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 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
46 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
47 if(!This->baseShader.reg_maps.usesmova) return FALSE;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
51 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
52 if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
53 gl_info->arb_vs_offset_limit || /* Have to init texcoords */
54 gl_info->set_texcoord_w) { /* Load the immval offset */
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
62 /* We use one PARAM for the pos fixup, and in some cases one to load
63 * some immediate values into the shader
65 if(need_helper_const(gl_info)) ret++;
66 if(need_mova_const(shader, gl_info)) ret++;
70 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
71 * so upload them above that
73 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
74 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
76 /* ARB_program_shader private data */
77 struct shader_arb_priv
79 GLuint current_vprogram_id;
80 GLuint current_fprogram_id;
81 const struct arb_ps_compiled_shader *compiled_fprog;
82 GLuint depth_blt_vprogram_id;
83 GLuint depth_blt_fprogram_id[tex_type_count];
84 BOOL use_arbfp_fixed_func;
85 struct wine_rb_tree fragment_shaders;
94 struct arb_ps_compile_args
96 struct ps_compile_args super;
97 DWORD bools; /* WORD is enough, use DWORD for alignment */
100 struct stb_const_desc
102 unsigned char texunit;
106 struct arb_ps_compiled_shader
108 struct arb_ps_compile_args args;
110 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
111 unsigned char numbumpenvmatconsts;
112 struct stb_const_desc luminanceconst[MAX_TEXTURES];
115 struct shader_arb_ctx_priv {
118 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
120 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
122 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
126 const struct arb_vs_compile_args *cur_vs_args;
127 const struct arb_ps_compile_args *cur_ps_args;
128 const struct arb_ps_compiled_shader *compiled_fprog;
129 struct list if_frames;
133 struct arb_pshader_private {
134 struct arb_ps_compiled_shader *gl_shaders;
135 UINT num_gl_shaders, shader_array_size;
138 struct arb_vs_compile_args {
139 struct vs_compile_args super;
140 DWORD bools; /* WORD is enough, use DWORD for alignment */
143 struct arb_vs_compiled_shader {
144 struct arb_vs_compile_args args;
148 struct arb_vshader_private {
149 struct arb_vs_compiled_shader *gl_shaders;
150 UINT num_gl_shaders, shader_array_size;
153 /********************************************************
154 * ARB_[vertex/fragment]_program helper functions follow
155 ********************************************************/
158 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
159 * When constant_list == NULL, it will load all the constants.
161 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
162 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
164 /* GL locking is done by the caller */
165 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
166 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
168 local_constant* lconst;
172 if (TRACE_ON(d3d_shader)) {
173 for(i = 0; i < max_constants; i++) {
174 if(!dirty_consts[i]) continue;
175 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
176 constants[i * 4 + 0], constants[i * 4 + 1],
177 constants[i * 4 + 2], constants[i * 4 + 3]);
180 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
181 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
184 for(i = 0; i < max_constants; i++) {
185 if(!dirty_consts[i]) continue;
189 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
190 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
191 else lcl_const[0] = constants[j + 0];
193 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
194 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
195 else lcl_const[1] = constants[j + 1];
197 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
198 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
199 else lcl_const[2] = constants[j + 2];
201 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
202 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
203 else lcl_const[3] = constants[j + 3];
205 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
208 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
209 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
210 * or just reloading *all* constants at once
212 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
214 for(i = 0; i < max_constants; i++) {
215 if(!dirty_consts[i]) continue;
217 /* Find the next block of dirty constants */
220 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
224 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
227 for(i = 0; i < max_constants; i++) {
228 if(dirty_consts[i]) {
230 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
235 checkGLcall("glProgramEnvParameter4fvARB()");
237 /* Load immediate constants */
238 if(This->baseShader.load_local_constsF) {
239 if (TRACE_ON(d3d_shader)) {
240 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
241 GLfloat* values = (GLfloat*)lconst->value;
242 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
243 values[0], values[1], values[2], values[3]);
246 /* Immediate constants are clamped for 1.X shaders at loading times */
248 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
249 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
250 ret = max(ret, lconst->idx + 1);
251 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
253 checkGLcall("glProgramEnvParameter4fvARB()");
254 return ret; /* The loaded immediate constants need reloading for the next shader */
256 return 0; /* No constants are dirty now */
261 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
263 static void shader_arb_load_np2fixup_constants(
264 IWineD3DDevice* device,
266 char useVertexShader) {
267 /* not implemented */
270 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
272 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
273 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
275 struct shader_arb_priv *priv = deviceImpl->shader_priv;
276 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
278 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
280 int texunit = gl_shader->bumpenvmatconst[i].texunit;
282 /* The state manager takes care that this function is always called if the bump env matrix changes */
283 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
284 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
286 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
288 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
289 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
290 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
291 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
293 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
294 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
299 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
301 * We only support float constants in ARB at the moment, so don't
302 * worry about the Integers or Booleans
304 /* GL locking is done by the caller (state handler) */
305 static void shader_arb_load_constants(
306 IWineD3DDevice* device,
308 char useVertexShader) {
310 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
311 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
312 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
314 if (useVertexShader) {
315 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
317 /* Load DirectX 9 float constants for vertex shader */
318 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
319 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
320 deviceImpl->highest_dirty_vs_const,
321 stateBlock->vertexShaderConstantF,
322 deviceImpl->activeContext->vshader_const_dirty);
324 /* Upload the position fixup */
325 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
328 if (usePixelShader) {
329 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
331 /* Load DirectX 9 float constants for pixel shader */
332 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
333 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
334 deviceImpl->highest_dirty_ps_const,
335 stateBlock->pixelShaderConstantF,
336 deviceImpl->activeContext->pshader_const_dirty);
337 shader_arb_ps_local_constants(deviceImpl);
341 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
343 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
345 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
346 * context. On a context switch the old context will be fully dirtified */
347 memset(This->activeContext->vshader_const_dirty + start, 1,
348 sizeof(*This->activeContext->vshader_const_dirty) * count);
349 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
352 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
354 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
356 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
357 * context. On a context switch the old context will be fully dirtified */
358 memset(This->activeContext->pshader_const_dirty + start, 1,
359 sizeof(*This->activeContext->pshader_const_dirty) * count);
360 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
363 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
367 const local_constant *lconst;
369 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
371 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
373 ERR("Out of memory\n");
377 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
378 ret[lconst->idx] = idx++;
383 /* Generate the variable & register declarations for the ARB_vertex_program output target */
384 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
385 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
387 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
388 DWORD i, next_local = 0;
389 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
390 unsigned max_constantsF;
391 const local_constant *lconst;
393 /* In pixel shaders, all private constants are program local, we don't need anything
394 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
395 * If we need a private constant the GL implementation will squeeze it in somewhere
397 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
398 * immediate values. The posFixup is loaded using program.env for now, so always
399 * subtract one from the number of constants. If the shader uses indirect addressing,
400 * account for the helper const too because we have to declare all availabke d3d constants
401 * and don't know which are actually used.
404 max_constantsF = GL_LIMITS(pshader_constantsF);
406 if(This->baseShader.reg_maps.usesrelconstF) {
407 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
408 if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) max_constantsF -= GL_LIMITS(clipplanes);
410 max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
414 for(i = 0; i < This->baseShader.limits.temporary; i++) {
415 if (reg_maps->temporary[i])
416 shader_addline(buffer, "TEMP R%u;\n", i);
419 for (i = 0; i < This->baseShader.limits.address; i++) {
420 if (reg_maps->address[i])
421 shader_addline(buffer, "ADDRESS A%d;\n", i);
424 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
425 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
426 if (reg_maps->texcoord[i] && pshader)
427 shader_addline(buffer,"TEMP T%u;\n", i);
431 /* Load local constants using the program-local space,
432 * this avoids reloading them each time the shader is used
435 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
436 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
437 lconst_map[lconst->idx]);
438 next_local = max(next_local, lconst_map[lconst->idx] + 1);
442 /* we use the array-based constants array if the local constants are marked for loading,
443 * because then we use indirect addressing, or when the local constant list is empty,
444 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
445 * local constants do not declare the loaded constants as an array because ARB compilers usually
446 * do not optimize unused constants away
448 if(This->baseShader.reg_maps.usesrelconstF) {
449 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
450 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
451 max_constantsF, max_constantsF - 1);
453 for(i = 0; i < max_constantsF; i++) {
456 mask = 1 << (i & 0x1f);
457 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
458 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
466 static const char * const shift_tab[] = {
467 "dummy", /* 0 (none) */
468 "coefmul.x", /* 1 (x2) */
469 "coefmul.y", /* 2 (x4) */
470 "coefmul.z", /* 3 (x8) */
471 "coefmul.w", /* 4 (x16) */
472 "dummy", /* 5 (x32) */
473 "dummy", /* 6 (x64) */
474 "dummy", /* 7 (x128) */
475 "dummy", /* 8 (d256) */
476 "dummy", /* 9 (d128) */
477 "dummy", /* 10 (d64) */
478 "dummy", /* 11 (d32) */
479 "coefdiv.w", /* 12 (d16) */
480 "coefdiv.z", /* 13 (d8) */
481 "coefdiv.y", /* 14 (d4) */
482 "coefdiv.x" /* 15 (d2) */
485 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
486 const struct wined3d_shader_dst_param *dst, char *write_mask)
488 char *ptr = write_mask;
490 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
493 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
494 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
495 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
496 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
502 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
504 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
505 * but addressed as "rgba". To fix this we need to swap the register's x
506 * and z components. */
507 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
508 char *ptr = swizzle_str;
510 /* swizzle bits fields: wwzzyyxx */
511 DWORD swizzle = param->swizzle;
512 DWORD swizzle_x = swizzle & 0x03;
513 DWORD swizzle_y = (swizzle >> 2) & 0x03;
514 DWORD swizzle_z = (swizzle >> 4) & 0x03;
515 DWORD swizzle_w = (swizzle >> 6) & 0x03;
517 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
518 * generate a swizzle string. Unless we need to our own swizzling. */
519 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
522 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
523 *ptr++ = swizzle_chars[swizzle_x];
525 *ptr++ = swizzle_chars[swizzle_x];
526 *ptr++ = swizzle_chars[swizzle_y];
527 *ptr++ = swizzle_chars[swizzle_z];
528 *ptr++ = swizzle_chars[swizzle_w];
535 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
537 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
538 SHADER_BUFFER *buffer = ins->ctx->buffer;
540 if(strcmp(priv->addr_reg, src) == 0) return;
542 strcpy(priv->addr_reg, src);
543 shader_addline(buffer, "ARL A0.x, %s;\n", src);
546 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
547 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
549 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
550 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
552 /* oPos, oFog and oPts in D3D */
553 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
554 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
555 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
556 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
562 case WINED3DSPR_TEMP:
563 sprintf(register_name, "R%u", reg->idx);
566 case WINED3DSPR_INPUT:
569 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
570 else strcpy(register_name, "fragment.color.secondary");
574 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
575 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
579 case WINED3DSPR_CONST:
580 if (!pshader && reg->rel_addr)
583 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
584 if(This->baseShader.reg_maps.shader_version.major < 2) {
585 sprintf(rel_reg, "A0.x");
587 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
588 if(ctx->target_version == ARB) {
589 shader_arb_request_a0(ins, rel_reg);
590 sprintf(rel_reg, "A0.x");
593 if (reg->idx >= rel_offset)
594 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
596 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
600 if (This->baseShader.reg_maps.usesrelconstF)
601 sprintf(register_name, "C[%u]", reg->idx);
603 sprintf(register_name, "C%u", reg->idx);
607 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
609 if(This->baseShader.reg_maps.shader_version.major == 1 &&
610 This->baseShader.reg_maps.shader_version.minor <= 3) {
611 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
612 * and as source to most instructions. For some instructions it is the texcoord
613 * input. Those instructions know about the special use
615 sprintf(register_name, "T%u", reg->idx);
617 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
618 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
623 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
625 sprintf(register_name, "A%u", reg->idx);
629 sprintf(register_name, "A%u_SHADOW", reg->idx);
634 case WINED3DSPR_COLOROUT:
637 if(ctx->cur_ps_args->super.srgb_correction)
639 strcpy(register_name, "TMP_COLOR");
643 strcpy(register_name, "result.color");
648 /* TODO: See GL_ARB_draw_buffers */
649 FIXME("Unsupported write to render target %u\n", reg->idx);
650 sprintf(register_name, "unsupported_register");
654 case WINED3DSPR_RASTOUT:
655 sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
