2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
46 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
47 if(!This->baseShader.reg_maps.usesmova) return FALSE;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
51 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
52 if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
53 gl_info->arb_vs_offset_limit || /* Have to init texcoords */
54 gl_info->set_texcoord_w) { /* Load the immval offset */
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
62 /* We use one PARAM for the pos fixup, and in some cases one to load
63 * some immediate values into the shader
65 if(need_helper_const(gl_info)) ret++;
66 if(need_mova_const(shader, gl_info)) ret++;
70 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
71 * so upload them above that
73 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
74 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
76 /* ARB_program_shader private data */
94 DWORD loop_control[3];
98 struct arb_ps_compile_args
100 struct ps_compile_args super;
101 DWORD bools; /* WORD is enough, use DWORD for alignment */
102 unsigned char loop_ctrl[MAX_CONST_I][3];
105 struct stb_const_desc
107 unsigned char texunit;
111 struct arb_ps_compiled_shader
113 struct arb_ps_compile_args args;
115 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
116 unsigned char numbumpenvmatconsts;
117 struct stb_const_desc luminanceconst[MAX_TEXTURES];
118 UINT int_consts[MAX_CONST_I];
123 struct arb_vs_compile_args
125 struct vs_compile_args super;
126 DWORD bools; /* WORD is enough, use DWORD for alignment */
127 unsigned char loop_ctrl[MAX_CONST_I][3];
130 struct arb_vs_compiled_shader
132 struct arb_vs_compile_args args;
134 UINT int_consts[MAX_CONST_I];
138 struct recorded_instruction
140 struct wined3d_shader_instruction ins;
144 struct shader_arb_ctx_priv
149 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
151 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
153 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
157 const struct arb_vs_compile_args *cur_vs_args;
158 const struct arb_ps_compile_args *cur_ps_args;
159 const struct arb_ps_compiled_shader *compiled_fprog;
160 const struct arb_vs_compiled_shader *compiled_vprog;
161 struct list control_frames;
165 unsigned int num_loops, loop_depth, num_ifcs;
169 struct arb_pshader_private {
170 struct arb_ps_compiled_shader *gl_shaders;
171 UINT num_gl_shaders, shader_array_size;
174 struct arb_vshader_private {
175 struct arb_vs_compiled_shader *gl_shaders;
176 UINT num_gl_shaders, shader_array_size;
179 struct shader_arb_priv
181 GLuint current_vprogram_id;
182 GLuint current_fprogram_id;
183 const struct arb_ps_compiled_shader *compiled_fprog;
184 const struct arb_vs_compiled_shader *compiled_vprog;
185 GLuint depth_blt_vprogram_id;
186 GLuint depth_blt_fprogram_id[tex_type_count];
187 BOOL use_arbfp_fixed_func;
188 struct wine_rb_tree fragment_shaders;
191 /********************************************************
192 * ARB_[vertex/fragment]_program helper functions follow
193 ********************************************************/
196 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
197 * When constant_list == NULL, it will load all the constants.
