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 /* We have to subtract any other PARAMs that we might use in our shader programs.
45 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
46 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
47 #define ARB_SHADER_RESERVED_VS_CONSTS 3
49 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
50 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
52 #define ARB_SHADER_RESERVED_PS_CONSTS 2
54 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
55 * so upload them above that
57 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
58 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
60 /* ARB_program_shader private data */
61 struct shader_arb_priv {
62 GLuint current_vprogram_id;
63 GLuint current_fprogram_id;
64 GLuint depth_blt_vprogram_id;
65 GLuint depth_blt_fprogram_id[tex_type_count];
66 BOOL use_arbfp_fixed_func;
67 struct hash_table_t *fragment_shaders;
70 /********************************************************
71 * ARB_[vertex/fragment]_program helper functions follow
72 ********************************************************/
75 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
76 * When constant_list == NULL, it will load all the constants.
78 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
79 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
81 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
82 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
84 local_constant* lconst;
88 if (TRACE_ON(d3d_shader)) {
89 for(i = 0; i < max_constants; i++) {
90 if(!dirty_consts[i]) continue;
91 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
92 constants[i * 4 + 0], constants[i * 4 + 1],
93 constants[i * 4 + 2], constants[i * 4 + 3]);
96 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
97 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
100 for(i = 0; i < max_constants; i++) {
101 if(!dirty_consts[i]) continue;
105 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
106 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
107 else lcl_const[0] = constants[j + 0];
109 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
110 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
111 else lcl_const[1] = constants[j + 1];
113 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
114 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
115 else lcl_const[2] = constants[j + 2];
117 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
118 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
119 else lcl_const[3] = constants[j + 3];
121 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
124 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
125 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
126 * or just reloading *all* constants at once
128 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
130 for(i = 0; i < max_constants; i++) {
131 if(!dirty_consts[i]) continue;
133 /* Find the next block of dirty constants */
136 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
140 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
143 for(i = 0; i < max_constants; i++) {
144 if(dirty_consts[i]) {
146 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
151 checkGLcall("glProgramEnvParameter4fvARB()");
153 /* Load immediate constants */
154 if(This->baseShader.load_local_constsF) {
155 if (TRACE_ON(d3d_shader)) {
156 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
157 GLfloat* values = (GLfloat*)lconst->value;
158 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
159 values[0], values[1], values[2], values[3]);
162 /* Immediate constants are clamped for 1.X shaders at loading times */
164 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
165 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
166 ret = max(ret, lconst->idx + 1);
167 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
169 checkGLcall("glProgramEnvParameter4fvARB()");
170 return ret; /* The loaded immediate constants need reloading for the next shader */
172 return 0; /* No constants are dirty now */
177 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
179 static void shader_arb_load_np2fixup_constants(
180 IWineD3DDevice* device,
182 char useVertexShader) {
183 /* not implemented */
187 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
189 * We only support float constants in ARB at the moment, so don't
190 * worry about the Integers or Booleans
192 static void shader_arb_load_constants(
193 IWineD3DDevice* device,
195 char useVertexShader) {
197 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
198 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
199 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
202 if (useVertexShader) {
203 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
205 /* Load DirectX 9 float constants for vertex shader */
206 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
207 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
208 deviceImpl->highest_dirty_vs_const,
209 stateBlock->vertexShaderConstantF,
210 deviceImpl->activeContext->vshader_const_dirty);
212 /* Upload the position fixup */
213 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
216 if (usePixelShader) {
218 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
219 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
221 /* Load DirectX 9 float constants for pixel shader */
222 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
223 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
224 deviceImpl->highest_dirty_ps_const,
225 stateBlock->pixelShaderConstantF,
226 deviceImpl->activeContext->pshader_const_dirty);
228 for(i = 0; i < psi->numbumpenvmatconsts; i++) {
229 /* The state manager takes care that this function is always called if the bump env matrix changes
231 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
232 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
233 deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
235 if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
237 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
238 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
239 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
240 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
242 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
243 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
244 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
250 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
252 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
254 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
255 * context. On a context switch the old context will be fully dirtified */
256 memset(This->activeContext->vshader_const_dirty + start, 1,
257 sizeof(*This->activeContext->vshader_const_dirty) * count);
258 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
261 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
265 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
266 * context. On a context switch the old context will be fully dirtified */
267 memset(This->activeContext->pshader_const_dirty + start, 1,
268 sizeof(*This->activeContext->pshader_const_dirty) * count);
269 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
272 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
276 const local_constant *lconst;
278 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
280 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
282 ERR("Out of memory\n");
286 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
287 ret[lconst->idx] = idx++;
292 /* Generate the variable & register declarations for the ARB_vertex_program output target */
293 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
294 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
296 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
297 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
299 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
300 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
301 (pshader ? GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS :
302 GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS));
303 UINT extra_constants_needed = 0;
304 const local_constant *lconst;
306 /* Temporary Output register */
307 shader_addline(buffer, "TEMP TMP_OUT;\n");
309 for(i = 0; i < This->baseShader.limits.temporary; i++) {
310 if (reg_maps->temporary[i])
311 shader_addline(buffer, "TEMP R%u;\n", i);
314 for (i = 0; i < This->baseShader.limits.address; i++) {
315 if (reg_maps->address[i])
316 shader_addline(buffer, "ADDRESS A%d;\n", i);
319 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
320 if (reg_maps->texcoord[i])
321 shader_addline(buffer,"TEMP T%u;\n", i);
324 /* Texture coordinate registers must be pre-loaded */
325 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
326 if (reg_maps->texcoord[i])
327 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
330 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
331 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
332 if(!reg_maps->bumpmat[i]) continue;
334 cur = ps->numbumpenvmatconsts;
335 ps->bumpenvmatconst[cur].const_num = -1;
336 ps->bumpenvmatconst[cur].texunit = i;
337 ps->luminanceconst[cur].const_num = -1;
338 ps->luminanceconst[cur].texunit = i;
340 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
341 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
344 if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
345 ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
346 shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
347 i, ps->bumpenvmatconst[cur].const_num);
348 extra_constants_needed++;
350 if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
351 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
352 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
353 i, ps->luminanceconst[cur].const_num);
354 extra_constants_needed++;
355 } else if(reg_maps->luminanceparams) {
356 FIXME("No free constant to load the luminance parameters\n");
359 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
362 ps->numbumpenvmatconsts = cur + 1;
365 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
366 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
367 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
368 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
369 srgb_sub_high, 0.0, 0.0, 0.0);
372 /* Load local constants using the program-local space,
373 * this avoids reloading them each time the shader is used
376 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
377 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
378 lconst_map[lconst->idx]);
382 /* we use the array-based constants array if the local constants are marked for loading,
383 * because then we use indirect addressing, or when the local constant list is empty,
384 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
385 * local constants do not declare the loaded constants as an array because ARB compilers usually
386 * do not optimize unused constants away
388 if(This->baseShader.reg_maps.usesrelconstF) {
389 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
390 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
391 max_constantsF, max_constantsF - 1);
393 for(i = 0; i < max_constantsF; i++) {
396 mask = 1 << (i & 0x1f);
397 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
398 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
404 static const char * const shift_tab[] = {
405 "dummy", /* 0 (none) */
406 "coefmul.x", /* 1 (x2) */
407 "coefmul.y", /* 2 (x4) */
408 "coefmul.z", /* 3 (x8) */
409 "coefmul.w", /* 4 (x16) */
410 "dummy", /* 5 (x32) */
411 "dummy", /* 6 (x64) */
412 "dummy", /* 7 (x128) */
413 "dummy", /* 8 (d256) */
414 "dummy", /* 9 (d128) */
415 "dummy", /* 10 (d64) */
416 "dummy", /* 11 (d32) */
417 "coefdiv.w", /* 12 (d16) */
418 "coefdiv.z", /* 13 (d8) */
419 "coefdiv.y", /* 14 (d4) */
420 "coefdiv.x" /* 15 (d2) */
423 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
424 const struct wined3d_shader_dst_param *dst, char *write_mask)
426 char *ptr = write_mask;
427 char vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
429 if (vshader && dst->reg.type == WINED3DSPR_ADDR)
434 else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
437 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
438 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
439 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
440 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
446 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
448 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
449 * but addressed as "rgba". To fix this we need to swap the register's x
450 * and z components. */
451 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
452 char *ptr = swizzle_str;
454 /* swizzle bits fields: wwzzyyxx */
455 DWORD swizzle = param->swizzle;