658 case WINED3DSPR_DEPTHOUT:
659 strcpy(register_name, "result.depth");
662 case WINED3DSPR_ATTROUT:
663 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
664 else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
665 else strcpy(register_name, "result.color.secondary");
668 case WINED3DSPR_TEXCRDOUT:
669 if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
670 else sprintf(register_name, "result.texcoord[%u]", reg->idx);
674 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
675 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
680 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
681 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
683 char register_name[255];
687 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
688 strcpy(str, register_name);
690 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
691 strcat(str, write_mask);
694 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
696 switch(channel_source)
698 case CHANNEL_SOURCE_ZERO: return "0";
699 case CHANNEL_SOURCE_ONE: return "1";
700 case CHANNEL_SOURCE_X: return "x";
701 case CHANNEL_SOURCE_Y: return "y";
702 case CHANNEL_SOURCE_Z: return "z";
703 case CHANNEL_SOURCE_W: return "w";
705 FIXME("Unhandled channel source %#x\n", channel_source);
710 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
711 const char *one, const char *two, struct color_fixup_desc fixup)
715 if (is_yuv_fixup(fixup))
717 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
718 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
723 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
724 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
725 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
726 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
731 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
732 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
733 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
737 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
738 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
739 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
740 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
746 char *ptr = reg_mask;
748 if (mask != WINED3DSP_WRITEMASK_ALL)
751 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
752 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
753 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
754 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
758 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
762 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
763 const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
765 SHADER_BUFFER *buffer = ins->ctx->buffer;
766 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
767 const char *tex_type;
768 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
769 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
770 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
772 switch(sampler_type) {
778 if(device->stateBlock->textures[sampler_idx] &&
779 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
784 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
786 if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
788 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
793 case WINED3DSTT_VOLUME:
797 case WINED3DSTT_CUBE:
802 ERR("Unexpected texture type %d\n", sampler_type);
807 /* Shouldn't be possible, but let's check for it */
808 if(projected) FIXME("Biased and Projected texture sampling\n");
809 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
810 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
811 } else if (projected) {
812 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
814 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
817 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
819 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
820 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
824 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
825 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
827 /* Generate a line that does the input modifier computation and return the input register to use */
828 BOOL is_color = FALSE;
832 SHADER_BUFFER *buffer = ins->ctx->buffer;
833 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
835 /* Assume a new line will be added */
838 /* Get register name */
839 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
840 shader_arb_get_swizzle(src, is_color, swzstr);
842 switch (src->modifiers)
844 case WINED3DSPSM_NONE:
845 sprintf(outregstr, "%s%s", regstr, swzstr);
848 case WINED3DSPSM_NEG:
849 sprintf(outregstr, "-%s%s", regstr, swzstr);
852 case WINED3DSPSM_BIAS:
853 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
855 case WINED3DSPSM_BIASNEG:
856 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
858 case WINED3DSPSM_SIGN:
859 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
861 case WINED3DSPSM_SIGNNEG:
862 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
864 case WINED3DSPSM_COMP:
865 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
868 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
870 case WINED3DSPSM_X2NEG:
871 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
874 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
875 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
878 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
879 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
881 case WINED3DSPSM_ABS:
882 if(ctx->target_version >= NV2) {
883 sprintf(outregstr, "|%s%s|", regstr, swzstr);
886 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
889 case WINED3DSPSM_ABSNEG:
890 if(ctx->target_version >= NV2) {
891 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
893 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
894 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
899 sprintf(outregstr, "%s%s", regstr, swzstr);
903 /* Return modified or original register, with swizzle */
905 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
908 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
911 const char *ret = "";
912 if (!ins->dst_count) return "";
914 mod = ins->dst[0].modifiers;
915 if(mod & WINED3DSPDM_SATURATE) {
917 mod &= ~WINED3DSPDM_SATURATE;
919 if(mod & WINED3DSPDM_PARTIALPRECISION) {
920 FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n");
921 mod &= ~WINED3DSPDM_PARTIALPRECISION;
923 if(mod & WINED3DSPDM_MSAMPCENTROID) {
924 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
925 mod &= ~WINED3DSPDM_MSAMPCENTROID;
928 FIXME("Unknown modifiers 0x%08x\n", mod);
933 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
935 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
936 SHADER_BUFFER *buffer = ins->ctx->buffer;
938 char src_name[2][50];
939 DWORD sampler_code = dst->reg.idx;
941 shader_arb_get_dst_param(ins, dst, dst_name);
943 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
945 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
946 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
949 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
950 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
951 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
952 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
953 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
955 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
956 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
959 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
961 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
962 SHADER_BUFFER *buffer = ins->ctx->buffer;
964 char src_name[3][50];
965 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
966 ins->ctx->reg_maps->shader_version.minor);
968 shader_arb_get_dst_param(ins, dst, dst_name);
969 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
971 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
972 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
974 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
976 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
977 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
978 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
979 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n",
980 shader_arb_get_modifier(ins), dst_name, src_name[1], src_name[2]);
984 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
986 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
987 SHADER_BUFFER *buffer = ins->ctx->buffer;
989 char src_name[3][50];
991 shader_arb_get_dst_param(ins, dst, dst_name);
993 /* Generate input register names (with modifiers) */
994 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
995 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
996 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
998 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
999 src_name[0], src_name[2], src_name[1]);
1002 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1003 * dst = dot2(src0, src1) + src2 */
1004 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1006 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1007 SHADER_BUFFER *buffer = ins->ctx->buffer;
1009 char src_name[3][50];
1010 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1012 shader_arb_get_dst_param(ins, dst, dst_name);
1013 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1014 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1016 if(ctx->target_version >= NV3)
1018 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1019 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1020 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1021 dst_name, src_name[0], src_name[1], src_name[2]);
1023 else if(ctx->target_version >= NV2)
1025 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1026 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1027 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1028 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1030 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1032 * .xyxy and other swizzles that we could get with this are not valid in
1033 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1035 struct wined3d_shader_src_param tmp_param = ins->src[1];
1036 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1037 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1039 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1041 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1042 dst_name, src_name[2], src_name[0], src_name[1]);
1046 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1047 /* 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]
1048 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1050 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1051 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1052 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1053 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1057 /* Map the opcode 1-to-1 to the GL code */
1058 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1060 SHADER_BUFFER *buffer = ins->ctx->buffer;
1061 const char *instruction;
1062 char arguments[256], dst_str[50];
1064 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1066 switch (ins->handler_idx)
1068 case WINED3DSIH_ABS: instruction = "ABS"; break;
1069 case WINED3DSIH_ADD: instruction = "ADD"; break;
1070 case WINED3DSIH_CRS: instruction = "XPD"; break;
1071 case WINED3DSIH_DP3: instruction = "DP3"; break;
1072 case WINED3DSIH_DP4: instruction = "DP4"; break;
1073 case WINED3DSIH_DST: instruction = "DST"; break;
1074 case WINED3DSIH_EXP: instruction = "EX2"; break;
1075 case WINED3DSIH_EXPP: instruction = "EXP"; break;
1076 case WINED3DSIH_FRC: instruction = "FRC"; break;
1077 case WINED3DSIH_LIT: instruction = "LIT"; break;
1078 case WINED3DSIH_LOG: instruction = "LG2"; break;
1079 case WINED3DSIH_LOGP: instruction = "LOG"; break;
1080 case WINED3DSIH_LRP: instruction = "LRP"; break;
1081 case WINED3DSIH_MAD: instruction = "MAD"; break;
1082 case WINED3DSIH_MAX: instruction = "MAX"; break;
1083 case WINED3DSIH_MIN: instruction = "MIN"; break;
1084 case WINED3DSIH_MOV: instruction = "MOV"; break;
1085 case WINED3DSIH_MUL: instruction = "MUL"; break;
1086 case WINED3DSIH_POW: instruction = "POW"; break;
1087 case WINED3DSIH_SGE: instruction = "SGE"; break;
1088 case WINED3DSIH_SLT: instruction = "SLT"; break;
1089 case WINED3DSIH_SUB: instruction = "SUB"; break;
1090 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1091 case WINED3DSIH_SGN: instruction = "SSG"; break;
1092 case WINED3DSIH_DSX: instruction = "DDX"; break;
1093 default: instruction = "";
1094 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1098 /* Note that shader_arb_add_dst_param() adds spaces. */
1099 arguments[0] = '\0';
1100 shader_arb_get_dst_param(ins, dst, dst_str);
1101 for (i = 0; i < ins->src_count; ++i)
1104 strcat(arguments, ", ");
1105 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1106 strcat(arguments, operand);
1108 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1111 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1113 SHADER_BUFFER *buffer = ins->ctx->buffer;
1114 shader_addline(buffer, "NOP;\n");
1117 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1119 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1120 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1121 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1123 SHADER_BUFFER *buffer = ins->ctx->buffer;
1124 char src0_param[256];
1126 if(ins->handler_idx == WINED3DSIH_MOVA) {
1127 struct wined3d_shader_src_param tmp_src = ins->src[0];
1130 if(ctx->target_version >= NV2) {
1131 shader_hw_map2gl(ins);
1134 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1135 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1136 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1138 /* This implements the mova formula used in GLSL. The first two instructions
1139 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1143 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1145 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1146 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1148 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1149 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1151 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1152 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1153 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1154 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1156 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1157 } else if (ins->ctx->reg_maps->shader_version.major == 1
1158 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1159 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1161 src0_param[0] = '\0';
1162 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1164 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1165 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1166 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1170 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1171 * with more than one component. Thus replicate the first source argument over all
1172 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1173 struct wined3d_shader_src_param tmp_src = ins->src[0];
1174 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1175 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1176 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1179 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1181 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1182 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1184 shader_addline(buffer, "#mov handled in srgb write code\n");
1187 shader_hw_map2gl(ins);
1191 shader_hw_map2gl(ins);
1195 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1197 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1198 SHADER_BUFFER *buffer = ins->ctx->buffer;
1201 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1202 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1204 shader_arb_get_dst_param(ins, dst, reg_dest);
1206 if (ins->ctx->reg_maps->shader_version.major >= 2)
1208 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1209 shader_arb_get_dst_param(ins, dst, reg_dest);
1210 shader_addline(buffer, "KIL %s;\n", reg_dest);
1212 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1213 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1215 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1216 * or pass in any temporary register(in shader phase 2)
1218 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1219 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1221 shader_arb_get_dst_param(ins, dst, reg_dest);
1223 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1224 shader_addline(buffer, "KIL TA;\n");
1228 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1230 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1231 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1232 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1233 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1234 ins->ctx->reg_maps->shader_version.minor);
1235 BOOL projected = FALSE, bias = FALSE;
1236 struct wined3d_shader_src_param src;
1240 DWORD reg_sampler_code;
1242 /* All versions have a destination register */
1243 shader_arb_get_dst_param(ins, dst, reg_dest);
1245 /* 1.0-1.4: Use destination register number as texture code.