199 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
200 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
202 /* GL locking is done by the caller */
203 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
204 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
206 local_constant* lconst;
210 if (TRACE_ON(d3d_shader)) {
211 for(i = 0; i < max_constants; i++) {
212 if(!dirty_consts[i]) continue;
213 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
214 constants[i * 4 + 0], constants[i * 4 + 1],
215 constants[i * 4 + 2], constants[i * 4 + 3]);
218 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
219 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
222 for(i = 0; i < max_constants; i++) {
223 if(!dirty_consts[i]) continue;
227 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
228 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
229 else lcl_const[0] = constants[j + 0];
231 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
232 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
233 else lcl_const[1] = constants[j + 1];
235 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
236 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
237 else lcl_const[2] = constants[j + 2];
239 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
240 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
241 else lcl_const[3] = constants[j + 3];
243 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
246 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
247 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
248 * or just reloading *all* constants at once
250 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
252 for(i = 0; i < max_constants; i++) {
253 if(!dirty_consts[i]) continue;
255 /* Find the next block of dirty constants */
258 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
262 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
265 for(i = 0; i < max_constants; i++) {
266 if(dirty_consts[i]) {
268 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
273 checkGLcall("glProgramEnvParameter4fvARB()");
275 /* Load immediate constants */
276 if(This->baseShader.load_local_constsF) {
277 if (TRACE_ON(d3d_shader)) {
278 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
279 GLfloat* values = (GLfloat*)lconst->value;
280 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
281 values[0], values[1], values[2], values[3]);
284 /* Immediate constants are clamped for 1.X shaders at loading times */
286 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
287 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
288 ret = max(ret, lconst->idx + 1);
289 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
291 checkGLcall("glProgramEnvParameter4fvARB()");
292 return ret; /* The loaded immediate constants need reloading for the next shader */
294 return 0; /* No constants are dirty now */
299 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
301 static void shader_arb_load_np2fixup_constants(
302 IWineD3DDevice* device,
304 char useVertexShader) {
305 /* not implemented */
308 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
310 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
311 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
313 struct shader_arb_priv *priv = deviceImpl->shader_priv;
314 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
316 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
318 int texunit = gl_shader->bumpenvmatconst[i].texunit;
320 /* The state manager takes care that this function is always called if the bump env matrix changes */
321 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
322 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
324 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
326 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
327 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
328 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
329 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
331 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
332 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
335 checkGLcall("Load bumpmap consts\n");
337 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
339 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
340 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
345 val[0] = deviceImpl->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
346 val[1] = deviceImpl->render_offscreen ? 1.0 : -1.0;
349 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
350 checkGLcall("y correction loading\n");
353 if(gl_shader->num_int_consts == 0) return;
355 for(i = 0; i < MAX_CONST_I; i++)
357 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
360 val[0] = stateBlock->pixelShaderConstantI[4 * i];
361 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
362 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
365 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
368 checkGLcall("Load ps int consts\n");
371 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
373 IWineD3DStateBlockImpl* stateBlock;
374 const WineD3D_GL_Info *gl_info;
376 struct shader_arb_priv *priv = deviceImpl->shader_priv;
377 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
379 if(gl_shader->num_int_consts == 0) return;
381 gl_info = &deviceImpl->adapter->gl_info;
382 stateBlock = deviceImpl->stateBlock;
384 for(i = 0; i < MAX_CONST_I; i++)
386 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
389 val[0] = stateBlock->vertexShaderConstantI[4 * i];
390 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
391 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
394 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
397 checkGLcall("Load vs int consts\n");
401 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
403 * We only support float constants in ARB at the moment, so don't
404 * worry about the Integers or Booleans
406 /* GL locking is done by the caller (state handler) */
407 static void shader_arb_load_constants(
408 IWineD3DDevice* device,
410 char useVertexShader) {
412 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
413 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
414 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
416 if (useVertexShader) {
417 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
419 /* Load DirectX 9 float constants for vertex shader */
420 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
421 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
422 deviceImpl->highest_dirty_vs_const,
423 stateBlock->vertexShaderConstantF,
424 deviceImpl->activeContext->vshader_const_dirty);
426 /* Upload the position fixup */
427 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
429 shader_arb_vs_local_constants(deviceImpl);
432 if (usePixelShader) {
433 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
435 /* Load DirectX 9 float constants for pixel shader */
436 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
437 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
438 deviceImpl->highest_dirty_ps_const,
439 stateBlock->pixelShaderConstantF,
440 deviceImpl->activeContext->pshader_const_dirty);
441 shader_arb_ps_local_constants(deviceImpl);
445 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
447 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
449 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
450 * context. On a context switch the old context will be fully dirtified */
451 memset(This->activeContext->vshader_const_dirty + start, 1,
452 sizeof(*This->activeContext->vshader_const_dirty) * count);
453 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
456 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
458 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
460 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
461 * context. On a context switch the old context will be fully dirtified */
462 memset(This->activeContext->pshader_const_dirty + start, 1,
463 sizeof(*This->activeContext->pshader_const_dirty) * count);
464 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
467 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
471 const local_constant *lconst;
473 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
475 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
477 ERR("Out of memory\n");
481 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
482 ret[lconst->idx] = idx++;
487 /* Generate the variable & register declarations for the ARB_vertex_program output target */
488 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
489 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
491 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
492 DWORD i, next_local = 0;
493 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
494 unsigned max_constantsF;
495 const local_constant *lconst;
497 /* In pixel shaders, all private constants are program local, we don't need anything
498 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
499 * If we need a private constant the GL implementation will squeeze it in somewhere
501 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
502 * immediate values. The posFixup is loaded using program.env for now, so always
503 * subtract one from the number of constants. If the shader uses indirect addressing,
504 * account for the helper const too because we have to declare all availabke d3d constants
505 * and don't know which are actually used.