456 DWORD swizzle_x = swizzle & 0x03;
457 DWORD swizzle_y = (swizzle >> 2) & 0x03;
458 DWORD swizzle_z = (swizzle >> 4) & 0x03;
459 DWORD swizzle_w = (swizzle >> 6) & 0x03;
461 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
462 * generate a swizzle string. Unless we need to our own swizzling. */
463 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
466 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
467 *ptr++ = swizzle_chars[swizzle_x];
469 *ptr++ = swizzle_chars[swizzle_x];
470 *ptr++ = swizzle_chars[swizzle_y];
471 *ptr++ = swizzle_chars[swizzle_z];
472 *ptr++ = swizzle_chars[swizzle_w];
479 static void shader_arb_get_register_name(IWineD3DBaseShader *iface,
480 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
482 /* oPos, oFog and oPts in D3D */
483 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
484 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
485 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
491 case WINED3DSPR_TEMP:
492 sprintf(register_name, "R%u", reg->idx);
495 case WINED3DSPR_INPUT:
498 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
499 else strcpy(register_name, "fragment.color.secondary");
503 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
504 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
508 case WINED3DSPR_CONST:
509 if (!pshader && reg->rel_addr)
511 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
512 if (reg->idx >= rel_offset)
513 sprintf(register_name, "C[A0.x + %u]", reg->idx - rel_offset);
515 sprintf(register_name, "C[A0.x - %u]", -reg->idx + rel_offset);
519 if (This->baseShader.reg_maps.usesrelconstF)
520 sprintf(register_name, "C[%u]", reg->idx);
522 sprintf(register_name, "C%u", reg->idx);
526 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
527 if (pshader) sprintf(register_name, "T%u", reg->idx);
528 else sprintf(register_name, "A%u", reg->idx);
531 case WINED3DSPR_COLOROUT:
534 strcpy(register_name, "TMP_COLOR");
538 /* TODO: See GL_ARB_draw_buffers */
539 FIXME("Unsupported write to render target %u\n", reg->idx);
540 sprintf(register_name, "unsupported_register");
544 case WINED3DSPR_RASTOUT:
545 sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
548 case WINED3DSPR_DEPTHOUT:
549 strcpy(register_name, "result.depth");
552 case WINED3DSPR_ATTROUT:
553 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
554 else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
555 else strcpy(register_name, "result.color.secondary");
558 case WINED3DSPR_TEXCRDOUT:
559 if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
560 else sprintf(register_name, "result.texcoord[%u]", reg->idx);
564 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
565 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
570 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
571 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
573 char register_name[255];
577 shader_arb_get_register_name(ins->ctx->shader, &wined3d_dst->reg, register_name, &is_color);
578 strcpy(str, register_name);
580 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
581 strcat(str, write_mask);
584 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
586 switch(channel_source)
588 case CHANNEL_SOURCE_ZERO: return "0";
589 case CHANNEL_SOURCE_ONE: return "1";
590 case CHANNEL_SOURCE_X: return "x";
591 case CHANNEL_SOURCE_Y: return "y";
592 case CHANNEL_SOURCE_Z: return "z";
593 case CHANNEL_SOURCE_W: return "w";
595 FIXME("Unhandled channel source %#x\n", channel_source);
600 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
601 const char *one, const char *two, struct color_fixup_desc fixup)
605 if (is_yuv_fixup(fixup))
607 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
608 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
613 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
614 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
615 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
616 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
621 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
622 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
623 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
627 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
628 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
629 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
630 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
636 char *ptr = reg_mask;
638 if (mask != WINED3DSP_WRITEMASK_ALL)
641 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
642 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
643 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
644 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
648 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
652 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
653 const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
655 SHADER_BUFFER *buffer = ins->ctx->buffer;
656 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
657 const char *tex_type;
658 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
659 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
661 switch(sampler_type) {
667 if(device->stateBlock->textures[sampler_idx] &&
668 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
673 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
675 const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
676 if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
677 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
682 case WINED3DSTT_VOLUME:
686 case WINED3DSTT_CUBE:
691 ERR("Unexpected texture type %d\n", sampler_type);
696 /* Shouldn't be possible, but let's check for it */
697 if(projected) FIXME("Biased and Projected texture sampling\n");
698 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
699 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
700 } else if (projected) {
701 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
703 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
706 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
708 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
709 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
710 "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
714 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
715 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
717 /* Generate a line that does the input modifier computation and return the input register to use */
718 BOOL is_color = FALSE;
722 SHADER_BUFFER *buffer = ins->ctx->buffer;
724 /* Assume a new line will be added */
727 /* Get register name */
728 shader_arb_get_register_name(ins->ctx->shader, &src->reg, regstr, &is_color);
729 shader_arb_get_swizzle(src, is_color, swzstr);
731 switch (src->modifiers)
733 case WINED3DSPSM_NONE:
734 sprintf(outregstr, "%s%s", regstr, swzstr);
737 case WINED3DSPSM_NEG:
738 sprintf(outregstr, "-%s%s", regstr, swzstr);
741 case WINED3DSPSM_BIAS:
742 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
744 case WINED3DSPSM_BIASNEG:
745 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
747 case WINED3DSPSM_SIGN:
748 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
750 case WINED3DSPSM_SIGNNEG:
751 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
753 case WINED3DSPSM_COMP:
754 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
757 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
759 case WINED3DSPSM_X2NEG:
760 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
763 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
764 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
767 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
768 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
771 sprintf(outregstr, "%s%s", regstr, swzstr);
775 /* Return modified or original register, with swizzle */
777 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
780 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
782 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
783 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
784 SHADER_BUFFER *buffer = ins->ctx->buffer;
786 char src_name[2][50];
788 DWORD sampler_code = dst->reg.idx;
789 BOOL has_bumpmat = FALSE;
793 for(i = 0; i < This->numbumpenvmatconsts; i++) {
794 if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
795 && This->bumpenvmatconst[i].texunit == sampler_code)
802 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
803 shader_arb_get_write_mask(ins, dst, dst_wmask);
804 strcat(dst_name, dst_wmask);
806 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
807 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
810 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
811 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
812 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
813 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
814 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
816 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
818 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
822 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
824 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
825 SHADER_BUFFER *buffer = ins->ctx->buffer;
828 char src_name[3][50];
829 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
831 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
832 ins->ctx->reg_maps->shader_version.minor);
834 /* FIXME: support output modifiers */
836 /* Handle output register */
837 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
838 shader_arb_get_write_mask(ins, dst, dst_wmask);
840 /* Generate input register names (with modifiers) */
841 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
842 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
843 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
845 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
846 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
848 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
850 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
851 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
852 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
856 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
858 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
859 SHADER_BUFFER *buffer = ins->ctx->buffer;
862 char src_name[3][50];
863 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
866 /* FIXME: support output modifiers */
868 /* Handle output register */
869 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
870 shader_arb_get_write_mask(ins, dst, dst_wmask);
872 /* Generate input register names (with modifiers) */
873 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
874 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
875 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
877 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
878 src_name[0], src_name[2], src_name[1]);
881 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
882 * dst = dot2(src0, src1) + src2 */
883 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
885 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
886 SHADER_BUFFER *buffer = ins->ctx->buffer;
889 char src_name[3][50];
890 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
893 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
894 shader_arb_get_write_mask(ins, dst, dst_wmask);
896 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
897 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
898 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
900 /* Emulate a DP2 with a DP3 and 0.0 */
901 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
902 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
903 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
904 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
907 /* Map the opcode 1-to-1 to the GL code */
908 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
910 SHADER_BUFFER *buffer = ins->ctx->buffer;
911 const char *instruction;
912 char arguments[256], dst_str[50];
914 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
915 const char *modifier;
917 switch (ins->handler_idx)
919 case WINED3DSIH_ABS: instruction = "ABS"; break;
920 case WINED3DSIH_ADD: instruction = "ADD"; break;
921 case WINED3DSIH_CRS: instruction = "XPD"; break;
922 case WINED3DSIH_DP3: instruction = "DP3"; break;
923 case WINED3DSIH_DP4: instruction = "DP4"; break;
924 case WINED3DSIH_DST: instruction = "DST"; break;
925 case WINED3DSIH_EXP: instruction = "EX2"; break;
926 case WINED3DSIH_EXPP: instruction = "EXP"; break;
927 case WINED3DSIH_FRC: instruction = "FRC"; break;
928 case WINED3DSIH_LIT: instruction = "LIT"; break;
929 case WINED3DSIH_LOG: instruction = "LG2"; break;
930 case WINED3DSIH_LOGP: instruction = "LOG"; break;
931 case WINED3DSIH_LRP: instruction = "LRP"; break;