1246 2.0+: Use provided sampler number as texure code. */
1247 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1248 reg_sampler_code = dst->reg.idx;
1250 reg_sampler_code = ins->src[1].reg.idx;
1252 /* 1.0-1.3: Use the texcoord varying.
1253 1.4+: Use provided coordinate source register. */
1254 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1255 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1257 /* TEX is the only instruction that can handle DW and DZ natively */
1259 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1260 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1261 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1265 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1266 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1267 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1269 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1272 if(reg_sampler_code < MAX_TEXTURES) {
1273 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1275 if (flags & WINED3DTTFF_PROJECTED) {
1279 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1281 DWORD src_mod = ins->src[0].modifiers;
1282 if (src_mod == WINED3DSPSM_DZ) {
1283 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1284 * varying register, so we need a temp reg
1286 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1287 strcpy(reg_coord, "TA");
1289 } else if(src_mod == WINED3DSPSM_DW) {
1293 if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1294 if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1296 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1299 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1301 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1302 SHADER_BUFFER *buffer = ins->ctx->buffer;
1303 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1304 ins->ctx->reg_maps->shader_version.minor);
1307 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1309 DWORD reg = dst->reg.idx;
1311 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1312 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1316 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1317 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1318 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1322 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1324 SHADER_BUFFER *buffer = ins->ctx->buffer;
1325 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1326 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1329 DWORD reg1 = ins->dst[0].reg.idx;
1333 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1334 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1335 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1336 /* Move .x first in case src_str is "TA" */
1337 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1338 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1339 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1340 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED, FALSE);
1343 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1345 SHADER_BUFFER *buffer = ins->ctx->buffer;
1347 DWORD reg1 = ins->dst[0].reg.idx;
1351 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1352 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1353 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1354 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1355 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1356 shader_hw_sample(ins, reg1, dst_str, "TA", FALSE, FALSE);
1359 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1361 DWORD reg1 = ins->dst[0].reg.idx;
1365 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1366 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1367 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1368 shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1371 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1373 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1374 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1375 SHADER_BUFFER *buffer = ins->ctx->buffer;
1376 char reg_coord[40], dst_reg[50], src_reg[50];
1377 DWORD reg_dest_code;
1379 /* All versions have a destination register. The Tx where the texture coordinates come
1380 * from is the varying incarnation of the texture register
1382 reg_dest_code = dst->reg.idx;
1383 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1384 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1385 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1387 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1388 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1390 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1391 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1393 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1394 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1397 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1398 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1399 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1400 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1402 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1403 * so we can't let the GL handle this.
1405 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1406 & WINED3DTTFF_PROJECTED) {
1407 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1408 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1409 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1411 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1414 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", FALSE, FALSE);
1416 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1418 /* No src swizzles are allowed, so this is ok */
1419 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1420 src_reg, reg_dest_code, reg_dest_code);
1421 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1425 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1427 DWORD reg = ins->dst[0].reg.idx;
1428 SHADER_BUFFER *buffer = ins->ctx->buffer;
1429 char src0_name[50], dst_name[50];
1431 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1433 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1434 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1435 * T<reg+1> register. Use this register to store the calculated vector
1437 tmp_reg.idx = reg + 1;
1438 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1439 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1442 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1444 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1445 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1447 DWORD reg = ins->dst[0].reg.idx;
1448 SHADER_BUFFER *buffer = ins->ctx->buffer;
1454 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1455 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1457 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1458 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1459 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1460 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1461 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1464 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1466 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1467 DWORD reg = ins->dst[0].reg.idx;
1468 SHADER_BUFFER *buffer = ins->ctx->buffer;
1469 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1470 char src0_name[50], dst_name[50];
1471 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1474 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1475 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1476 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1478 tmp_reg.idx = reg + 2 - current_state->current_row;
1479 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1481 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1482 shader_addline(buffer, "DP3 %s%u.%c, fragment.texcoord[%u], %s;\n",
1483 dst_name, tmp_reg.idx, 'x' + current_state->current_row, reg, src0_name);
1484 current_state->texcoord_w[current_state->current_row++] = reg;
1487 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1489 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1490 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1492 DWORD reg = ins->dst[0].reg.idx;
1493 SHADER_BUFFER *buffer = ins->ctx->buffer;
1494 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1496 char src0_name[50], dst_name[50];
1499 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1500 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1501 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1503 /* Sample the texture using the calculated coordinates */
1504 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1505 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1506 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED, FALSE);
1507 current_state->current_row = 0;
1510 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1512 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1513 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1515 DWORD reg = ins->dst[0].reg.idx;
1516 SHADER_BUFFER *buffer = ins->ctx->buffer;
1517 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1523 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1524 * components for temporary data storage
1526 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1527 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1528 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1530 /* Construct the eye-ray vector from w coordinates */
1531 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1532 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1533 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1535 /* Calculate reflection vector
1537 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1538 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1539 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1540 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1541 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1542 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1543 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1545 /* Sample the texture using the calculated coordinates */
1546 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1547 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1548 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1549 current_state->current_row = 0;
1552 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1554 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1555 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1557 DWORD reg = ins->dst[0].reg.idx;
1558 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1559 SHADER_BUFFER *buffer = ins->ctx->buffer;
1566 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1567 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1568 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1569 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
1570 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1572 /* Calculate reflection vector.
1575 * dst_reg.xyz = 2 * --------- * N - E
1578 * Which normalizes the normal vector
1580 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1581 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1582 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1583 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1584 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1585 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1587 /* Sample the texture using the calculated coordinates */
1588 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1589 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1590 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1591 current_state->current_row = 0;
1594 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1596 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1597 SHADER_BUFFER *buffer = ins->ctx->buffer;
1600 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1601 * which is essentially an input, is the destination register because it is the first
1602 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1603 * here(writemasks/swizzles are not valid on texdepth)
1605 shader_arb_get_dst_param(ins, dst, dst_name);
1607 /* According to the msdn, the source register(must be r5) is unusable after
1608 * the texdepth instruction, so we're free to modify it
1610 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1612 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1613 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1614 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1616 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1617 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1618 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
1619 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
1622 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1623 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1624 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1625 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1627 SHADER_BUFFER *buffer = ins->ctx->buffer;
1628 DWORD sampler_idx = ins->dst[0].reg.idx;
1632 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1633 shader_addline(buffer, "MOV TB, 0.0;\n");
1634 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
1636 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1637 shader_hw_sample(ins, sampler_idx, dst_str, "TB", FALSE /* Only one coord, can't be projected */, FALSE);
1640 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1641 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1642 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1644 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1647 SHADER_BUFFER *buffer = ins->ctx->buffer;
1649 /* Handle output register */
1650 shader_arb_get_dst_param(ins, dst, dst_str);
1651 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1652 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
1655 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1656 * Perform the 3rd row of a 3x3 matrix multiply */
1657 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1659 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1660 SHADER_BUFFER *buffer = ins->ctx->buffer;
1661 char dst_str[50], dst_name[50];
1665 shader_arb_get_dst_param(ins, dst, dst_str);
1666 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1667 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1668 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
1669 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
1672 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1673 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1674 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1675 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1677 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1679 SHADER_BUFFER *buffer = ins->ctx->buffer;
1680 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1681 char src0[50], dst_name[50];
1684 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1685 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1686 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
1688 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1689 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1690 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1692 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1693 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
1694 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
1695 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
1698 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1699 Vertex/Pixel shaders to ARB_vertex_program codes */
1700 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1703 int nComponents = 0;
1704 struct wined3d_shader_dst_param tmp_dst = {{0}};
1705 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1706 struct wined3d_shader_instruction tmp_ins;
1708 memset(&tmp_ins, 0, sizeof(tmp_ins));
1710 /* Set constants for the temporary argument */
1711 tmp_ins.ctx = ins->ctx;
1712 tmp_ins.dst_count = 1;
1713 tmp_ins.dst = &tmp_dst;
1714 tmp_ins.src_count = 2;
1715 tmp_ins.src = tmp_src;
1717 switch(ins->handler_idx)
1719 case WINED3DSIH_M4x4:
1721 tmp_ins.handler_idx = WINED3DSIH_DP4;
1723 case WINED3DSIH_M4x3:
1725 tmp_ins.handler_idx = WINED3DSIH_DP4;
1727 case WINED3DSIH_M3x4:
1729 tmp_ins.handler_idx = WINED3DSIH_DP3;
1731 case WINED3DSIH_M3x3:
1733 tmp_ins.handler_idx = WINED3DSIH_DP3;
1735 case WINED3DSIH_M3x2:
1737 tmp_ins.handler_idx = WINED3DSIH_DP3;
1740 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1744 tmp_dst = ins->dst[0];
1745 tmp_src[0] = ins->src[0];
1746 tmp_src[1] = ins->src[1];
1747 for (i = 0; i < nComponents; i++) {
1748 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1749 shader_hw_map2gl(&tmp_ins);
1750 ++tmp_src[1].reg.idx;
1754 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1756 SHADER_BUFFER *buffer = ins->ctx->buffer;
1757 const char *instruction;
1762 switch(ins->handler_idx)
1764 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1765 case WINED3DSIH_RCP: instruction = "RCP"; break;
1766 default: instruction = "";
1767 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1771 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1772 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1773 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1775 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1781 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
1784 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1786 SHADER_BUFFER *buffer = ins->ctx->buffer;
1789 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1790 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1792 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1793 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
1795 if(pshader && priv->target_version >= NV3)
1797 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
1801 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
1802 shader_addline(buffer, "RSQ TA, TA.x;\n");
1803 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1804 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
1809 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
1811 SHADER_BUFFER *buffer = ins->ctx->buffer;
1813 char src_name[3][50];
1815 /* ARB_fragment_program has a convenient LRP instruction */
1816 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
1817 shader_hw_map2gl(ins);
1821 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1822 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1823 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1824 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1826 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
1827 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
1828 dst_name, src_name[0], src_name[2]);
1831 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1833 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1834 * must contain fixed constants. So we need a separate function to filter those constants and
1837 SHADER_BUFFER *buffer = ins->ctx->buffer;
1838 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1839 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1841 char src_name0[50], src_name1[50], src_name2[50];
1844 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
1845 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
1846 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1847 shader_addline(buffer, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
1849 } else if(priv->target_version >= NV2) {
1850 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
1852 /* Sincos writemask must be .x, .y or .xy */
1853 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
1854 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
1855 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
1856 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
1858 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
1859 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
1861 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
1862 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
1864 * The constants we get are:
1866 * +1 +1, -1 -1 +1 +1 -1 -1
1867 * ---- , ---- , ---- , ----- , ----- , ----- , ------
1868 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
1870 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
1874 * (x/2)^4 = x^4 / 16
1875 * (x/2)^5 = x^5 / 32
1878 * To get the final result:
1879 * sin(x) = 2 * sin(x/2) * cos(x/2)
1880 * cos(x) = cos(x/2)^2 - sin(x/2)^2
1881 * (from sin(x+y) and cos(x+y) rules)
1883 * As per MSDN, dst.z is undefined after the operation, and so is
1884 * dst.x and dst.y if they're masked out by the writemask. Ie
1885 * sincos dst.y, src1, c0, c1
1886 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
1887 * vsa.exe also stops with an error if the dest register is the same register as the source
1888 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
1889 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
1891 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
1892 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
1893 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
1895 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
1896 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
1897 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
1898 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
1899 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
1900 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
1904 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
1905 * properly merge that with MULs in the code above?