508 max_constantsF = GL_LIMITS(pshader_constantsF);
510 if(This->baseShader.reg_maps.usesrelconstF) {
511 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
512 if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) max_constantsF -= GL_LIMITS(clipplanes);
513 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
515 max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
519 for(i = 0; i < This->baseShader.limits.temporary; i++) {
520 if (reg_maps->temporary[i])
521 shader_addline(buffer, "TEMP R%u;\n", i);
524 for (i = 0; i < This->baseShader.limits.address; i++) {
525 if (reg_maps->address[i])
526 shader_addline(buffer, "ADDRESS A%d;\n", i);
529 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
530 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
531 if (reg_maps->texcoord[i] && pshader)
532 shader_addline(buffer,"TEMP T%u;\n", i);
536 /* Load local constants using the program-local space,
537 * this avoids reloading them each time the shader is used
540 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
541 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
542 lconst_map[lconst->idx]);
543 next_local = max(next_local, lconst_map[lconst->idx] + 1);
547 /* we use the array-based constants array if the local constants are marked for loading,
548 * because then we use indirect addressing, or when the local constant list is empty,
549 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
550 * local constants do not declare the loaded constants as an array because ARB compilers usually
551 * do not optimize unused constants away
553 if(This->baseShader.reg_maps.usesrelconstF) {
554 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
555 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
556 max_constantsF, max_constantsF - 1);
558 for(i = 0; i < max_constantsF; i++) {
561 mask = 1 << (i & 0x1f);
562 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
563 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
571 static const char * const shift_tab[] = {
572 "dummy", /* 0 (none) */
573 "coefmul.x", /* 1 (x2) */
574 "coefmul.y", /* 2 (x4) */
575 "coefmul.z", /* 3 (x8) */
576 "coefmul.w", /* 4 (x16) */
577 "dummy", /* 5 (x32) */
578 "dummy", /* 6 (x64) */
579 "dummy", /* 7 (x128) */
580 "dummy", /* 8 (d256) */
581 "dummy", /* 9 (d128) */
582 "dummy", /* 10 (d64) */
583 "dummy", /* 11 (d32) */
584 "coefdiv.w", /* 12 (d16) */
585 "coefdiv.z", /* 13 (d8) */
586 "coefdiv.y", /* 14 (d4) */
587 "coefdiv.x" /* 15 (d2) */
590 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
591 const struct wined3d_shader_dst_param *dst, char *write_mask)
593 char *ptr = write_mask;
595 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
598 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
599 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
600 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
601 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
607 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
609 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
610 * but addressed as "rgba". To fix this we need to swap the register's x
611 * and z components. */
612 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
613 char *ptr = swizzle_str;
615 /* swizzle bits fields: wwzzyyxx */
616 DWORD swizzle = param->swizzle;
617 DWORD swizzle_x = swizzle & 0x03;
618 DWORD swizzle_y = (swizzle >> 2) & 0x03;
619 DWORD swizzle_z = (swizzle >> 4) & 0x03;
620 DWORD swizzle_w = (swizzle >> 6) & 0x03;
622 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
623 * generate a swizzle string. Unless we need to our own swizzling. */
624 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
627 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
628 *ptr++ = swizzle_chars[swizzle_x];
630 *ptr++ = swizzle_chars[swizzle_x];
631 *ptr++ = swizzle_chars[swizzle_y];
632 *ptr++ = swizzle_chars[swizzle_z];
633 *ptr++ = swizzle_chars[swizzle_w];
640 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
642 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
643 SHADER_BUFFER *buffer = ins->ctx->buffer;
645 if(strcmp(priv->addr_reg, src) == 0) return;
647 strcpy(priv->addr_reg, src);
648 shader_addline(buffer, "ARL A0.x, %s;\n", src);
651 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
652 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
654 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
655 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
657 /* oPos, oFog and oPts in D3D */
658 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
659 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
660 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
661 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
667 case WINED3DSPR_TEMP:
668 sprintf(register_name, "R%u", reg->idx);
671 case WINED3DSPR_INPUT:
674 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
675 else strcpy(register_name, "fragment.color.secondary");
679 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
680 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
684 case WINED3DSPR_CONST:
685 if (!pshader && reg->rel_addr)
689 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
690 if(This->baseShader.reg_maps.shader_version.major < 2) {
691 sprintf(rel_reg, "A0.x");
693 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