932 case WINED3DSIH_MAD: instruction = "MAD"; break;
933 case WINED3DSIH_MAX: instruction = "MAX"; break;
934 case WINED3DSIH_MIN: instruction = "MIN"; break;
935 case WINED3DSIH_MOV: instruction = "MOV"; break;
936 case WINED3DSIH_MUL: instruction = "MUL"; break;
937 case WINED3DSIH_POW: instruction = "POW"; break;
938 case WINED3DSIH_SGE: instruction = "SGE"; break;
939 case WINED3DSIH_SLT: instruction = "SLT"; break;
940 case WINED3DSIH_SUB: instruction = "SUB"; break;
941 default: instruction = "";
942 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
946 /* All instructions handled by this function have a destination parameter */
947 if(dst->modifiers & WINED3DSPDM_SATURATE) modifier = "_SAT";
950 /* Note that shader_arb_add_dst_param() adds spaces. */
952 shader_arb_get_dst_param(ins, dst, dst_str);
953 for (i = 0; i < ins->src_count; ++i)
956 strcat(arguments, ", ");
957 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
958 strcat(arguments, operand);
960 shader_addline(buffer, "%s%s %s%s;\n", instruction, modifier, dst_str, arguments);
963 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
965 SHADER_BUFFER *buffer = ins->ctx->buffer;
966 shader_addline(buffer, "NOP;\n");
969 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
971 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
973 if ((ins->ctx->reg_maps->shader_version.major == 1
974 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
975 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
976 || ins->handler_idx == WINED3DSIH_MOVA)
978 SHADER_BUFFER *buffer = ins->ctx->buffer;
979 char src0_param[256];
981 if (ins->handler_idx == WINED3DSIH_MOVA)
982 FIXME("mova should round\n");
984 src0_param[0] = '\0';
985 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
987 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
988 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
989 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
993 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
994 * with more than one component. Thus replicate the first source argument over all
995 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
996 struct wined3d_shader_src_param tmp_src = ins->src[0];
997 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
998 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
999 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1004 shader_hw_map2gl(ins);
1008 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1010 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1011 SHADER_BUFFER *buffer = ins->ctx->buffer;
1014 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1015 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1017 shader_arb_get_dst_param(ins, dst, reg_dest);
1019 if (ins->ctx->reg_maps->shader_version.major >= 2)
1021 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1022 shader_addline(buffer, "KIL %s;\n", reg_dest);
1024 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1025 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1027 shader_addline(buffer, "SWZ TMP, %s, x, y, z, 1;\n", reg_dest);
1028 shader_addline(buffer, "KIL TMP;\n");
1032 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1034 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1035 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1036 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1038 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1039 ins->ctx->reg_maps->shader_version.minor);
1040 BOOL projected = FALSE, bias = FALSE;
1044 DWORD reg_sampler_code;
1046 /* All versions have a destination register */
1047 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, reg_dest, &is_color);
1049 /* 1.0-1.3: Use destination register as coordinate source.
1050 1.4+: Use provided coordinate source register. */
1051 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1052 strcpy(reg_coord, reg_dest);
1054 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
1056 /* 1.0-1.4: Use destination register number as texture code.
1057 2.0+: Use provided sampler number as texure code. */
1058 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1059 reg_sampler_code = dst->reg.idx;
1061 reg_sampler_code = ins->src[1].reg.idx;
1064 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1065 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1066 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1068 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1071 if(reg_sampler_code < MAX_TEXTURES) {
1072 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1074 if (flags & WINED3DTTFF_PROJECTED) {
1078 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1080 DWORD src_mod = ins->src[0].modifiers;
1081 if (src_mod == WINED3DSPSM_DZ) {
1083 } else if(src_mod == WINED3DSPSM_DW) {
1087 if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1088 if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1090 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1093 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1095 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1096 SHADER_BUFFER *buffer = ins->ctx->buffer;
1097 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1098 ins->ctx->reg_maps->shader_version.minor);
1101 shader_arb_get_write_mask(ins, dst, tmp);
1102 if (shader_version != WINED3D_SHADER_VERSION(1,4))
1104 DWORD reg = dst->reg.idx;
1105 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1109 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1110 shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
1114 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1116 SHADER_BUFFER *buffer = ins->ctx->buffer;
1117 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1118 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1121 DWORD reg1 = ins->dst[0].reg.idx;
1125 sprintf(dst_str, "T%u", reg1);
1126 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1127 shader_addline(buffer, "MOV TMP.x, %s.w;\n", src_str);
1128 shader_addline(buffer, "MOV TMP.y, %s.x;\n", src_str);
1129 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1130 shader_hw_sample(ins, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1133 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1135 SHADER_BUFFER *buffer = ins->ctx->buffer;
1137 DWORD reg1 = ins->dst[0].reg.idx;
1141 sprintf(dst_str, "T%u", reg1);
1142 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1143 shader_addline(buffer, "MOV TMP.x, %s.y;\n", src_str);
1144 shader_addline(buffer, "MOV TMP.y, %s.z;\n", src_str);
1145 shader_hw_sample(ins, reg1, dst_str, "TMP", FALSE, FALSE);
1148 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1150 DWORD reg1 = ins->dst[0].reg.idx;
1154 sprintf(dst_str, "T%u", reg1);
1155 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1156 shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1159 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1161 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1162 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1163 BOOL has_bumpmat = FALSE;
1164 BOOL has_luminance = FALSE;
1168 SHADER_BUFFER *buffer = ins->ctx->buffer;
1171 DWORD reg_dest_code;
1173 /* All versions have a destination register */
1174 reg_dest_code = dst->reg.idx;
1175 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1176 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, reg_coord, &is_color);
1178 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1179 if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1180 && reg_dest_code == This->bumpenvmatconst[i].texunit)
1186 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1187 if (This->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1188 && reg_dest_code == This->luminanceconst[i].texunit)
1190 has_luminance = TRUE;
1196 DWORD src = ins->src[0].reg.idx;
1198 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1200 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1201 shader_addline(buffer, "DP3 TMP.x, TMP2, T%u;\n", src);
1202 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1203 shader_addline(buffer, "DP3 TMP.y, TMP2, T%u;\n", src);
1205 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1206 * so we can't let the GL handle this.
1208 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1209 & WINED3DTTFF_PROJECTED) {
1210 shader_addline(buffer, "RCP TMP2.w, %s.w;\n", reg_coord);
1211 shader_addline(buffer, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord);
1212 shader_addline(buffer, "ADD TMP.xy, TMP, TMP2;\n");
1214 shader_addline(buffer, "ADD TMP.xy, TMP, %s;\n", reg_coord);
1217 shader_hw_sample(ins, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1219 if (ins->handler_idx == WINED3DSIH_TEXBEML && has_luminance)
1221 shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1222 src, reg_dest_code, reg_dest_code);
1223 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1228 if(reg_dest_code < MAX_TEXTURES) {
1229 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1233 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1234 shader_hw_sample(ins, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1238 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1240 DWORD reg = ins->dst[0].reg.idx;
1241 SHADER_BUFFER *buffer = ins->ctx->buffer;
1244 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1245 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1248 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1250 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1251 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1253 DWORD reg = ins->dst[0].reg.idx;
1254 SHADER_BUFFER *buffer = ins->ctx->buffer;
1258 sprintf(dst_str, "T%u", reg);
1259 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1260 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1261 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1262 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1265 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1267 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1268 DWORD reg = ins->dst[0].reg.idx;
1269 SHADER_BUFFER *buffer = ins->ctx->buffer;
1270 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1273 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1274 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1275 current_state->texcoord_w[current_state->current_row++] = reg;
1278 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1280 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1281 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1283 DWORD reg = ins->dst[0].reg.idx;
1284 SHADER_BUFFER *buffer = ins->ctx->buffer;
1285 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1289 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1290 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1292 /* Sample the texture using the calculated coordinates */
1293 sprintf(dst_str, "T%u", reg);
1294 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1295 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1296 current_state->current_row = 0;
1299 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1301 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1302 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1304 DWORD reg = ins->dst[0].reg.idx;
1305 SHADER_BUFFER *buffer = ins->ctx->buffer;
1306 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1310 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1311 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1313 /* Construct the eye-ray vector from w coordinates */
1314 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1315 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1316 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1318 /* Calculate reflection vector
1320 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1321 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1322 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1323 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1324 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1325 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1326 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1328 /* Sample the texture using the calculated coordinates */
1329 sprintf(dst_str, "T%u", reg);
1330 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1331 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1332 current_state->current_row = 0;
1335 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1337 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1338 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1340 DWORD reg = ins->dst[0].reg.idx;
1341 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1342 SHADER_BUFFER *buffer = ins->ctx->buffer;
1347 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1348 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1349 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1351 /* Calculate reflection vector.