1906 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
1907 * we can merge the sine and cosine MAD rows to calculate them together.
1909 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
1910 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
1911 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
1912 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
1915 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
1916 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
1917 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
1919 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
1921 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
1922 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
1924 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
1926 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
1927 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
1932 /* GL locking is done by the caller */
1933 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
1935 SHADER_BUFFER *buffer = ins->ctx->buffer;
1938 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1940 /* SGN is only valid in vertex shaders */
1941 if(ctx->target_version == NV2) {
1942 shader_hw_map2gl(ins);
1945 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1946 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1948 FIXME("Emulated SGN untested\n");
1949 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
1950 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
1952 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
1953 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
1955 shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
1956 shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
1957 shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
1961 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1963 GLuint program_id = 0;
1964 const char *blt_vprogram =
1966 "PARAM c[1] = { { 1, 0.5 } };\n"
1967 "MOV result.position, vertex.position;\n"
1968 "MOV result.color, c[0].x;\n"
1969 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1972 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1973 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1974 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1976 if (glGetError() == GL_INVALID_OPERATION) {
1978 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1979 FIXME("Vertex program error at position %d: %s\n", pos,
1980 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1986 /* GL locking is done by the caller */
1987 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1989 GLuint program_id = 0;
1990 static const char * const blt_fprograms[tex_type_count] =
1997 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1998 "MOV result.depth.z, R0.x;\n"
2005 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
2006 "MOV result.depth.z, R0.x;\n"
2011 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
2012 "MOV result.depth.z, R0.x;\n"
2016 if (!blt_fprograms[tex_type])
2018 FIXME("tex_type %#x not supported\n", tex_type);
2022 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2023 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
2024 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
2026 if (glGetError() == GL_INVALID_OPERATION) {
2028 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2029 FIXME("Fragment program error at position %d: %s\n", pos,
2030 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2036 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
2037 const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) {
2038 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
2042 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
2043 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
2044 /* Calculate the > 0.0031308 case */
2045 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
2046 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
2047 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
2048 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
2049 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
2050 /* Calculate the < case */
2051 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
2055 /* Calculate the > 0.0031308 case */
2056 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
2057 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
2058 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
2059 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
2060 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
2061 /* Calculate the < case */
2062 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
2063 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
2064 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
2065 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
2066 /* Store the components > 0.0031308 in the destination */
2067 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
2068 /* Add the components that are < 0.0031308 */
2069 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
2070 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
2071 * result.color writes(.rgb first, then .a), or handle overwriting already written
2072 * components. The assembler uses a temporary register in this case, which is usually
2073 * not allocated from one of our registers that were used earlier.
2076 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2077 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
2080 /* GL locking is done by the caller */
2081 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
2082 SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
2084 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2085 CONST DWORD *function = This->baseShader.function;
2086 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2087 const local_constant *lconst;
2090 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
2091 struct shader_arb_ctx_priv priv_ctx;
2092 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
2093 BOOL want_nv_prog = FALSE;
2096 unsigned int i, found = 0;
2098 for(i = 0; i < This->baseShader.limits.temporary; i++) {
2100 /* Don't overwrite the color source */
2101 if(This->color0_mov && i == This->color0_reg) continue;
2102 else if(reg_maps->shader_version.major < 2 && i == 0) continue;
2104 if(reg_maps->temporary[i]) {
2105 sprintf(srgbtmp[found], "R%u", i);
2107 if(found == 4) break;
2112 case 4: dcl_tmp = FALSE; break;
2114 sprintf(srgbtmp[0], "TA");
2115 sprintf(srgbtmp[1], "TB");
2116 sprintf(srgbtmp[2], "TC");
2117 sprintf(srgbtmp[3], "TD");
2121 sprintf(srgbtmp[1], "TA");
2122 sprintf(srgbtmp[2], "TB");
2123 sprintf(srgbtmp[3], "TC");
2126 sprintf(srgbtmp[2], "TA");
2127 sprintf(srgbtmp[3], "TB");
2130 sprintf(srgbtmp[3], "TA");
2134 /* Create the hw ARB shader */
2135 memset(&priv_ctx, 0, sizeof(priv_ctx));
2136 priv_ctx.cur_ps_args = args;
2137 priv_ctx.compiled_fprog = compiled;
2138 list_init(&priv_ctx.if_frames);
2140 /* Avoid enabling NV_fragment_program* if we do not need it.
2142 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
2143 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
2144 * is faster than what we gain from using higher native instructions. There are some things though
2145 * that cannot be emulated. In that case enable the extensions.
2146 * If the extension is enabled, instruction handlers that support both ways will use it.
2148 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
2149 * So enable the best we can get.
2151 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0)
2153 want_nv_prog = TRUE;
2156 shader_addline(buffer, "!!ARBfp1.0\n");
2157 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
2158 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
2159 priv_ctx.target_version = NV3;
2160 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2161 shader_addline(buffer, "OPTION NV_fragment_program;\n");
2162 priv_ctx.target_version = NV2;
2166 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
2169 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
2172 priv_ctx.target_version = ARB;
2175 if (reg_maps->shader_version.major < 3)
2177 switch(args->super.fog) {
2181 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2184 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2187 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2192 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
2193 * unused temps away(but occupies them for the whole shader if they're used once). Always
2194 * declaring them avoids tricky bookkeeping work
2196 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2197 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2198 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2199 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
2200 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2201 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2202 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2204 if (reg_maps->shader_version.major < 2)
2206 strcpy(fragcolor, "R0");
2208 if(args->super.srgb_correction) {
2209 if(This->color0_mov) {
2210 sprintf(fragcolor, "R%u", This->color0_reg);
2212 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2213 strcpy(fragcolor, "TMP_COLOR");
2216 strcpy(fragcolor, "result.color");
2220 if(args->super.srgb_correction) {
2221 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2222 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2223 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2224 srgb_sub_high, 0.0, 0.0, 0.0);
2227 /* Base Declarations */
2228 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2230 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
2231 if(!reg_maps->bumpmat[i]) continue;
2233 cur = compiled->numbumpenvmatconsts;
2234 compiled->bumpenvmatconst[cur].const_num = -1;
2235 compiled->bumpenvmatconst[cur].texunit = i;
2236 compiled->luminanceconst[cur].const_num = -1;
2237 compiled->luminanceconst[cur].texunit = i;
2239 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
2240 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
2241 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
2242 * textures due to conditional NP2 restrictions)
2244 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
2245 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
2246 * their location is shader dependent anyway and they cannot be loaded globally.
2248 compiled->bumpenvmatconst[cur].const_num = next_local++;
2249 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
2250 i, compiled->bumpenvmatconst[cur].const_num);
2251 compiled->numbumpenvmatconsts = cur + 1;
2253 if(!reg_maps->luminanceparams[i]) continue;
2255 compiled->luminanceconst[cur].const_num = next_local++;
2256 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
2257 i, compiled->luminanceconst[cur].const_num);
2260 /* Base Shader Body */
2261 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2263 if(args->super.srgb_correction) {
2264 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
2265 priv_ctx.target_version >= NV2);
2266 } else if(reg_maps->shader_version.major < 2) {
2267 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2269 shader_addline(buffer, "END\n");
2271 /* TODO: change to resource.glObjectHandle or something like that */
2272 GL_EXTCALL(glGenProgramsARB(1, &retval));
2274 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2275 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2277 TRACE("Created hw pixel shader, prg=%d\n", retval);
2278 /* Create the program and check for errors */
2279 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2280 buffer->bsize, buffer->buffer));
2282 if (glGetError() == GL_INVALID_OPERATION) {
2284 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2285 FIXME("HW PixelShader Error at position %d: %s\n",
2286 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2290 /* Load immediate constants */
2292 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2293 const float *value = (const float *)lconst->value;
2294 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
2295 checkGLcall("glProgramLocalParameter4fvARB");
2297 HeapFree(GetProcessHeap(), 0, lconst_map);
2303 /* GL locking is done by the caller */
2304 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
2305 SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args)
2307 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2308 CONST DWORD *function = This->baseShader.function;
2309 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2310 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2311 const local_constant *lconst;
2313 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2314 struct shader_arb_ctx_priv priv_ctx;
2317 memset(&priv_ctx, 0, sizeof(priv_ctx));
2318 priv_ctx.cur_vs_args = args;
2319 list_init(&priv_ctx.if_frames);
2321 /* Create the hw ARB shader */
2322 shader_addline(buffer, "!!ARBvp1.0\n");
2324 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
2325 * mesurable performance penalty, and we can always make use of it for clipplanes.