694 if(ctx->target_version == ARB) {
695 if(strcmp(rel_reg, "**aL_emul**") == 0) {
698 shader_arb_request_a0(ins, rel_reg);
699 sprintf(rel_reg, "A0.x");
704 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
705 else if (reg->idx >= rel_offset)
706 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
708 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
712 if (This->baseShader.reg_maps.usesrelconstF)
713 sprintf(register_name, "C[%u]", reg->idx);
715 sprintf(register_name, "C%u", reg->idx);
719 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
721 if(This->baseShader.reg_maps.shader_version.major == 1 &&
722 This->baseShader.reg_maps.shader_version.minor <= 3) {
723 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
724 * and as source to most instructions. For some instructions it is the texcoord
725 * input. Those instructions know about the special use
727 sprintf(register_name, "T%u", reg->idx);
729 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
730 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
735 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
737 sprintf(register_name, "A%u", reg->idx);
741 sprintf(register_name, "A%u_SHADOW", reg->idx);
746 case WINED3DSPR_COLOROUT:
749 if(ctx->cur_ps_args->super.srgb_correction)
751 strcpy(register_name, "TMP_COLOR");
755 strcpy(register_name, "result.color");
760 /* TODO: See GL_ARB_draw_buffers */
761 FIXME("Unsupported write to render target %u\n", reg->idx);
762 sprintf(register_name, "unsupported_register");
766 case WINED3DSPR_RASTOUT:
767 sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
770 case WINED3DSPR_DEPTHOUT:
771 strcpy(register_name, "result.depth");
774 case WINED3DSPR_ATTROUT:
775 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
776 else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
777 else strcpy(register_name, "result.color.secondary");
780 case WINED3DSPR_TEXCRDOUT:
781 if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
782 else sprintf(register_name, "result.texcoord[%u]", reg->idx);
785 case WINED3DSPR_LOOP:
786 if(ctx->target_version >= NV2)
788 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
789 if(pshader) sprintf(register_name, "A0.x");
790 else sprintf(register_name, "aL.y");
794 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
795 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
796 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
797 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
800 sprintf(register_name, "**aL_emul**");
805 case WINED3DSPR_CONSTINT:
806 sprintf(register_name, "I%u", reg->idx);
809 case WINED3DSPR_MISCTYPE:
812 sprintf(register_name, "vpos");
814 else if(reg->idx == 1)
816 sprintf(register_name, "fragment.facing.x");
820 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
825 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
826 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
831 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
832 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
834 char register_name[255];
838 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
839 strcpy(str, register_name);
841 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
842 strcat(str, write_mask);
845 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
847 switch(channel_source)
849 case CHANNEL_SOURCE_ZERO: return "0";
850 case CHANNEL_SOURCE_ONE: return "1";
851 case CHANNEL_SOURCE_X: return "x";
852 case CHANNEL_SOURCE_Y: return "y";
853 case CHANNEL_SOURCE_Z: return "z";
854 case CHANNEL_SOURCE_W: return "w";
856 FIXME("Unhandled channel source %#x\n", channel_source);
861 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
862 const char *one, const char *two, struct color_fixup_desc fixup)
866 if (is_yuv_fixup(fixup))
868 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
869 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
874 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
875 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
876 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
877 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
882 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
883 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
884 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
888 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
889 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
890 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
891 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
897 char *ptr = reg_mask;
899 if (mask != WINED3DSP_WRITEMASK_ALL)
902 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
903 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
904 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
905 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
909 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
913 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
916 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
917 if (!ins->dst_count) return "";
919 mod = ins->dst[0].modifiers;
921 /* Silently ignore PARTIALPRECISION if its not supported */
922 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
924 if(mod & WINED3DSPDM_MSAMPCENTROID)
926 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