1354 * TMP.xyz = 2 * --------- * N - E
1357 * Which normalizes the normal vector
1359 shader_addline(buffer, "DP3 TMP.w, TMP, %s;\n", src1_name);
1360 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1361 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1362 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1363 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1364 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -%s;\n", src1_name);
1366 /* Sample the texture using the calculated coordinates */
1367 sprintf(dst_str, "T%u", reg);
1368 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1369 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1370 current_state->current_row = 0;
1373 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1375 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1376 SHADER_BUFFER *buffer = ins->ctx->buffer;
1380 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1381 * which is essentially an input, is the destination register because it is the first
1382 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1385 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
1387 /* According to the msdn, the source register(must be r5) is unusable after
1388 * the texdepth instruction, so we're free to modify it
1390 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1392 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1393 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1394 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1396 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1397 shader_addline(buffer, "MUL TMP.x, %s.x, %s.y;\n", dst_name, dst_name);
1398 shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1399 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1402 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1403 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1404 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1405 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1407 SHADER_BUFFER *buffer = ins->ctx->buffer;
1408 DWORD sampler_idx = ins->dst[0].reg.idx;
1412 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1413 shader_addline(buffer, "MOV TMP, 0.0;\n");
1414 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1416 sprintf(dst_str, "T%u", sampler_idx);
1417 shader_hw_sample(ins, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1420 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1421 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1422 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1424 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1428 SHADER_BUFFER *buffer = ins->ctx->buffer;
1431 /* Handle output register */
1432 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_str, &is_color);
1433 shader_arb_get_write_mask(ins, dst, dst_mask);
1435 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1436 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dst->reg.idx, src0);
1438 /* TODO: Handle output modifiers */
1441 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1442 * Perform the 3rd row of a 3x3 matrix multiply */
1443 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1445 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1446 SHADER_BUFFER *buffer = ins->ctx->buffer;
1452 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_str, &is_color);
1453 shader_arb_get_write_mask(ins, dst, dst_mask);
1455 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1456 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst->reg.idx, src0);
1457 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1459 /* TODO: Handle output modifiers */
1462 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1463 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1464 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1465 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1467 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1469 SHADER_BUFFER *buffer = ins->ctx->buffer;
1470 DWORD dst_reg = ins->dst[0].reg.idx;
1473 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1474 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1476 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1477 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1478 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1480 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1481 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1482 shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1483 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1486 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1487 Vertex/Pixel shaders to ARB_vertex_program codes */
1488 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1491 int nComponents = 0;
1492 struct wined3d_shader_dst_param tmp_dst = {{0}};
1493 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1494 struct wined3d_shader_instruction tmp_ins;
1496 memset(&tmp_ins, 0, sizeof(tmp_ins));
1498 /* Set constants for the temporary argument */
1499 tmp_ins.ctx = ins->ctx;
1500 tmp_ins.dst_count = 1;
1501 tmp_ins.dst = &tmp_dst;
1502 tmp_ins.src_count = 2;
1503 tmp_ins.src = tmp_src;
1505 switch(ins->handler_idx)
1507 case WINED3DSIH_M4x4:
1509 tmp_ins.handler_idx = WINED3DSIH_DP4;
1511 case WINED3DSIH_M4x3:
1513 tmp_ins.handler_idx = WINED3DSIH_DP4;
1515 case WINED3DSIH_M3x4:
1517 tmp_ins.handler_idx = WINED3DSIH_DP3;
1519 case WINED3DSIH_M3x3:
1521 tmp_ins.handler_idx = WINED3DSIH_DP3;
1523 case WINED3DSIH_M3x2:
1525 tmp_ins.handler_idx = WINED3DSIH_DP3;
1528 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1532 tmp_dst = ins->dst[0];
1533 tmp_src[0] = ins->src[0];
1534 tmp_src[1] = ins->src[1];
1535 for (i = 0; i < nComponents; i++) {
1536 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1537 shader_hw_map2gl(&tmp_ins);
1538 ++tmp_src[1].reg.idx;
1542 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1544 SHADER_BUFFER *buffer = ins->ctx->buffer;
1545 const char *instruction, *sat;
1550 switch(ins->handler_idx)
1552 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1553 case WINED3DSIH_RCP: instruction = "RCP"; break;
1554 default: instruction = "";
1555 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1559 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) sat = "_SAT";
1562 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1563 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1564 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1566 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1572 shader_addline(buffer, "%s%s %s, %s;\n", instruction, sat, dst, src);
1575 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1577 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1578 SHADER_BUFFER *buffer = ins->ctx->buffer;
1582 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1585 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
1586 shader_arb_get_write_mask(ins, dst, dst_wmask);
1588 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1589 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1590 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1591 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1592 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1596 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1598 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1599 * must contain fixed constants. So we need a separate function to filter those constants and
1602 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1603 SHADER_BUFFER *buffer = ins->ctx->buffer;
1607 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1610 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
1611 shader_arb_get_write_mask(ins, dst, dst_wmask);
1613 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1614 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1618 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1620 GLuint program_id = 0;
1621 const char *blt_vprogram =
1623 "PARAM c[1] = { { 1, 0.5 } };\n"
1624 "MOV result.position, vertex.position;\n"
1625 "MOV result.color, c[0].x;\n"
1626 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1629 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1630 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1631 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1633 if (glGetError() == GL_INVALID_OPERATION) {
1635 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1636 FIXME("Vertex program error at position %d: %s\n", pos,
1637 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1643 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1645 GLuint program_id = 0;
1646 static const char * const blt_fprograms[tex_type_count] =
1653 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1654 "MOV result.depth.z, R0.x;\n"
1661 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1662 "MOV result.depth.z, R0.x;\n"
1667 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1668 "MOV result.depth.z, R0.x;\n"
1672 if (!blt_fprograms[tex_type])
1674 FIXME("tex_type %#x not supported\n", tex_type);
1678 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1679 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1680 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1682 if (glGetError() == GL_INVALID_OPERATION) {
1684 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1685 FIXME("Fragment program error at position %d: %s\n", pos,
1686 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1692 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1693 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1694 struct shader_arb_priv *priv = This->shader_priv;
1695 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1698 struct vs_compile_args compile_args;
1700 TRACE("Using vertex shader\n");
1701 find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
1702 priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
1704 /* Bind the vertex program */
1705 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1706 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1708 /* Enable OpenGL vertex programs */
1709 glEnable(GL_VERTEX_PROGRAM_ARB);
1710 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1711 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1712 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1713 priv->current_vprogram_id = 0;
1714 glDisable(GL_VERTEX_PROGRAM_ARB);
1715 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1719 struct ps_compile_args compile_args;
1720 TRACE("Using pixel shader\n");
1721 find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1722 priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1725 /* Bind the fragment program */
1726 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1727 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1729 if(!priv->use_arbfp_fixed_func) {
1730 /* Enable OpenGL fragment programs */
1731 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1732 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1734 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1735 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1736 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1737 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1738 * replacement shader
1740 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1741 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1742 priv->current_fprogram_id = 0;
1746 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1748 struct shader_arb_priv *priv = This->shader_priv;
1749 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1750 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1752 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1753 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1754 glEnable(GL_VERTEX_PROGRAM_ARB);
1756 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1757 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1758 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1761 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1762 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1763 struct shader_arb_priv *priv = This->shader_priv;
1764 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1766 if (priv->current_vprogram_id) {
1767 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1768 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1770 glEnable(GL_VERTEX_PROGRAM_ARB);
1771 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1773 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1775 glDisable(GL_VERTEX_PROGRAM_ARB);
1776 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1779 if (priv->current_fprogram_id) {
1780 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1781 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1783 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1784 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1786 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1788 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1789 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1793 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1794 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1795 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1797 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
1799 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1803 for(i = 0; i < This->num_gl_shaders; i++) {
1804 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1805 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1808 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1809 This->gl_shaders = NULL;
1810 This->num_gl_shaders = 0;
1811 This->shader_array_size = 0;
1813 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1817 for(i = 0; i < This->num_gl_shaders; i++) {
1818 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1819 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1822 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1823 This->gl_shaders = NULL;
1824 This->num_gl_shaders = 0;
1825 This->shader_array_size = 0;
1829 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1830 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1831 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1835 static void shader_arb_free(IWineD3DDevice *iface) {
1836 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1837 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1838 struct shader_arb_priv *priv = This->shader_priv;
1841 if(priv->depth_blt_vprogram_id) {
1842 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1844 for (i = 0; i < tex_type_count; ++i) {
1845 if (priv->depth_blt_fprogram_id[i]) {
1846 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1850 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1853 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1857 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1858 const char *tmp2, const char *tmp3, const char *tmp4) {
1859 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1861 /* Calculate the > 0.0031308 case */
1862 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
1863 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
1864 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
1865 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
1866 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
1867 /* Calculate the < case */
1868 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
1869 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1870 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
1871 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
1872 /* Store the components > 0.0031308 in the destination */
1873 shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1874 /* Add the components that are < 0.0031308 */
1875 shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1876 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1879 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
1880 SHADER_BUFFER *buffer, const struct ps_compile_args *args)
1882 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1883 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1884 CONST DWORD *function = This->baseShader.function;
1885 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1886 const local_constant *lconst;
1888 const char *fragcolor;
1889 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
1891 /* Create the hw ARB shader */
1892 shader_addline(buffer, "!!ARBfp1.0\n");