2327 if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
2328 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
2329 priv_ctx.target_version = NV2;
2331 priv_ctx.target_version = ARB;
2334 shader_addline(buffer, "TEMP TMP_OUT;\n");
2335 if(need_helper_const(gl_info)) {
2336 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2338 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
2339 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
2340 shader_addline(buffer, "TEMP A0_SHADOW;\n");
2343 shader_addline(buffer, "TEMP TA;\n");
2345 /* Base Declarations */
2346 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2348 /* We need a constant to fixup the final position */
2349 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2351 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2352 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2353 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2354 * a replacement shader depend on the texcoord.w being set properly.
2356 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2357 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2358 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2359 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2360 * this can eat a number of instructions, so skip it unless this cap is set as well
2362 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2363 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2365 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2367 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2368 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2369 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2370 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2376 /* Base Shader Body */
2377 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2379 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2380 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2381 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2382 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2384 if(args->super.fog_src == VS_FOG_Z) {
2385 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2386 } else if (!reg_maps->fog) {
2387 /* posFixup.x is always 1.0, so we can savely use it */
2388 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2391 /* Write the final position.
2393 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2394 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2395 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2396 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2398 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2399 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2400 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2402 if(priv_ctx.target_version >= NV2)
2404 for(i = 0; i < GL_LIMITS(clipplanes); i++)
2406 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2410 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2411 * and the glsl equivalent
2413 if(need_helper_const(gl_info)) {
2414 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2416 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2417 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2420 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2422 shader_addline(buffer, "END\n");
2424 /* TODO: change to resource.glObjectHandle or something like that */
2425 GL_EXTCALL(glGenProgramsARB(1, &ret));
2427 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2428 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2430 TRACE("Created hw vertex shader, prg=%d\n", ret);
2431 /* Create the program and check for errors */
2432 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2433 buffer->bsize, buffer->buffer));
2435 if (glGetError() == GL_INVALID_OPERATION) {
2437 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2438 FIXME("HW VertexShader Error at position %d: %s\n",
2439 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2442 /* Load immediate constants */
2444 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2445 const float *value = (const float *)lconst->value;
2446 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2450 HeapFree(GetProcessHeap(), 0, lconst_map);
2455 /* GL locking is done by the caller */
2456 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
2460 struct arb_ps_compiled_shader *new_array;
2461 SHADER_BUFFER buffer;
2462 struct arb_pshader_private *shader_data;
2465 if(!shader->backend_priv) {
2466 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
2468 shader_data = shader->backend_priv;
2470 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
2471 * so a linear search is more performant than a hashmap or a binary search
2472 * (cache coherency etc)
2474 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2475 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
2476 return &shader_data->gl_shaders[i];
2480 TRACE("No matching GL shader found, compiling a new shader\n");
2481 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
2482 if (shader_data->num_gl_shaders)
2484 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
2485 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
2486 new_size * sizeof(*shader_data->gl_shaders));
2488 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
2493 ERR("Out of memory\n");
2496 shader_data->gl_shaders = new_array;
2497 shader_data->shader_array_size = new_size;
2500 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
2502 pixelshader_update_samplers(&shader->baseShader.reg_maps,
2503 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
2505 shader_buffer_init(&buffer);
2506 ret = shader_arb_generate_pshader(shader, &buffer, args,
2507 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
2508 shader_buffer_free(&buffer);
2509 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
2511 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
2514 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
2515 const DWORD use_map) {
2516 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
2517 if(stored->super.fog_src != new->super.fog_src) return FALSE;
2518 return stored->bools == new->bools;
2521 static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
2525 struct arb_vs_compiled_shader *new_array;
2526 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
2527 SHADER_BUFFER buffer;
2528 struct arb_vshader_private *shader_data;
2531 if(!shader->backend_priv) {
2532 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
2534 shader_data = shader->backend_priv;
2536 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
2537 * so a linear search is more performant than a hashmap or a binary search
2538 * (cache coherency etc)
2540 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2541 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
2542 return shader_data->gl_shaders[i].prgId;
2546 TRACE("No matching GL shader found, compiling a new shader\n");
2548 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
2549 if (shader_data->num_gl_shaders)
2551 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
2552 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
2553 new_size * sizeof(*shader_data->gl_shaders));
2555 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
2560 ERR("Out of memory\n");
2563 shader_data->gl_shaders = new_array;
2564 shader_data->shader_array_size = new_size;
2567 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
2569 shader_buffer_init(&buffer);
2570 ret = shader_arb_generate_vshader(shader, &buffer, args);
2571 shader_buffer_free(&buffer);
2572 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
2577 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2578 struct arb_ps_compile_args *args)
2581 find_ps_compile_args(shader, stateblock, &args->super);
2583 /* This forces all local boolean constants to 1 to make them stateblock independent */
2584 args->bools = shader->baseShader.reg_maps.local_bool_consts;
2586 for(i = 0; i < MAX_CONST_B; i++)
2588 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
2593 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2594 struct arb_vs_compile_args *args)
2597 find_vs_compile_args(shader, stateblock, &args->super);
2599 /* This forces all local boolean constants to 1 to make them stateblock independent */
2600 args->bools = shader->baseShader.reg_maps.local_bool_consts;
2602 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
2603 for(i = 0; i < MAX_CONST_B; i++)
2605 if(stateblock->vertexShaderConstantB[i]) args->bools |= ( 1 << i);
2610 /* GL locking is done by the caller */
2611 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
2612 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2613 struct shader_arb_priv *priv = This->shader_priv;
2614 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2617 struct arb_vs_compile_args compile_args;
2619 TRACE("Using vertex shader\n");
2620 find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
2621 priv->current_vprogram_id = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
2623 /* Bind the vertex program */
2624 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
2625 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
2627 /* Enable OpenGL vertex programs */
2628 glEnable(GL_VERTEX_PROGRAM_ARB);
2629 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
2630 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
2631 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2632 priv->current_vprogram_id = 0;
2633 glDisable(GL_VERTEX_PROGRAM_ARB);
2634 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
2638 struct arb_ps_compile_args compile_args;
2639 struct arb_ps_compiled_shader *compiled;
2640 TRACE("Using pixel shader\n");
2641 find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
2642 compiled = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
2644 priv->current_fprogram_id = compiled->prgId;
2645 priv->compiled_fprog = compiled;
2647 /* Bind the fragment program */
2648 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
2649 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
2651 if(!priv->use_arbfp_fixed_func) {
2652 /* Enable OpenGL fragment programs */
2653 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2654 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
2656 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
2658 shader_arb_ps_local_constants(This);
2659 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
2660 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
2661 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
2662 * replacement shader
2664 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2665 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2666 priv->current_fprogram_id = 0;
2670 /* GL locking is done by the caller */
2671 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
2672 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2673 struct shader_arb_priv *priv = This->shader_priv;
2674 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
2675 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2677 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
2678 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
2679 glEnable(GL_VERTEX_PROGRAM_ARB);
2681 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
2682 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
2683 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2686 /* GL locking is done by the caller */
2687 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
2688 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2689 struct shader_arb_priv *priv = This->shader_priv;
2690 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2692 if (priv->current_vprogram_id) {
2693 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
2694 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
2696 glEnable(GL_VERTEX_PROGRAM_ARB);
2697 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
2699 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
2701 glDisable(GL_VERTEX_PROGRAM_ARB);
2702 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
2705 if (priv->current_fprogram_id) {
2706 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
2707 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
2709 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2710 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
2712 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
2714 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2715 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2719 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
2720 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
2721 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
2722 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2724 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2726 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
2728 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2729 struct arb_pshader_private *shader_data = This->backend_priv;
2732 if(!shader_data) return; /* This can happen if a shader was never compiled */
2734 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2735 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
2736 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
2739 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
2740 HeapFree(GetProcessHeap(), 0, shader_data);
2741 This->backend_priv = NULL;
2743 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
2744 struct arb_vshader_private *shader_data = This->backend_priv;
2747 if(!shader_data) return; /* This can happen if a shader was never compiled */
2749 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2750 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
2751 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
2754 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
2755 HeapFree(GetProcessHeap(), 0, shader_data);
2756 This->backend_priv = NULL;
2760 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
2761 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2762 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2766 static void shader_arb_free(IWineD3DDevice *iface) {
2767 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2768 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2769 struct shader_arb_priv *priv = This->shader_priv;
2773 if(priv->depth_blt_vprogram_id) {
2774 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
2776 for (i = 0; i < tex_type_count; ++i) {
2777 if (priv->depth_blt_fprogram_id[i]) {
2778 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
2783 HeapFree(GetProcessHeap(), 0, This->shader_priv);
2786 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
2790 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2792 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2793 * then overwrite the shader specific ones
2795 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2797 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2798 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2799 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2800 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
2803 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2804 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2805 pCaps->PixelShader1xMaxValue = 8.0;
2806 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2807 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
2810 pCaps->VSClipping = GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
2813 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2815 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2817 TRACE("Checking support for color_fixup:\n");
2818 dump_color_fixup_desc(fixup);
2821 /* We support everything except YUV conversions. */
2822 if (!is_yuv_fixup(fixup))
2828 TRACE("[FAILED]\n");
2832 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2834 char write_mask[20], regstr[50];
2835 SHADER_BUFFER *buffer = ins->ctx->buffer;
2836 BOOL is_color = FALSE;
2837 const struct wined3d_shader_dst_param *dst;
2839 if (!ins->dst_count) return;
2843 if(shift == 0) return; /* Saturate alone is handled by the instructions */
2845 shader_arb_get_write_mask(ins, dst, write_mask);
2846 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
2848 /* Generate a line that does the output modifier computation
2849 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
2850 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
2852 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
2853 regstr, write_mask, regstr, shift_tab[shift]);
2856 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2858 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2859 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2860 /* WINED3DSIH_BEM */ pshader_hw_bem,
2861 /* WINED3DSIH_BREAK */ NULL,
2862 /* WINED3DSIH_BREAKC */ NULL,
2863 /* WINED3DSIH_BREAKP */ NULL,
2864 /* WINED3DSIH_CALL */ NULL,
2865 /* WINED3DSIH_CALLNZ */ NULL,
2866 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2867 /* WINED3DSIH_CND */ pshader_hw_cnd,
2868 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2869 /* WINED3DSIH_DCL */ NULL,
2870 /* WINED3DSIH_DEF */ NULL,
2871 /* WINED3DSIH_DEFB */ NULL,
2872 /* WINED3DSIH_DEFI */ NULL,
2873 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2874 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2875 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2876 /* WINED3DSIH_DST */ shader_hw_map2gl,
2877 /* WINED3DSIH_DSX */ shader_hw_map2gl,
2878 /* WINED3DSIH_DSY */ NULL,
2879 /* WINED3DSIH_ELSE */ NULL,
2880 /* WINED3DSIH_ENDIF */ NULL,
2881 /* WINED3DSIH_ENDLOOP */ NULL,
2882 /* WINED3DSIH_ENDREP */ NULL,
2883 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2884 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2885 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2886 /* WINED3DSIH_IF */ NULL,
2887 /* WINED3DSIH_IFC */ NULL,
2888 /* WINED3DSIH_LABEL */ NULL,
2889 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2890 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2891 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2892 /* WINED3DSIH_LOOP */ NULL,
2893 /* WINED3DSIH_LRP */ shader_hw_lrp,
2894 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2895 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2896 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2897 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2898 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2899 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2900 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2901 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2902 /* WINED3DSIH_MOV */ shader_hw_mov,
2903 /* WINED3DSIH_MOVA */ shader_hw_mov,
2904 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2905 /* WINED3DSIH_NOP */ shader_hw_nop,
2906 /* WINED3DSIH_NRM */ shader_hw_nrm,
2907 /* WINED3DSIH_PHASE */ NULL,
2908 /* WINED3DSIH_POW */ shader_hw_map2gl,
2909 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
2910 /* WINED3DSIH_REP */ NULL,
2911 /* WINED3DSIH_RET */ NULL,
2912 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
2913 /* WINED3DSIH_SETP */ NULL,
2914 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2915 /* WINED3DSIH_SGN */ shader_hw_sgn,
2916 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2917 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2918 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2919 /* WINED3DSIH_TEX */ pshader_hw_tex,
2920 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2921 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2922 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2923 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2924 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2925 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2926 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2927 /* WINED3DSIH_TEXLDD */ NULL,
2928 /* WINED3DSIH_TEXLDL */ NULL,