927 mod &= ~WINED3DSPDM_MSAMPCENTROID;
932 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
935 case WINED3DSPDM_SATURATE:
938 case WINED3DSPDM_PARTIALPRECISION:
945 FIXME("Unknown modifiers 0x%08x\n", mod);
953 #define TEX_DERIV 0x10
955 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
956 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
958 SHADER_BUFFER *buffer = ins->ctx->buffer;
959 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
960 const char *tex_type;
961 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
962 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
963 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
966 switch(sampler_type) {
972 if(device->stateBlock->textures[sampler_idx] &&
973 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
978 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
980 if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
982 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
987 case WINED3DSTT_VOLUME:
991 case WINED3DSTT_CUBE:
996 ERR("Unexpected texture type %d\n", sampler_type);
1000 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1001 * so don't use shader_arb_get_modifier
1003 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1006 if (flags & TEX_DERIV)
1008 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivates\n");
1009 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivates\n");
1010 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1011 dsx, dsy,sampler_idx, tex_type);
1013 else if(flags & TEX_LOD)
1015 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1016 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1017 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1018 sampler_idx, tex_type);
1020 else if (flags & TEX_BIAS)
1022 /* Shouldn't be possible, but let's check for it */
1023 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1024 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1025 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1027 else if (flags & TEX_PROJ)
1029 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1033 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1036 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1038 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1039 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1043 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1044 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1046 /* Generate a line that does the input modifier computation and return the input register to use */
1047 BOOL is_color = FALSE;
1051 SHADER_BUFFER *buffer = ins->ctx->buffer;
1052 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1054 /* Assume a new line will be added */
1057 /* Get register name */
1058 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1059 shader_arb_get_swizzle(src, is_color, swzstr);
1061 switch (src->modifiers)
1063 case WINED3DSPSM_NONE:
1064 sprintf(outregstr, "%s%s", regstr, swzstr);
1067 case WINED3DSPSM_NEG:
1068 sprintf(outregstr, "-%s%s", regstr, swzstr);
1071 case WINED3DSPSM_BIAS:
1072 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1074 case WINED3DSPSM_BIASNEG:
1075 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1077 case WINED3DSPSM_SIGN:
1078 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1080 case WINED3DSPSM_SIGNNEG:
1081 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1083 case WINED3DSPSM_COMP:
1084 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1086 case WINED3DSPSM_X2:
1087 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1089 case WINED3DSPSM_X2NEG:
1090 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1092 case WINED3DSPSM_DZ:
1093 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1094 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1096 case WINED3DSPSM_DW:
1097 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1098 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1100 case WINED3DSPSM_ABS:
1101 if(ctx->target_version >= NV2) {
1102 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1105 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1108 case WINED3DSPSM_ABSNEG:
1109 if(ctx->target_version >= NV2) {
1110 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1112 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1113 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1118 sprintf(outregstr, "%s%s", regstr, swzstr);
1122 /* Return modified or original register, with swizzle */
1124 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1127 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1129 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1130 SHADER_BUFFER *buffer = ins->ctx->buffer;
1132 char src_name[2][50];
1133 DWORD sampler_code = dst->reg.idx;
1135 shader_arb_get_dst_param(ins, dst, dst_name);
1137 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1139 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1140 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1143 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1144 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1145 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1146 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1147 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1149 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1150 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1153 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1155 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1156 SHADER_BUFFER *buffer = ins->ctx->buffer;