1894 if (reg_maps->shader_version.major < 3)
1900 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
1903 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
1906 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
1911 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
1912 shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
1913 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
1914 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
1915 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
1916 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1917 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1918 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1920 if (reg_maps->shader_version.major < 2)
1924 shader_addline(buffer, "TEMP TMP_COLOR;\n");
1925 fragcolor = "TMP_COLOR";
1928 /* Base Declarations */
1929 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
1931 /* Base Shader Body */
1932 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
1934 if(args->srgb_correction) {
1935 arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
1937 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
1938 shader_addline(buffer, "END\n");
1940 /* TODO: change to resource.glObjectHandle or something like that */
1941 GL_EXTCALL(glGenProgramsARB(1, &retval));
1943 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
1944 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
1946 TRACE("Created hw pixel shader, prg=%d\n", retval);
1947 /* Create the program and check for errors */
1948 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1949 buffer->bsize, buffer->buffer));
1951 if (glGetError() == GL_INVALID_OPERATION) {
1953 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
1954 FIXME("HW PixelShader Error at position %d: %s\n",
1955 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1959 /* Load immediate constants */
1961 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1962 const float *value = (const float *)lconst->value;
1963 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
1964 checkGLcall("glProgramLocalParameter4fvARB");
1966 HeapFree(GetProcessHeap(), 0, lconst_map);
1972 static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
1973 SHADER_BUFFER *buffer, const struct vs_compile_args *args)
1975 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
1976 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
1977 CONST DWORD *function = This->baseShader.function;
1978 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
1979 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
1980 const local_constant *lconst;
1982 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
1984 /* Create the hw ARB shader */
1985 shader_addline(buffer, "!!ARBvp1.0\n");
1986 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
1988 /* Mesa supports only 95 constants */
1989 if (GL_VEND(MESA) || GL_VEND(WINE))
1990 This->baseShader.limits.constant_float =
1991 min(95, This->baseShader.limits.constant_float);
1993 shader_addline(buffer, "TEMP TMP;\n");
1995 /* Base Declarations */
1996 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
1998 /* We need a constant to fixup the final position */
1999 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2001 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2002 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2003 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2004 * a replacement shader depend on the texcoord.w being set properly.
2006 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2007 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2008 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2009 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2010 * this can eat a number of instructions, so skip it unless this cap is set as well
2012 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2013 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2015 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2017 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2018 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2019 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2020 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2026 /* Base Shader Body */
2027 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
2029 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2030 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2031 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2032 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2034 if(args->fog_src == VS_FOG_Z) {
2035 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2036 } else if (!reg_maps->fog) {
2037 shader_addline(buffer, "MOV result.fogcoord, helper_const.w;\n");
2040 /* Write the final position.
2042 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2043 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2044 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2045 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2047 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2048 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2049 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2051 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2052 * and the glsl equivalent
2054 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2056 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2058 shader_addline(buffer, "END\n");
2060 /* TODO: change to resource.glObjectHandle or something like that */
2061 GL_EXTCALL(glGenProgramsARB(1, &ret));
2063 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2064 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2066 TRACE("Created hw vertex shader, prg=%d\n", ret);
2067 /* Create the program and check for errors */
2068 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2069 buffer->bsize, buffer->buffer));
2071 if (glGetError() == GL_INVALID_OPERATION) {
2073 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2074 FIXME("HW VertexShader Error at position %d: %s\n",
2075 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2078 /* Load immediate constants */
2080 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2081 const float *value = (const float *)lconst->value;
2082 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2086 HeapFree(GetProcessHeap(), 0, lconst_map);
2091 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2093 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2094 * then overwrite the shader specific ones
2096 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2098 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2099 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2100 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2101 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS;
2104 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2105 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2106 pCaps->PixelShader1xMaxValue = 8.0;
2107 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2108 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS;
2112 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2114 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2116 TRACE("Checking support for color_fixup:\n");
2117 dump_color_fixup_desc(fixup);
2120 /* We support everything except YUV conversions. */
2121 if (!is_yuv_fixup(fixup))
2127 TRACE("[FAILED]\n");
2131 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2134 char write_mask[20], regstr[50];
2135 SHADER_BUFFER *buffer = ins->ctx->buffer;
2136 BOOL is_color = FALSE;
2137 const struct wined3d_shader_dst_param *dst;
2139 if (!ins->dst_count) return;
2143 if(shift == 0) return; /* Saturate alone is handled by the instructions */
2144 saturate = dst->modifiers & WINED3DSPDM_SATURATE;
2146 shader_arb_get_write_mask(ins, dst, write_mask);
2147 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, regstr, &is_color);
2149 /* Generate a line that does the output modifier computation */
2150 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
2151 regstr, write_mask, regstr, shift_tab[shift]);
2154 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2156 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2157 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2158 /* WINED3DSIH_BEM */ pshader_hw_bem,
2159 /* WINED3DSIH_BREAK */ NULL,
2160 /* WINED3DSIH_BREAKC */ NULL,
2161 /* WINED3DSIH_BREAKP */ NULL,
2162 /* WINED3DSIH_CALL */ NULL,
2163 /* WINED3DSIH_CALLNZ */ NULL,
2164 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2165 /* WINED3DSIH_CND */ pshader_hw_cnd,
2166 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2167 /* WINED3DSIH_DCL */ NULL,
2168 /* WINED3DSIH_DEF */ NULL,
2169 /* WINED3DSIH_DEFB */ NULL,
2170 /* WINED3DSIH_DEFI */ NULL,
2171 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2172 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2173 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2174 /* WINED3DSIH_DST */ shader_hw_map2gl,
2175 /* WINED3DSIH_DSX */ NULL,
2176 /* WINED3DSIH_DSY */ NULL,
2177 /* WINED3DSIH_ELSE */ NULL,
2178 /* WINED3DSIH_ENDIF */ NULL,
2179 /* WINED3DSIH_ENDLOOP */ NULL,
2180 /* WINED3DSIH_ENDREP */ NULL,
2181 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2182 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2183 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2184 /* WINED3DSIH_IF */ NULL,
2185 /* WINED3DSIH_IFC */ NULL,
2186 /* WINED3DSIH_LABEL */ NULL,
2187 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2188 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2189 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2190 /* WINED3DSIH_LOOP */ NULL,
2191 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2192 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2193 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2194 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2195 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2196 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2197 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2198 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2199 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2200 /* WINED3DSIH_MOV */ shader_hw_mov,
2201 /* WINED3DSIH_MOVA */ shader_hw_mov,
2202 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2203 /* WINED3DSIH_NOP */ shader_hw_nop,
2204 /* WINED3DSIH_NRM */ shader_hw_nrm,
2205 /* WINED3DSIH_PHASE */ NULL,
2206 /* WINED3DSIH_POW */ shader_hw_map2gl,
2207 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
2208 /* WINED3DSIH_REP */ NULL,
2209 /* WINED3DSIH_RET */ NULL,
2210 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
2211 /* WINED3DSIH_SETP */ NULL,
2212 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2213 /* WINED3DSIH_SGN */ NULL,
2214 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2215 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2216 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2217 /* WINED3DSIH_TEX */ pshader_hw_tex,
2218 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2219 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2220 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2221 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2222 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2223 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2224 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2225 /* WINED3DSIH_TEXLDD */ NULL,
2226 /* WINED3DSIH_TEXLDL */ NULL,
2227 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2228 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2229 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2230 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2231 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2232 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2233 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2234 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2235 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2236 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2237 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2238 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2241 const shader_backend_t arb_program_shader_backend = {
2242 shader_arb_instruction_handler_table,
2244 shader_arb_select_depth_blt,
2245 shader_arb_deselect_depth_blt,
2246 shader_arb_update_float_vertex_constants,
2247 shader_arb_update_float_pixel_constants,
2248 shader_arb_load_constants,
2249 shader_arb_load_np2fixup_constants,
2253 shader_arb_dirty_const,
2254 shader_arb_generate_pshader,
2255 shader_arb_generate_vshader,
2256 shader_arb_get_caps,
2257 shader_arb_color_fixup_supported,
2258 shader_arb_add_instruction_modifiers,
2261 /* ARB_fragment_program fixed function pipeline replacement definitions */
2262 #define ARB_FFP_CONST_TFACTOR 0
2263 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2264 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2265 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2266 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2268 struct arbfp_ffp_desc
2270 struct ffp_frag_desc parent;
2272 unsigned int num_textures_used;
2275 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2277 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2278 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2280 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2281 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2285 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2286 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2287 struct shader_arb_priv *priv;
2288 /* Share private data between the shader backend and the pipeline replacement, if both
2289 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2290 * if no pixel shader is bound or not
2292 if(This->shader_backend == &arb_program_shader_backend) {
2293 This->fragment_priv = This->shader_priv;
2295 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2296 if(!This->fragment_priv) return E_OUTOFMEMORY;
2298 priv = This->fragment_priv;
2299 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2300 priv->use_arbfp_fixed_func = TRUE;
2304 static void arbfp_free_ffpshader(void *value, void *gli) {
2305 const WineD3D_GL_Info *gl_info = gli;
2306 struct arbfp_ffp_desc *entry_arb = value;
2309 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2310 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2311 HeapFree(GetProcessHeap(), 0, entry_arb);
2315 static void arbfp_free(IWineD3DDevice *iface) {
2316 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2317 struct shader_arb_priv *priv = This->fragment_priv;
2319 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2320 priv->use_arbfp_fixed_func = FALSE;
2322 if(This->shader_backend != &arb_program_shader_backend) {
2323 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2327 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2329 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2330 WINED3DTEXOPCAPS_SELECTARG1 |
2331 WINED3DTEXOPCAPS_SELECTARG2 |
2332 WINED3DTEXOPCAPS_MODULATE4X |
2333 WINED3DTEXOPCAPS_MODULATE2X |
2334 WINED3DTEXOPCAPS_MODULATE |
2335 WINED3DTEXOPCAPS_ADDSIGNED2X |
2336 WINED3DTEXOPCAPS_ADDSIGNED |
2337 WINED3DTEXOPCAPS_ADD |
2338 WINED3DTEXOPCAPS_SUBTRACT |
2339 WINED3DTEXOPCAPS_ADDSMOOTH |
2340 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2341 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2342 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2343 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2344 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2345 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2346 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2347 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2348 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2349 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2350 WINED3DTEXOPCAPS_MULTIPLYADD |
2351 WINED3DTEXOPCAPS_LERP |
2352 WINED3DTEXOPCAPS_BUMPENVMAP |
2353 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2355 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2357 caps->MaxTextureBlendStages = 8;
2358 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2360 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2362 #undef GLINFO_LOCATION