2929 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2930 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2931 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2932 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2933 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2934 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2935 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2936 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2937 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2938 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2939 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2940 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2943 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
2945 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
2947 WORD flag = (1 << idx);
2948 const local_constant *constant;
2949 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2951 if(This->baseShader.reg_maps.local_bool_consts & flag)
2953 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
2954 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
2956 if (constant->idx == idx)
2958 return constant->value[0];
2961 ERR("Local constant not found\n");
2966 if(vshader) bools = priv->cur_vs_args->bools;
2967 else bools = priv->cur_ps_args->bools;
2968 return bools & flag;
2972 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
2973 SHADER_HANDLER hw_fct;
2974 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2975 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2976 struct if_frame *if_frame;
2977 SHADER_BUFFER *buffer = ins->ctx->buffer;
2980 if(ins->handler_idx == WINED3DSIH_IF)
2982 if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
2983 list_add_head(&priv->if_frames, &if_frame->entry);
2985 if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
2987 shader_addline(buffer, "#if(FALSE){\n");
2989 if_frame->muting = TRUE;
2991 else shader_addline(buffer, "#if(TRUE) {\n");
2993 return; /* Instruction is handled */
2995 else if(ins->handler_idx == WINED3DSIH_IFC)
2997 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
2998 if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
2999 if_frame->ifc = TRUE;
3000 list_add_head(&priv->if_frames, &if_frame->entry);
3002 else if(ins->handler_idx == WINED3DSIH_ELSE)
3004 struct list *e = list_head(&priv->if_frames);
3005 if_frame = LIST_ENTRY(e, struct if_frame, entry);
3007 if(if_frame->ifc == FALSE)
3009 shader_addline(buffer, "#} else {\n");
3010 if(!priv->muted && !if_frame->muting)
3013 if_frame->muting = TRUE;
3015 else if(if_frame->muting) priv->muted = FALSE;
3016 return; /* Instruction is handled. */
3018 /* In case of an ifc, generate a HW shader instruction */
3020 else if(ins->handler_idx == WINED3DSIH_ENDIF)
3022 struct list *e = list_head(&priv->if_frames);
3023 if_frame = LIST_ENTRY(e, struct if_frame, entry);
3027 shader_addline(buffer, "#} endif\n");
3028 if(if_frame->muting) priv->muted = FALSE;
3029 list_remove(&if_frame->entry);
3030 HeapFree(GetProcessHeap(), 0, if_frame);
3031 return; /* Instruction is handled */
3035 list_remove(&if_frame->entry);
3036 HeapFree(GetProcessHeap(), 0, if_frame);
3037 /* ifc - generate a hw endif */
3041 if(priv->muted) return;
3043 /* Select handler */
3044 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
3046 /* Unhandled opcode */
3049 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
3054 shader_arb_add_instruction_modifiers(ins);
3057 const shader_backend_t arb_program_shader_backend = {
3058 shader_arb_handle_instruction,
3060 shader_arb_select_depth_blt,
3061 shader_arb_deselect_depth_blt,
3062 shader_arb_update_float_vertex_constants,
3063 shader_arb_update_float_pixel_constants,
3064 shader_arb_load_constants,
3065 shader_arb_load_np2fixup_constants,
3069 shader_arb_dirty_const,
3070 shader_arb_get_caps,
3071 shader_arb_color_fixup_supported,
3074 /* ARB_fragment_program fixed function pipeline replacement definitions */
3075 #define ARB_FFP_CONST_TFACTOR 0
3076 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
3077 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
3078 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
3079 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
3081 struct arbfp_ffp_desc
3083 struct ffp_frag_desc parent;
3085 unsigned int num_textures_used;
3088 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
3091 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3092 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3094 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3095 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3100 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
3101 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3102 struct shader_arb_priv *priv;
3103 /* Share private data between the shader backend and the pipeline replacement, if both
3104 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
3105 * if no pixel shader is bound or not
3107 if(This->shader_backend == &arb_program_shader_backend) {
3108 This->fragment_priv = This->shader_priv;
3110 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
3111 if(!This->fragment_priv) return E_OUTOFMEMORY;
3113 priv = This->fragment_priv;
3114 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
3116 ERR("Failed to initialize rbtree.\n");
3117 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
3118 return E_OUTOFMEMORY;
3120 priv->use_arbfp_fixed_func = TRUE;
3124 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
3126 const WineD3D_GL_Info *gl_info = context;
3127 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
3130 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
3131 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
3132 HeapFree(GetProcessHeap(), 0, entry_arb);
3136 static void arbfp_free(IWineD3DDevice *iface) {
3137 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3138 struct shader_arb_priv *priv = This->fragment_priv;
3140 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
3141 priv->use_arbfp_fixed_func = FALSE;
3143 if(This->shader_backend != &arb_program_shader_backend) {
3144 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
3148 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
3150 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
3151 WINED3DTEXOPCAPS_SELECTARG1 |
3152 WINED3DTEXOPCAPS_SELECTARG2 |
3153 WINED3DTEXOPCAPS_MODULATE4X |
3154 WINED3DTEXOPCAPS_MODULATE2X |
3155 WINED3DTEXOPCAPS_MODULATE |
3156 WINED3DTEXOPCAPS_ADDSIGNED2X |
3157 WINED3DTEXOPCAPS_ADDSIGNED |
3158 WINED3DTEXOPCAPS_ADD |
3159 WINED3DTEXOPCAPS_SUBTRACT |
3160 WINED3DTEXOPCAPS_ADDSMOOTH |
3161 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
3162 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
3163 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
3164 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
3165 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
3166 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
3167 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
3168 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
3169 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
3170 WINED3DTEXOPCAPS_DOTPRODUCT3 |
3171 WINED3DTEXOPCAPS_MULTIPLYADD |
3172 WINED3DTEXOPCAPS_LERP |
3173 WINED3DTEXOPCAPS_BUMPENVMAP |
3174 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
3176 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
3178 caps->MaxTextureBlendStages = 8;
3179 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
3181 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
3183 #undef GLINFO_LOCATION
3185 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
3186 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3188 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3190 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
3191 * application provided constants
3193 if(device->shader_backend == &arb_program_shader_backend) {
3194 if (use_ps(stateblock)) return;
3196 device = stateblock->wineD3DDevice;
3197 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
3198 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
3201 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
3202 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
3203 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
3207 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3209 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3211 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
3212 * application provided constants
3214 if(device->shader_backend == &arb_program_shader_backend) {
3215 if (use_ps(stateblock)) return;
3217 device = stateblock->wineD3DDevice;
3218 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
3219 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
3222 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
3223 /* The specular color has no alpha */
3224 col[0] = 1.0; col[1] = 1.0;
3225 col[2] = 1.0; col[3] = 0.0;
3227 col[0] = 0.0; col[1] = 0.0;
3228 col[2] = 0.0; col[3] = 0.0;
3230 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
3231 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
3234 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3235 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3236 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3239 if (use_ps(stateblock))
3242 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3243 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3246 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
3247 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3251 if(device->shader_backend == &arb_program_shader_backend) {
3252 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
3255 } else if(device->shader_backend == &arb_program_shader_backend) {
3256 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
3257 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
3260 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
3261 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
3262 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
3263 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
3265 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
3266 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
3269 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3270 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3271 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3274 if (use_ps(stateblock))
3277 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3278 /* The pixel shader has to know the luminance offset. Do a constants update if it
3279 * isn't scheduled anyway
3281 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
3282 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3286 if(device->shader_backend == &arb_program_shader_backend) {
3287 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
3290 } else if(device->shader_backend == &arb_program_shader_backend) {
3291 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
3292 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
3295 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
3296 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
3300 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
3301 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
3304 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
3307 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
3309 switch(arg & WINED3DTA_SELECTMASK) {
3310 case WINED3DTA_DIFFUSE:
3311 ret = "fragment.color.primary"; break;
3313 case WINED3DTA_CURRENT:
3314 if(stage == 0) ret = "fragment.color.primary";
3318 case WINED3DTA_TEXTURE:
3320 case 0: ret = "tex0"; break;
3321 case 1: ret = "tex1"; break;
3322 case 2: ret = "tex2"; break;
3323 case 3: ret = "tex3"; break;
3324 case 4: ret = "tex4"; break;
3325 case 5: ret = "tex5"; break;
3326 case 6: ret = "tex6"; break;
3327 case 7: ret = "tex7"; break;
3328 default: ret = "unknown texture";
3332 case WINED3DTA_TFACTOR:
3333 ret = "tfactor"; break;
3335 case WINED3DTA_SPECULAR:
3336 ret = "fragment.color.secondary"; break;
3338 case WINED3DTA_TEMP:
3339 ret = "tempreg"; break;
3341 case WINED3DTA_CONSTANT:
3342 FIXME("Implement perstage constants\n");
3344 case 0: ret = "const0"; break;
3345 case 1: ret = "const1"; break;
3346 case 2: ret = "const2"; break;
3347 case 3: ret = "const3"; break;
3348 case 4: ret = "const4"; break;
3349 case 5: ret = "const5"; break;
3350 case 6: ret = "const6"; break;
3351 case 7: ret = "const7"; break;
3352 default: ret = "unknown constant";
3360 if(arg & WINED3DTA_COMPLEMENT) {
3361 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
3362 if(argnum == 0) ret = "arg0";
3363 if(argnum == 1) ret = "arg1";
3364 if(argnum == 2) ret = "arg2";
3366 if(arg & WINED3DTA_ALPHAREPLICATE) {
3367 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
3368 if(argnum == 0) ret = "arg0";
3369 if(argnum == 1) ret = "arg1";
3370 if(argnum == 2) ret = "arg2";
3375 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
3376 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
3377 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
3378 unsigned int mul = 1;
3379 BOOL mul_final_dest = FALSE;
3381 if(color && alpha) dstmask = "";
3382 else if(color) dstmask = ".xyz";
3383 else dstmask = ".w";
3385 if(dst == tempreg) dstreg = "tempreg";
3386 else dstreg = "ret";
3388 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
3389 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
3390 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
3393 case WINED3DTOP_DISABLE:
3394 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
3397 case WINED3DTOP_SELECTARG2:
3399 case WINED3DTOP_SELECTARG1:
3400 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
3403 case WINED3DTOP_MODULATE4X:
3405 case WINED3DTOP_MODULATE2X:
3407 if(strcmp(dstreg, "result.color") == 0) {
3409 mul_final_dest = TRUE;
3411 case WINED3DTOP_MODULATE:
3412 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3415 case WINED3DTOP_ADDSIGNED2X:
3417 if(strcmp(dstreg, "result.color") == 0) {
3419 mul_final_dest = TRUE;
3421 case WINED3DTOP_ADDSIGNED:
3422 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
3424 case WINED3DTOP_ADD:
3425 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3428 case WINED3DTOP_SUBTRACT:
3429 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3432 case WINED3DTOP_ADDSMOOTH:
3433 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
3434 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
3437 case WINED3DTOP_BLENDCURRENTALPHA:
3438 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
3439 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3441 case WINED3DTOP_BLENDFACTORALPHA:
3442 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
3443 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3445 case WINED3DTOP_BLENDTEXTUREALPHA:
3446 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
3447 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3449 case WINED3DTOP_BLENDDIFFUSEALPHA:
3450 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
3451 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3454 case WINED3DTOP_BLENDTEXTUREALPHAPM:
3455 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
3456 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
3457 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
3460 /* D3DTOP_PREMODULATE ???? */
3462 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
3463 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
3464 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
3466 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
3467 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
3469 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
3470 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
3471 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
3473 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
3474 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
3477 case WINED3DTOP_DOTPRODUCT3:
3479 if(strcmp(dstreg, "result.color") == 0) {
3481 mul_final_dest = TRUE;
3483 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
3484 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
3485 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
3488 case WINED3DTOP_MULTIPLYADD:
3489 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
3492 case WINED3DTOP_LERP:
3493 /* The msdn is not quite right here */
3494 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3497 case WINED3DTOP_BUMPENVMAP:
3498 case WINED3DTOP_BUMPENVMAPLUMINANCE:
3499 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
3503 FIXME("Unhandled texture op %08x\n", op);
3507 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
3508 } else if(mul == 4) {
3509 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
3513 /* The stateblock is passed for GLINFO_LOCATION */
3514 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
3517 SHADER_BUFFER buffer;
3518 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
3519 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
3520 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
3521 const char *textype;
3522 const char *instr, *sat;
3523 char colorcor_dst[8];
3525 DWORD arg0, arg1, arg2;
3526 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
3528 const char *final_combiner_src = "ret";
3530 /* Find out which textures are read */
3531 for(stage = 0; stage < MAX_TEXTURES; stage++) {
3532 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
3533 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
3534 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
3535 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
3536 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3537 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3538 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3540 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
3541 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
3542 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
3543 bump_used[stage] = TRUE;
3544 tex_read[stage] = TRUE;
3546 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3547 bump_used[stage] = TRUE;
3548 tex_read[stage] = TRUE;
3549 luminance_used[stage] = TRUE;
3550 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
3551 tfactor_used = TRUE;
3554 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
3555 tfactor_used = TRUE;
3558 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
3559 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
3560 tempreg_used = TRUE;
3563 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
3564 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
3565 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
3566 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
3567 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3568 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3569 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3571 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
3572 tempreg_used = TRUE;
3574 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
3575 tfactor_used = TRUE;
3580 shader_buffer_init(&buffer);
3582 shader_addline(&buffer, "!!ARBfp1.0\n");
3584 switch(settings->fog) {
3585 case FOG_OFF: break;
3586 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
3587 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
3588 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
3589 default: FIXME("Unexpected fog setting %d\n", settings->fog);
3592 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
3593 shader_addline(&buffer, "TEMP TMP;\n");
3594 shader_addline(&buffer, "TEMP ret;\n");
3595 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
3596 shader_addline(&buffer, "TEMP arg0;\n");
3597 shader_addline(&buffer, "TEMP arg1;\n");
3598 shader_addline(&buffer, "TEMP arg2;\n");
3599 for(stage = 0; stage < MAX_TEXTURES; stage++) {
3600 if(!tex_read[stage]) continue;
3601 shader_addline(&buffer, "TEMP tex%u;\n", stage);
3602 if(!bump_used[stage]) continue;
3603 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
3604 if(!luminance_used[stage]) continue;
3605 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
3608 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
3610 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
3612 if(settings->sRGB_write) {