1158 char src_name[3][50];
1159 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1160 ins->ctx->reg_maps->shader_version.minor);
1163 shader_arb_get_dst_param(ins, dst, dst_name);
1164 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1166 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1167 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1169 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1171 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1172 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1173 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
1174 /* No modifiers supported on CMP */
1175 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1177 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1178 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1180 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1181 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1186 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1188 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1189 SHADER_BUFFER *buffer = ins->ctx->buffer;
1191 char src_name[3][50];
1194 shader_arb_get_dst_param(ins, dst, dst_name);
1196 /* Generate input register names (with modifiers) */
1197 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1198 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1199 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1201 /* No modifiers are supported on CMP */
1202 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1203 src_name[0], src_name[2], src_name[1]);
1205 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1207 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1208 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1212 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1213 * dst = dot2(src0, src1) + src2 */
1214 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1216 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1217 SHADER_BUFFER *buffer = ins->ctx->buffer;
1219 char src_name[3][50];
1220 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1222 shader_arb_get_dst_param(ins, dst, dst_name);
1223 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1224 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1226 if(ctx->target_version >= NV3)
1228 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1229 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1230 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1231 dst_name, src_name[0], src_name[1], src_name[2]);
1233 else if(ctx->target_version >= NV2)
1235 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1236 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1237 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1238 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1240 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1242 * .xyxy and other swizzles that we could get with this are not valid in
1243 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1245 struct wined3d_shader_src_param tmp_param = ins->src[1];
1246 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1247 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1249 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1251 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1252 dst_name, src_name[2], src_name[0], src_name[1]);
1256 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1257 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1258 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1260 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1261 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1262 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1263 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1267 /* Map the opcode 1-to-1 to the GL code */
1268 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1270 SHADER_BUFFER *buffer = ins->ctx->buffer;
1271 const char *instruction;
1272 char arguments[256], dst_str[50];
1274 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1276 switch (ins->handler_idx)
1278 case WINED3DSIH_ABS: instruction = "ABS"; break;
1279 case WINED3DSIH_ADD: instruction = "ADD"; break;
1280 case WINED3DSIH_CRS: instruction = "XPD"; break;
1281 case WINED3DSIH_DP3: instruction = "DP3"; break;
1282 case WINED3DSIH_DP4: instruction = "DP4"; break;
1283 case WINED3DSIH_DST: instruction = "DST"; break;
1284 case WINED3DSIH_EXP: instruction = "EX2"; break;
1285 case WINED3DSIH_EXPP: instruction = "EXP"; break;
1286 case WINED3DSIH_FRC: instruction = "FRC"; break;
1287 case WINED3DSIH_LIT: instruction = "LIT"; break;
1288 case WINED3DSIH_LOG: instruction = "LG2"; break;
1289 case WINED3DSIH_LOGP: instruction = "LOG"; break;
1290 case WINED3DSIH_LRP: instruction = "LRP"; break;
1291 case WINED3DSIH_MAD: instruction = "MAD"; break;
1292 case WINED3DSIH_MAX: instruction = "MAX"; break;
1293 case WINED3DSIH_MIN: instruction = "MIN"; break;
1294 case WINED3DSIH_MOV: instruction = "MOV"; break;
1295 case WINED3DSIH_MUL: instruction = "MUL"; break;
1296 case WINED3DSIH_POW: instruction = "POW"; break;