2364 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2365 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2367 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2369 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2370 * application provided constants
2372 if(device->shader_backend == &arb_program_shader_backend) {
2373 if (use_ps(stateblock)) return;
2375 device = stateblock->wineD3DDevice;
2376 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2377 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2380 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2381 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2382 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2386 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2388 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2390 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2391 * application provided constants
2393 if(device->shader_backend == &arb_program_shader_backend) {
2394 if (use_ps(stateblock)) return;
2396 device = stateblock->wineD3DDevice;
2397 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2398 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2401 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2402 /* The specular color has no alpha */
2403 col[0] = 1.0; col[1] = 1.0;
2404 col[2] = 1.0; col[3] = 0.0;
2406 col[0] = 0.0; col[1] = 0.0;
2407 col[2] = 0.0; col[3] = 0.0;
2409 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2410 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2413 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2414 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2415 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2418 if (use_ps(stateblock))
2421 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2422 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2425 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2426 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2430 if(device->shader_backend == &arb_program_shader_backend) {
2431 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2434 } else if(device->shader_backend == &arb_program_shader_backend) {
2435 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2436 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2439 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2440 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2441 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2442 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2444 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2445 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2448 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2449 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2450 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2453 if (use_ps(stateblock))
2456 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2457 /* The pixel shader has to know the luminance offset. Do a constants update if it
2458 * isn't scheduled anyway
2460 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2461 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2465 if(device->shader_backend == &arb_program_shader_backend) {
2466 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2469 } else if(device->shader_backend == &arb_program_shader_backend) {
2470 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2471 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2474 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2475 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2479 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2480 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2483 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2486 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2488 switch(arg & WINED3DTA_SELECTMASK) {
2489 case WINED3DTA_DIFFUSE:
2490 ret = "fragment.color.primary"; break;
2492 case WINED3DTA_CURRENT:
2493 if(stage == 0) ret = "fragment.color.primary";
2497 case WINED3DTA_TEXTURE:
2499 case 0: ret = "tex0"; break;
2500 case 1: ret = "tex1"; break;
2501 case 2: ret = "tex2"; break;
2502 case 3: ret = "tex3"; break;
2503 case 4: ret = "tex4"; break;
2504 case 5: ret = "tex5"; break;
2505 case 6: ret = "tex6"; break;
2506 case 7: ret = "tex7"; break;
2507 default: ret = "unknown texture";
2511 case WINED3DTA_TFACTOR:
2512 ret = "tfactor"; break;
2514 case WINED3DTA_SPECULAR:
2515 ret = "fragment.color.secondary"; break;
2517 case WINED3DTA_TEMP:
2518 ret = "tempreg"; break;
2520 case WINED3DTA_CONSTANT:
2521 FIXME("Implement perstage constants\n");
2523 case 0: ret = "const0"; break;
2524 case 1: ret = "const1"; break;
2525 case 2: ret = "const2"; break;
2526 case 3: ret = "const3"; break;
2527 case 4: ret = "const4"; break;
2528 case 5: ret = "const5"; break;
2529 case 6: ret = "const6"; break;
2530 case 7: ret = "const7"; break;
2531 default: ret = "unknown constant";
2539 if(arg & WINED3DTA_COMPLEMENT) {
2540 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2541 if(argnum == 0) ret = "arg0";
2542 if(argnum == 1) ret = "arg1";
2543 if(argnum == 2) ret = "arg2";
2545 if(arg & WINED3DTA_ALPHAREPLICATE) {
2546 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
2547 if(argnum == 0) ret = "arg0";
2548 if(argnum == 1) ret = "arg1";
2549 if(argnum == 2) ret = "arg2";
2554 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2555 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2556 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2557 unsigned int mul = 1;
2558 BOOL mul_final_dest = FALSE;
2560 if(color && alpha) dstmask = "";
2561 else if(color) dstmask = ".xyz";
2562 else dstmask = ".w";
2564 if(dst == tempreg) dstreg = "tempreg";
2565 else dstreg = "ret";
2567 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2568 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2569 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2572 case WINED3DTOP_DISABLE:
2573 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2576 case WINED3DTOP_SELECTARG2:
2578 case WINED3DTOP_SELECTARG1:
2579 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2582 case WINED3DTOP_MODULATE4X:
2584 case WINED3DTOP_MODULATE2X:
2586 if(strcmp(dstreg, "result.color") == 0) {
2588 mul_final_dest = TRUE;
2590 case WINED3DTOP_MODULATE:
2591 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2594 case WINED3DTOP_ADDSIGNED2X:
2596 if(strcmp(dstreg, "result.color") == 0) {
2598 mul_final_dest = TRUE;
2600 case WINED3DTOP_ADDSIGNED:
2601 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2603 case WINED3DTOP_ADD:
2604 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2607 case WINED3DTOP_SUBTRACT:
2608 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2611 case WINED3DTOP_ADDSMOOTH:
2612 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2613 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2616 case WINED3DTOP_BLENDCURRENTALPHA:
2617 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2618 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2620 case WINED3DTOP_BLENDFACTORALPHA:
2621 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2622 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2624 case WINED3DTOP_BLENDTEXTUREALPHA:
2625 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2626 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2628 case WINED3DTOP_BLENDDIFFUSEALPHA:
2629 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2630 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2633 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2634 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2635 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
2636 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
2639 /* D3DTOP_PREMODULATE ???? */
2641 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2642 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
2643 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2645 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2646 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2648 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2649 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2650 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
2652 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2653 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2656 case WINED3DTOP_DOTPRODUCT3:
2658 if(strcmp(dstreg, "result.color") == 0) {
2660 mul_final_dest = TRUE;
2662 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2663 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2664 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2667 case WINED3DTOP_MULTIPLYADD:
2668 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2671 case WINED3DTOP_LERP:
2672 /* The msdn is not quite right here */
2673 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2676 case WINED3DTOP_BUMPENVMAP:
2677 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2678 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2682 FIXME("Unhandled texture op %08x\n", op);
2686 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2687 } else if(mul == 4) {
2688 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2692 /* The stateblock is passed for GLINFO_LOCATION */
2693 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2696 SHADER_BUFFER buffer;
2697 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2698 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2699 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2700 const char *textype;
2701 const char *instr, *sat;
2702 char colorcor_dst[8];
2704 DWORD arg0, arg1, arg2;
2705 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2707 const char *final_combiner_src = "ret";
2709 /* Find out which textures are read */
2710 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2711 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2712 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2713 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2714 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2715 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2716 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2717 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2719 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2720 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2721 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2722 bump_used[stage] = TRUE;
2723 tex_read[stage] = TRUE;
2725 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2726 bump_used[stage] = TRUE;
2727 tex_read[stage] = TRUE;
2728 luminance_used[stage] = TRUE;
2729 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2730 tfactor_used = TRUE;
2733 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2734 tfactor_used = TRUE;
2737 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2738 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2739 tempreg_used = TRUE;
2742 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2743 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2744 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2745 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2746 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2747 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2748 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2750 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2751 tempreg_used = TRUE;
2753 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2754 tfactor_used = TRUE;
2759 shader_buffer_init(&buffer);
2761 shader_addline(&buffer, "!!ARBfp1.0\n");
2763 switch(settings->fog) {
2764 case FOG_OFF: break;
2765 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2766 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2767 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2768 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2771 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2772 shader_addline(&buffer, "TEMP TMP;\n");
2773 shader_addline(&buffer, "TEMP ret;\n");
2774 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2775 shader_addline(&buffer, "TEMP arg0;\n");
2776 shader_addline(&buffer, "TEMP arg1;\n");
2777 shader_addline(&buffer, "TEMP arg2;\n");
2778 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2779 if(!tex_read[stage]) continue;
2780 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2781 if(!bump_used[stage]) continue;
2782 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2783 if(!luminance_used[stage]) continue;
2784 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2787 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2789 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2791 if(settings->sRGB_write) {
2792 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2793 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2794 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2795 srgb_sub_high, 0.0, 0.0, 0.0);
2798 /* Generate texture sampling instructions) */
2799 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2800 if(!tex_read[stage]) continue;
2802 switch(settings->op[stage].tex_type) {
2803 case tex_1d: textype = "1D"; break;
2804 case tex_2d: textype = "2D"; break;
2805 case tex_3d: textype = "3D"; break;
2806 case tex_cube: textype = "CUBE"; break;
2807 case tex_rect: textype = "RECT"; break;
2808 default: textype = "unexpected_textype"; break;
2811 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2812 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2818 if(settings->op[stage].projected == proj_none) {
2820 } else if(settings->op[stage].projected == proj_count4 ||
2821 settings->op[stage].projected == proj_count3) {
2824 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2829 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2830 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2831 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2832 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
2833 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2834 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
2836 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2837 * so multiply the displacement with the dividing parameter before passing it to TXP
2839 if (settings->op[stage].projected != proj_none) {
2840 if(settings->op[stage].projected == proj_count4) {
2841 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
2842 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
2844 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
2845 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
2848 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2851 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2852 instr, sat, stage, stage, textype);
2853 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2854 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2855 stage - 1, stage - 1, stage - 1);
2856 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
2858 } else if(settings->op[stage].projected == proj_count3) {
2859 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2860 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
2861 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2862 instr, sat, stage, stage, textype);
2864 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2865 instr, sat, stage, stage, stage, textype);
2868 sprintf(colorcor_dst, "tex%u", stage);
2869 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
2870 settings->op[stage].color_fixup);
2873 /* Generate the main shader */
2874 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2875 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2877 final_combiner_src = "fragment.color.primary";
2882 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2883 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2884 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2885 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2886 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2887 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2888 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2889 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2890 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2891 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2892 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2893 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2895 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
2896 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2897 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2898 settings->op[stage].carg2 == settings->op[stage].aarg2;