3613 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3614 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3615 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3616 srgb_sub_high, 0.0, 0.0, 0.0);
3619 /* Generate texture sampling instructions) */
3620 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
3621 if(!tex_read[stage]) continue;
3623 switch(settings->op[stage].tex_type) {
3624 case tex_1d: textype = "1D"; break;
3625 case tex_2d: textype = "2D"; break;
3626 case tex_3d: textype = "3D"; break;
3627 case tex_cube: textype = "CUBE"; break;
3628 case tex_rect: textype = "RECT"; break;
3629 default: textype = "unexpected_textype"; break;
3632 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
3633 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3639 if(settings->op[stage].projected == proj_none) {
3641 } else if(settings->op[stage].projected == proj_count4 ||
3642 settings->op[stage].projected == proj_count3) {
3645 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
3650 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
3651 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
3652 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
3653 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
3654 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
3655 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
3657 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3658 * so multiply the displacement with the dividing parameter before passing it to TXP
3660 if (settings->op[stage].projected != proj_none) {
3661 if(settings->op[stage].projected == proj_count4) {
3662 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
3663 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
3665 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
3666 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
3669 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
3672 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
3673 instr, sat, stage, stage, textype);
3674 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3675 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
3676 stage - 1, stage - 1, stage - 1);
3677 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
3679 } else if(settings->op[stage].projected == proj_count3) {
3680 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
3681 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
3682 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
3683 instr, sat, stage, stage, textype);
3685 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
3686 instr, sat, stage, stage, stage, textype);
3689 sprintf(colorcor_dst, "tex%u", stage);
3690 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
3691 settings->op[stage].color_fixup);
3694 /* Generate the main shader */
3695 for(stage = 0; stage < MAX_TEXTURES; stage++) {
3696 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
3698 final_combiner_src = "fragment.color.primary";
3703 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
3704 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
3705 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
3706 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
3707 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
3708 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
3709 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
3710 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
3711 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
3712 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
3713 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
3714 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
3716 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
3717 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
3718 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
3719 settings->op[stage].carg2 == settings->op[stage].aarg2;
3722 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
3723 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3724 settings->op[stage].cop, settings->op[stage].carg0,
3725 settings->op[stage].carg1, settings->op[stage].carg2);
3727 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
3729 } else if(op_equal) {
3730 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
3731 settings->op[stage].cop, settings->op[stage].carg0,
3732 settings->op[stage].carg1, settings->op[stage].carg2);
3734 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3735 settings->op[stage].cop, settings->op[stage].carg0,
3736 settings->op[stage].carg1, settings->op[stage].carg2);
3737 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
3738 settings->op[stage].aop, settings->op[stage].aarg0,
3739 settings->op[stage].aarg1, settings->op[stage].aarg2);
3743 if(settings->sRGB_write) {
3744 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3745 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
3747 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3751 shader_addline(&buffer, "END\n");
3753 /* Generate the shader */
3754 GL_EXTCALL(glGenProgramsARB(1, &ret));
3755 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
3756 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3758 if (glGetError() == GL_INVALID_OPERATION) {
3760 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3761 FIXME("Fragment program error at position %d: %s\n", pos,
3762 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3764 shader_buffer_free(&buffer);
3768 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3769 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3770 struct shader_arb_priv *priv = device->fragment_priv;
3771 BOOL use_pshader = use_ps(stateblock);
3772 BOOL use_vshader = use_vs(stateblock);
3773 struct ffp_frag_settings settings;
3774 const struct arbfp_ffp_desc *desc;
3777 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3779 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3780 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3781 /* Reload fixed function constants since they collide with the pixel shader constants */
3782 for(i = 0; i < MAX_TEXTURES; i++) {
3783 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3785 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3786 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3787 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3788 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3794 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3795 gen_ffp_frag_op(stateblock, &settings, FALSE);
3796 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
3798 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3801 ERR("Out of memory\n");
3804 new_desc->num_textures_used = 0;
3805 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3806 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3807 new_desc->num_textures_used = i;
3810 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3811 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3812 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
3813 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3817 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3818 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3821 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3822 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3823 priv->current_fprogram_id = desc->shader;
3825 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3826 /* Reload fixed function constants since they collide with the pixel shader constants */
3827 for(i = 0; i < MAX_TEXTURES; i++) {
3828 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3830 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3831 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3833 context->last_was_pshader = FALSE;
3835 context->last_was_pshader = TRUE;
3838 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3839 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3840 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3841 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3842 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3844 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3847 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3848 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3850 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3851 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3855 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3859 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3860 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3861 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3862 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3863 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3865 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3866 enum fogsource new_source;
3868 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3870 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3871 fragment_prog_arbfp(state, stateblock, context);
3874 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3876 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3877 if(use_vs(stateblock)) {
3878 new_source = FOGSOURCE_VS;
3880 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3881 new_source = FOGSOURCE_COORD;
3883 new_source = FOGSOURCE_FFP;
3887 new_source = FOGSOURCE_FFP;
3889 if(new_source != context->fog_source) {
3890 context->fog_source = new_source;
3891 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3895 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3896 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3897 fragment_prog_arbfp(state, stateblock, context);
3901 #undef GLINFO_LOCATION
3903 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3904 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
3905 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3906 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3907 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3908 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3909 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3910 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3911 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3912 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3913 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3914 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3915 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3916 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3917 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3918 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3919 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3920 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3921 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3922 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3923 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3924 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3925 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3926 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3927 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3928 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3929 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3930 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3931 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3932 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3933 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3934 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3935 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3936 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3937 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3938 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3939 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3940 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3941 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3942 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3943 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3944 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3945 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3946 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3947 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3948 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3949 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3950 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3951 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3952 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3953 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3954 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3955 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3956 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3957 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3958 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3959 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3960 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3961 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3962 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3963 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3964 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3965 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3966 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3967 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3968 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3969 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3970 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3971 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3972 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3973 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3974 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3975 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3976 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3977 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3978 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3979 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3980 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3981 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3982 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3983 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3984 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3985 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3986 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3987 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3988 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3989 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3990 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3991 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3992 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3993 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3994 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3995 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3996 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3997 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3998 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3999 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4000 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4001 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4002 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4003 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4004 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4005 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4006 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4007 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4008 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4009 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4010 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4011 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4012 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4013 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4014 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4015 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4016 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4017 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4018 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4019 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4020 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4021 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4022 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4023 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4024 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4025 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
4026 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
4027 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
4028 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
4029 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
4030 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
4031 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
4032 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
4033 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4034 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4035 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4036 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4037 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
4038 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
4039 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4040 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
4041 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
4042 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4043 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4044 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4045 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4046 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4047 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4048 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4049 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4050 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
4051 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4054 const struct fragment_pipeline arbfp_fragment_pipeline = {
4059 shader_arb_color_fixup_supported,
4060 arbfp_fragmentstate_template,
4061 TRUE /* We can disable projected textures */
4064 #define GLINFO_LOCATION device->adapter->gl_info
4066 struct arbfp_blit_priv {
4067 GLenum yuy2_rect_shader, yuy2_2d_shader;
4068 GLenum uyvy_rect_shader, uyvy_2d_shader;
4069 GLenum yv12_rect_shader, yv12_2d_shader;
4072 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
4073 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4074 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
4075 if(!device->blit_priv) {
4076 ERR("Out of memory\n");
4077 return E_OUTOFMEMORY;
4081 static void arbfp_blit_free(IWineD3DDevice *iface) {
4082 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4083 struct arbfp_blit_priv *priv = device->blit_priv;
4086 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
4087 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
4088 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
4089 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
4090 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
4091 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
4092 checkGLcall("Delete yuv programs\n");
4096 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
4099 const char *tex, *texinstr;
4101 if (yuv_fixup == YUV_FIXUP_UYVY) {
4109 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
4110 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
4112 /* This is more tricky than just replacing the texture type - we have to navigate
4113 * properly in the texture to find the correct chroma values
4115 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
4119 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
4120 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
4121 * filtering when we sample the texture.