1297 case WINED3DSIH_SGE: instruction = "SGE"; break;
1298 case WINED3DSIH_SLT: instruction = "SLT"; break;
1299 case WINED3DSIH_SUB: instruction = "SUB"; break;
1300 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1301 case WINED3DSIH_SGN: instruction = "SSG"; break;
1302 case WINED3DSIH_DSX: instruction = "DDX"; break;
1303 default: instruction = "";
1304 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1308 /* Note that shader_arb_add_dst_param() adds spaces. */
1309 arguments[0] = '\0';
1310 shader_arb_get_dst_param(ins, dst, dst_str);
1311 for (i = 0; i < ins->src_count; ++i)
1314 strcat(arguments, ", ");
1315 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1316 strcat(arguments, operand);
1318 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1321 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1323 SHADER_BUFFER *buffer = ins->ctx->buffer;
1324 shader_addline(buffer, "NOP;\n");
1327 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1329 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1330 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1331 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1333 SHADER_BUFFER *buffer = ins->ctx->buffer;
1334 char src0_param[256];
1336 if(ins->handler_idx == WINED3DSIH_MOVA) {
1337 struct wined3d_shader_src_param tmp_src = ins->src[0];
1340 if(ctx->target_version >= NV2) {
1341 shader_hw_map2gl(ins);
1344 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1345 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1346 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1348 /* This implements the mova formula used in GLSL. The first two instructions
1349 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1353 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1355 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1356 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1358 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1359 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1361 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1362 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1363 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1364 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1366 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1367 } else if (ins->ctx->reg_maps->shader_version.major == 1
1368 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1369 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1371 src0_param[0] = '\0';
1372 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1374 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1375 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1376 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1380 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1381 * with more than one component. Thus replicate the first source argument over all
1382 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1383 struct wined3d_shader_src_param tmp_src = ins->src[0];
1384 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1385 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1386 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1389 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1391 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1392 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1394 shader_addline(buffer, "#mov handled in srgb write code\n");
1397 shader_hw_map2gl(ins);
1401 shader_hw_map2gl(ins);
1405 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1407 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1408 SHADER_BUFFER *buffer = ins->ctx->buffer;
1411 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1412 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1414 shader_arb_get_dst_param(ins, dst, reg_dest);
1416 if (ins->ctx->reg_maps->shader_version.major >= 2)
1418 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1419 shader_arb_get_dst_param(ins, dst, reg_dest);
1420 shader_addline(buffer, "KIL %s;\n", reg_dest);
1422 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1423 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1425 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1426 * or pass in any temporary register(in shader phase 2)
1428 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1429 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1431 shader_arb_get_dst_param(ins, dst, reg_dest);
1433 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1434 shader_addline(buffer, "KIL TA;\n");
1438 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1440 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1441 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1442 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1443 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1444 ins->ctx->reg_maps->shader_version.minor);
1445 struct wined3d_shader_src_param src;
1449 DWORD reg_sampler_code;
1452 /* All versions have a destination register */
1453 shader_arb_get_dst_param(ins, dst, reg_dest);
1455 /* 1.0-1.4: Use destination register number as texture code.
1456 2.0+: Use provided sampler number as texure code. */
1457 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1458 reg_sampler_code = dst->reg.idx;
1460 reg_sampler_code = ins->src[1].reg.idx;
1462 /* 1.0-1.3: Use the texcoord varying.