2901 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2902 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2903 settings->op[stage].cop, settings->op[stage].carg0,
2904 settings->op[stage].carg1, settings->op[stage].carg2);
2906 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
2908 } else if(op_equal) {
2909 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2910 settings->op[stage].cop, settings->op[stage].carg0,
2911 settings->op[stage].carg1, settings->op[stage].carg2);
2913 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2914 settings->op[stage].cop, settings->op[stage].carg0,
2915 settings->op[stage].carg1, settings->op[stage].carg2);
2916 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2917 settings->op[stage].aop, settings->op[stage].aarg0,
2918 settings->op[stage].aarg1, settings->op[stage].aarg2);
2922 if(settings->sRGB_write) {
2923 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2924 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2925 shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
2927 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2931 shader_addline(&buffer, "END\n");
2933 /* Generate the shader */
2934 GL_EXTCALL(glGenProgramsARB(1, &ret));
2935 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2936 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2938 if (glGetError() == GL_INVALID_OPERATION) {
2940 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2941 FIXME("Fragment program error at position %d: %s\n", pos,
2942 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2944 shader_buffer_free(&buffer);
2948 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2949 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2950 struct shader_arb_priv *priv = device->fragment_priv;
2951 BOOL use_pshader = use_ps(stateblock);
2952 BOOL use_vshader = use_vs(stateblock);
2953 struct ffp_frag_settings settings;
2954 const struct arbfp_ffp_desc *desc;
2957 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
2959 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
2960 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2961 /* Reload fixed function constants since they collide with the pixel shader constants */
2962 for(i = 0; i < MAX_TEXTURES; i++) {
2963 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2965 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2966 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2967 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2968 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2974 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2975 gen_ffp_frag_op(stateblock, &settings, FALSE);
2976 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
2978 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
2981 ERR("Out of memory\n");
2984 new_desc->num_textures_used = 0;
2985 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
2986 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
2987 new_desc->num_textures_used = i;
2990 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
2991 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
2992 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
2993 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
2997 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
2998 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3001 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3002 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3003 priv->current_fprogram_id = desc->shader;
3005 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3006 /* Reload fixed function constants since they collide with the pixel shader constants */
3007 for(i = 0; i < MAX_TEXTURES; i++) {
3008 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3010 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3011 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3013 context->last_was_pshader = FALSE;
3015 context->last_was_pshader = TRUE;
3018 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3019 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3020 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3021 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3022 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3024 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3027 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3028 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3030 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3031 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3035 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3039 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3040 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3041 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3042 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3043 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3045 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3046 enum fogsource new_source;
3048 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3050 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3051 fragment_prog_arbfp(state, stateblock, context);
3054 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3056 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3057 if(use_vs(stateblock)) {
3058 new_source = FOGSOURCE_VS;
3060 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3061 new_source = FOGSOURCE_COORD;
3063 new_source = FOGSOURCE_FFP;
3067 new_source = FOGSOURCE_FFP;
3069 if(new_source != context->fog_source) {
3070 context->fog_source = new_source;
3071 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3075 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3076 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3077 fragment_prog_arbfp(state, stateblock, context);
3081 #undef GLINFO_LOCATION
3083 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3084 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3085 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3086 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3087 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3088 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3089 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3090 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3091 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3092 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3093 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3094 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3095 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3096 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3097 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3098 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3099 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3100 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3101 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3102 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3103 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3104 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3105 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3106 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3107 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3108 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3109 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3110 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3111 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3112 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3113 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3114 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3115 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3116 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3117 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3118 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3119 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3120 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3121 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3122 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3123 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3124 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3125 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3126 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3127 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3128 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3129 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3130 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3131 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3132 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3133 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3134 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3135 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3136 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3137 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3138 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3139 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3140 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3141 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3142 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3143 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3144 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3145 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3146 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3147 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3148 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3149 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3150 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3151 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3152 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3153 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3154 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3155 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3156 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3157 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3158 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3159 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3160 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3161 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3162 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3163 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3164 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3165 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3166 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3167 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3168 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3169 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3170 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3171 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3172 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3173 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3174 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3175 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3176 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3177 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3178 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3179 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3180 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3181 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3182 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3183 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3184 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3185 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3186 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3187 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3188 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3189 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3190 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3191 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3192 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3193 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3194 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3195 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3196 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3197 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3198 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3199 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3200 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3201 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3202 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3203 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3204 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3205 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3206 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3207 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3208 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3209 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3210 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3211 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3212 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3213 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3214 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3215 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3216 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3217 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3218 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3219 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3220 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
3221 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
3222 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3223 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3224 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3225 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3226 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3227 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3228 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3229 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3230 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3231 {0 /* Terminate */, { 0, 0 }, 0 },
3234 const struct fragment_pipeline arbfp_fragment_pipeline = {
3239 shader_arb_color_fixup_supported,
3240 arbfp_fragmentstate_template,
3241 TRUE /* We can disable projected textures */
3244 #define GLINFO_LOCATION device->adapter->gl_info
3246 struct arbfp_blit_priv {
3247 GLenum yuy2_rect_shader, yuy2_2d_shader;
3248 GLenum uyvy_rect_shader, uyvy_2d_shader;
3249 GLenum yv12_rect_shader, yv12_2d_shader;
3252 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3253 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3254 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3255 if(!device->blit_priv) {
3256 ERR("Out of memory\n");
3257 return E_OUTOFMEMORY;
3261 static void arbfp_blit_free(IWineD3DDevice *iface) {
3262 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3263 struct arbfp_blit_priv *priv = device->blit_priv;
3266 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3267 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3268 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3269 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3270 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3271 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3272 checkGLcall("Delete yuv programs\n");
3276 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3279 const char *tex, *texinstr;
3281 if (yuv_fixup == YUV_FIXUP_UYVY) {
3289 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3290 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3292 /* This is more tricky than just replacing the texture type - we have to navigate
3293 * properly in the texture to find the correct chroma values
3295 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3299 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3300 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3301 * filtering when we sample the texture.