4123 * These are the rules for reading the chroma:
4129 * So we have to get the sampling x position in non-normalized coordinates in integers
4131 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
4132 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
4133 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
4135 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
4137 /* We must not allow filtering between pixel x and x+1, this would mix U and V
4138 * Vertical filtering is ok. However, bear in mind that the pixel center is at
4141 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
4142 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
4144 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
4145 * even and odd pixels respectively
4147 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
4148 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
4150 /* Sample Pixel 1 */
4151 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
4153 /* Put the value into either of the chroma values */
4154 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
4155 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
4156 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
4157 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
4159 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
4160 * the pixel right to the current one. Otherwise, sample the left pixel.
4161 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
4163 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
4164 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
4165 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
4167 /* Put the value into the other chroma */
4168 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
4169 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
4170 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
4171 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
4173 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
4174 * the current one and lerp the two U and V values
4177 /* This gives the correctly filtered luminance value */
4178 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
4183 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
4188 case GL_TEXTURE_2D: tex = "2D"; break;
4189 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
4191 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
4195 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
4196 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
4197 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
4198 * pitch of the luminance plane, the packing into the gl texture is a bit
4199 * unfortunate. If the whole texture is interpreted as luminance data it looks
4200 * approximately like this:
4202 * +----------------------------------+----
4214 * +----------------+-----------------+----
4216 * | U even rows | U odd rows |
4218 * +----------------+------------------ -
4220 * | V even rows | V odd rows |
4222 * +----------------+-----------------+----
4226 * So it appears as if there are 4 chroma images, but in fact the odd rows
4227 * in the chroma images are in the same row as the even ones. So its is
4228 * kinda tricky to read
4230 * When reading from rectangle textures, keep in mind that the input y coordinates
4231 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
4233 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
4234 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
4236 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
4237 /* the chroma planes have only half the width */
4238 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
4240 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
4241 * the coordinate. Also read the right side of the image when reading odd lines
4243 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
4246 if(textype == GL_TEXTURE_2D) {
4248 shader_addline(buffer, "RCP chroma.w, size.y;\n");
4250 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
4252 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
4253 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
4255 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
4256 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
4257 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
4258 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
4259 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
4261 /* clamp, keep the half pixel origin in mind */
4262 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
4263 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
4264 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
4265 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
4267 /* Read from [size - size+size/4] */
4268 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
4269 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
4271 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
4272 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
4273 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
4274 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
4275 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
4276 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
4278 /* Make sure to read exactly from the pixel center */
4279 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
4280 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
4283 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
4284 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
4285 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
4286 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
4287 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
4289 /* Read the texture, put the result into the output register */
4290 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
4291 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
4293 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
4294 * No need to clamp because we're just reusing the already clamped value from above
4296 if(textype == GL_TEXTURE_2D) {
4297 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
4299 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
4301 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
4302 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
4304 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
4305 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
4306 * values due to filtering
4308 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
4309 if(textype == GL_TEXTURE_2D) {
4310 /* Multiply the y coordinate by 2/3 and clamp it */
4311 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
4312 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
4313 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
4314 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
4316 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
4317 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
4320 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
4321 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
4322 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
4329 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
4332 SHADER_BUFFER buffer;
4333 char luminance_component;
4334 struct arbfp_blit_priv *priv = device->blit_priv;
4337 shader_buffer_init(&buffer);
4340 GL_EXTCALL(glGenProgramsARB(1, &shader));
4341 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
4342 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
4343 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
4346 shader_buffer_free(&buffer);
4350 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
4351 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
4352 * two chroma(U and V) values. Each macropixel has two luminance values, one for
4353 * each single pixel it contains, and one U and one V value shared between both
4356 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
4357 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
4358 * take the format into account when generating the read swizzles
4360 * Reading the Y value is straightforward - just sample the texture. The hardware
4361 * takes care of filtering in the horizontal and vertical direction.
4363 * Reading the U and V values is harder. We have to avoid filtering horizontally,
4364 * because that would mix the U and V values of one pixel or two adjacent pixels.
4365 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
4366 * regardless of the filtering setting. Vertical filtering works automatically
4367 * though - the U and V values of two rows are mixed nicely.
4369 * Appart of avoiding filtering issues, the code has to know which value it just
4370 * read, and where it can find the other one. To determine this, it checks if
4371 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
4373 * Handling horizontal filtering of U and V values requires reading a 2nd pair
4374 * of pixels, extracting U and V and mixing them. This is not implemented yet.
4376 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
4377 * with width / 2. This way one read gives all 3 values, finding U and V is easy
4378 * in an unfiltered situation. Finding the luminance on the other hand requires
4379 * finding out if it is an odd or even pixel. The real drawback of this approach
4380 * is filtering. This would have to be emulated completely in the shader, reading
4381 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
4382 * vertically. Beyond that it would require adjustments to the texture handling
4383 * code to deal with the width scaling
4385 shader_addline(&buffer, "!!ARBfp1.0\n");
4386 shader_addline(&buffer, "TEMP luminance;\n");
4387 shader_addline(&buffer, "TEMP temp;\n");
4388 shader_addline(&buffer, "TEMP chroma;\n");
4389 shader_addline(&buffer, "TEMP texcrd;\n");
4390 shader_addline(&buffer, "TEMP texcrd2;\n");
4391 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
4392 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
4393 shader_addline(&buffer, "PARAM size = program.local[0];\n");
4397 case YUV_FIXUP_UYVY:
4398 case YUV_FIXUP_YUY2:
4399 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
4401 shader_buffer_free(&buffer);
4406 case YUV_FIXUP_YV12:
4407 if (!gen_yv12_read(&buffer, textype, &luminance_component))
4409 shader_buffer_free(&buffer);
4415 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
4416 shader_buffer_free(&buffer);
4420 /* Calculate the final result. Formula is taken from
4421 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
4422 * ranges from -0.5 to 0.5
4424 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
4426 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
4427 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
4428 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
4429 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
4430 shader_addline(&buffer, "END\n");
4433 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
4435 if (glGetError() == GL_INVALID_OPERATION) {
4437 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
4438 FIXME("Fragment program error at position %d: %s\n", pos,
4439 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4441 shader_buffer_free(&buffer);
4446 case YUV_FIXUP_YUY2:
4447 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
4448 else priv->yuy2_2d_shader = shader;
4451 case YUV_FIXUP_UYVY:
4452 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
4453 else priv->uyvy_2d_shader = shader;
4456 case YUV_FIXUP_YV12:
4457 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
4458 else priv->yv12_2d_shader = shader;
4465 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
4466 GLenum textype, UINT width, UINT height)
4469 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4470 float size[4] = {width, height, 1, 1};
4471 struct arbfp_blit_priv *priv = device->blit_priv;
4472 enum yuv_fixup yuv_fixup;
4474 if (!is_yuv_fixup(format_desc->color_fixup))
4477 dump_color_fixup_desc(format_desc->color_fixup);
4478 /* Don't bother setting up a shader for unconverted formats */
4481 checkGLcall("glEnable(textype)");
4486 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
4490 case YUV_FIXUP_YUY2:
4491 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
4494 case YUV_FIXUP_UYVY:
4495 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
4498 case YUV_FIXUP_YV12:
4499 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
4503 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
4506 checkGLcall("glEnable(textype)");
4511 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
4514 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4515 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
4516 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
4517 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
4518 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
4519 checkGLcall("glProgramLocalParameter4fvARB");
4525 static void arbfp_blit_unset(IWineD3DDevice *iface) {
4526 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4529 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4530 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4531 glDisable(GL_TEXTURE_2D);
4532 checkGLcall("glDisable(GL_TEXTURE_2D)");
4533 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4534 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4535 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4537 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4538 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4539 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4544 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
4546 enum yuv_fixup yuv_fixup;
4548 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4550 TRACE("Checking support for fixup:\n");
4551 dump_color_fixup_desc(fixup);
4554 if (is_identity_fixup(fixup))
4560 /* We only support YUV conversions. */
4561 if (!is_yuv_fixup(fixup))
4563 TRACE("[FAILED]\n");
4567 yuv_fixup = get_yuv_fixup(fixup);
4570 case YUV_FIXUP_YUY2:
4571 case YUV_FIXUP_UYVY:
4572 case YUV_FIXUP_YV12:
4577 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
4578 TRACE("[FAILED]\n");
4583 const struct blit_shader arbfp_blit = {
4588 arbfp_blit_color_fixup_supported,
4591 #undef GLINFO_LOCATION