -=offset.x;
6986 dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
6987 dst_rect.top += dst_surface->currentDesc.Height - h; dst_rect.bottom += dst_surface->currentDesc.Height - h;
6990 arbfp_blit_set((IWineD3DDevice *)device, src_surface);
6994 /* Draw a textured quad */
6995 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
6999 /* Leave the opengl state valid for blitting */
7000 arbfp_blit_unset((IWineD3DDevice *)device);
7002 if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7003 && (dst_surface == dst_swapchain->front_buffer
7004 || dst_swapchain->num_contexts > 1)))
7005 wglFlush(); /* Flush to ensure ordering across contexts. */
7007 context_release(context);
7009 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
7013 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
7015 FIXME("Color filling not implemented by arbfp_blit\n");
7016 return WINED3DERR_INVALIDCALL;
7019 const struct blit_shader arbfp_blit = {
7024 arbfp_blit_supported,
7025 arbfp_blit_color_fill
7028 #undef GLINFO_LOCATION