3303 * These are the rules for reading the chroma:
3309 * So we have to get the sampling x position in non-normalized coordinates in integers
3311 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3312 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3313 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3315 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3317 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3318 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3321 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3322 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3324 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3325 * even and odd pixels respectively
3327 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3328 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3330 /* Sample Pixel 1 */
3331 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3333 /* Put the value into either of the chroma values */
3334 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3335 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3336 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3337 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3339 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3340 * the pixel right to the current one. Otherwise, sample the left pixel.
3341 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3343 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3344 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3345 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3347 /* Put the value into the other chroma */
3348 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3349 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
3350 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3351 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
3353 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3354 * the current one and lerp the two U and V values
3357 /* This gives the correctly filtered luminance value */
3358 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3363 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3368 case GL_TEXTURE_2D: tex = "2D"; break;
3369 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3371 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3375 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3376 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3377 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3378 * pitch of the luminance plane, the packing into the gl texture is a bit
3379 * unfortunate. If the whole texture is interpreted as luminance data it looks
3380 * approximately like this:
3382 * +----------------------------------+----
3394 * +----------------+-----------------+----
3396 * | U even rows | U odd rows |
3398 * +----------------+------------------ -
3400 * | V even rows | V odd rows |
3402 * +----------------+-----------------+----
3406 * So it appears as if there are 4 chroma images, but in fact the odd rows
3407 * in the chroma images are in the same row as the even ones. So its is
3408 * kinda tricky to read
3410 * When reading from rectangle textures, keep in mind that the input y coordinates
3411 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3413 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3414 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3416 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3417 /* the chroma planes have only half the width */
3418 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3420 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3421 * the coordinate. Also read the right side of the image when reading odd lines
3423 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3426 if(textype == GL_TEXTURE_2D) {
3428 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3430 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3432 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3433 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3435 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3436 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3437 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3438 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3439 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3441 /* clamp, keep the half pixel origin in mind */
3442 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3443 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3444 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3445 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3447 /* Read from [size - size+size/4] */
3448 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3449 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3451 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3452 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3453 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3454 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3455 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3456 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3458 /* Make sure to read exactly from the pixel center */
3459 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3460 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3463 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3464 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3465 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3466 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3467 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3469 /* Read the texture, put the result into the output register */
3470 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3471 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
3473 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3474 * No need to clamp because we're just reusing the already clamped value from above
3476 if(textype == GL_TEXTURE_2D) {
3477 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3479 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3481 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3482 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
3484 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3485 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3486 * values due to filtering
3488 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3489 if(textype == GL_TEXTURE_2D) {
3490 /* Multiply the y coordinate by 2/3 and clamp it */
3491 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3492 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3493 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3494 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3496 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3497 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3500 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3501 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3502 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3509 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3512 SHADER_BUFFER buffer;
3513 char luminance_component;
3514 struct arbfp_blit_priv *priv = device->blit_priv;
3517 shader_buffer_init(&buffer);
3520 GL_EXTCALL(glGenProgramsARB(1, &shader));
3521 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3522 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3523 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3526 shader_buffer_free(&buffer);
3530 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3531 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3532 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3533 * each single pixel it contains, and one U and one V value shared between both
3536 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3537 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3538 * take the format into account when generating the read swizzles
3540 * Reading the Y value is straightforward - just sample the texture. The hardware
3541 * takes care of filtering in the horizontal and vertical direction.
3543 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3544 * because that would mix the U and V values of one pixel or two adjacent pixels.
3545 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3546 * regardless of the filtering setting. Vertical filtering works automatically
3547 * though - the U and V values of two rows are mixed nicely.
3549 * Appart of avoiding filtering issues, the code has to know which value it just
3550 * read, and where it can find the other one. To determine this, it checks if
3551 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3553 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3554 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3556 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3557 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3558 * in an unfiltered situation. Finding the luminance on the other hand requires
3559 * finding out if it is an odd or even pixel. The real drawback of this approach
3560 * is filtering. This would have to be emulated completely in the shader, reading
3561 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3562 * vertically. Beyond that it would require adjustments to the texture handling
3563 * code to deal with the width scaling
3565 shader_addline(&buffer, "!!ARBfp1.0\n");
3566 shader_addline(&buffer, "TEMP luminance;\n");
3567 shader_addline(&buffer, "TEMP temp;\n");
3568 shader_addline(&buffer, "TEMP chroma;\n");
3569 shader_addline(&buffer, "TEMP texcrd;\n");
3570 shader_addline(&buffer, "TEMP texcrd2;\n");
3571 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3572 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3573 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3577 case YUV_FIXUP_UYVY:
3578 case YUV_FIXUP_YUY2:
3579 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3581 shader_buffer_free(&buffer);
3586 case YUV_FIXUP_YV12:
3587 if (!gen_yv12_read(&buffer, textype, &luminance_component))
3589 shader_buffer_free(&buffer);
3595 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3596 shader_buffer_free(&buffer);
3600 /* Calculate the final result. Formula is taken from
3601 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3602 * ranges from -0.5 to 0.5
3604 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
3606 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
3607 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
3608 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3609 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
3610 shader_addline(&buffer, "END\n");
3613 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3615 if (glGetError() == GL_INVALID_OPERATION) {
3617 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3618 FIXME("Fragment program error at position %d: %s\n", pos,
3619 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3621 shader_buffer_free(&buffer);
3626 case YUV_FIXUP_YUY2:
3627 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3628 else priv->yuy2_2d_shader = shader;
3631 case YUV_FIXUP_UYVY:
3632 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3633 else priv->uyvy_2d_shader = shader;
3636 case YUV_FIXUP_YV12:
3637 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3638 else priv->yv12_2d_shader = shader;
3645 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
3646 GLenum textype, UINT width, UINT height)
3649 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3650 float size[4] = {width, height, 1, 1};
3651 struct arbfp_blit_priv *priv = device->blit_priv;
3652 enum yuv_fixup yuv_fixup;
3654 if (!is_yuv_fixup(format_desc->color_fixup))
3657 dump_color_fixup_desc(format_desc->color_fixup);
3658 /* Don't bother setting up a shader for unconverted formats */
3661 checkGLcall("glEnable(textype)");
3666 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
3670 case YUV_FIXUP_YUY2:
3671 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3674 case YUV_FIXUP_UYVY:
3675 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3678 case YUV_FIXUP_YV12:
3679 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3683 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3686 checkGLcall("glEnable(textype)");
3691 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3694 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3695 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3696 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3697 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3698 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3699 checkGLcall("glProgramLocalParameter4fvARB");
3705 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3706 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3709 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3710 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3711 glDisable(GL_TEXTURE_2D);
3712 checkGLcall("glDisable(GL_TEXTURE_2D)");
3713 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3714 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3715 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3717 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3718 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3719 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3724 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3726 enum yuv_fixup yuv_fixup;
3728 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3730 TRACE("Checking support for fixup:\n");
3731 dump_color_fixup_desc(fixup);
3734 if (is_identity_fixup(fixup))
3740 /* We only support YUV conversions. */
3741 if (!is_yuv_fixup(fixup))
3743 TRACE("[FAILED]\n");
3747 yuv_fixup = get_yuv_fixup(fixup);
3750 case YUV_FIXUP_YUY2:
3751 case YUV_FIXUP_UYVY:
3752 case YUV_FIXUP_YV12:
3757 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3758 TRACE("[FAILED]\n");
3763 const struct blit_shader arbfp_blit = {
3768 arbfp_blit_color_fixup_supported,
3771 #undef GLINFO_LOCATION