1463 1.4+: Use provided coordinate source register. */
1464 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1465 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1467 /* TEX is the only instruction that can handle DW and DZ natively */
1469 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1470 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1471 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1475 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1476 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1477 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1479 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1482 if(reg_sampler_code < MAX_TEXTURES) {
1483 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1485 if (flags & WINED3DTTFF_PROJECTED) {
1486 myflags |= TEX_PROJ;
1489 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1491 DWORD src_mod = ins->src[0].modifiers;
1492 if (src_mod == WINED3DSPSM_DZ) {
1493 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1494 * varying register, so we need a temp reg
1496 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1497 strcpy(reg_coord, "TA");
1498 myflags |= TEX_PROJ;
1499 } else if(src_mod == WINED3DSPSM_DW) {
1500 myflags |= TEX_PROJ;
1503 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1504 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1506 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1509 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1511 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1512 SHADER_BUFFER *buffer = ins->ctx->buffer;
1513 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1514 ins->ctx->reg_maps->shader_version.minor);
1517 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1519 DWORD reg = dst->reg.idx;
1521 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1522 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1526 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1527 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1528 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1532 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1534 SHADER_BUFFER *buffer = ins->ctx->buffer;
1535 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1536 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1539 DWORD reg1 = ins->dst[0].reg.idx;
1543 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1544 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1545 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1546 /* Move .x first in case src_str is "TA" */
1547 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1548 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1549 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1550 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1553 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1555 SHADER_BUFFER *buffer = ins->ctx->buffer;
1557 DWORD reg1 = ins->dst[0].reg.idx;
1561 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1562 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1563 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1564 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1565 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1566 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1569 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1571 DWORD reg1 = ins->dst[0].reg.idx;
1575 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1576 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1577 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1578 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1581 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1583 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1584 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1585 SHADER_BUFFER *buffer = ins->ctx->buffer;
1586 char reg_coord[40], dst_reg[50], src_reg[50];
1587 DWORD reg_dest_code;
1589 /* All versions have a destination register. The Tx where the texture coordinates come
1590 * from is the varying incarnation of the texture register
1592 reg_dest_code = dst->reg.idx;
1593 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1594 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1595 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1597 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1598 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1600 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1601 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1603 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1604 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1607 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1608 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1609 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1610 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1612 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1613 * so we can't let the GL handle this.
1615 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1616 & WINED3DTTFF_PROJECTED) {
1617 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1618 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1619 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1621 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1624 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1626 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1628 /* No src swizzles are allowed, so this is ok */
1629 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1630 src_reg, reg_dest_code, reg_dest_code);
1631 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1635 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1637 DWORD reg = ins->dst[0].reg.idx;
1638 SHADER_BUFFER *buffer = ins->ctx->buffer;
1639 char src0_name[50], dst_name[50];
1641 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1643 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1644 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1645 * T<reg+1> register. Use this register to store the calculated vector
1647 tmp_reg.idx = reg + 1;
1648 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1649 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1652 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1654 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1655 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1657 DWORD reg = ins->dst[0].reg.idx;
1658 SHADER_BUFFER *buffer = ins->ctx->buffer;
1664 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1665 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1667 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1668 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1669 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1670 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1671 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1674 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1676 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1677 DWORD reg = ins->dst[0].reg.idx;
1678 SHADER_BUFFER *buffer = ins->ctx->buffer;
1679 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1680 char src0_name[50], dst_name[50];
1681 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1684 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1685 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1686 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1688 tmp_reg.idx = reg + 2 - current_state->current_row;
1689 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1691 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1692 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1693 dst_name, 'x' + current_state->current_row, reg, src0_name);
1694 current_state->texcoord_w[current_state->current_row++] = reg;
1697 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1699 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1700 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1702 DWORD reg = ins->dst[0].reg.idx;
1703 SHADER_BUFFER *buffer = ins->ctx->buffer;
1704 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1706 char src0_name[50], dst_name[50];
1709 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1710 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1711 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1713 /* Sample the texture using the calculated coordinates */
1714 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1715 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1716 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1717 current_state->current_row = 0;
1720 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1722 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1723 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1725 DWORD reg = ins->dst[0].reg.idx;
1726 SHADER_BUFFER *buffer = ins->ctx->buffer;
1727 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1733 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1734 * components for temporary data storage
1736 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1737 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1738 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1740 /* Construct the eye-ray vector from w coordinates */
1741 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1742 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1743 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1745 /* Calculate reflection vector
1747 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1748 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1749 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1750 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1751 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1752 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1753 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1755 /* Sample the texture using the calculated coordinates */
1756 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1757 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1758 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1759 current_state->current_row = 0;
1762 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1764 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1765 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1767 DWORD reg = ins->dst[0].reg.idx;
1768 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1769 SHADER_BUFFER *buffer = ins->ctx->buffer;
1776 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1777 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1778 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1779 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
1780 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1782 /* Calculate reflection vector.
1785 * dst_reg.xyz = 2 * --------- * N - E
1788 * Which normalizes the normal vector
1790 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1791 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1792 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1793 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1794 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1795 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1797 /* Sample the texture using the calculated coordinates */
1798 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1799 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1800 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1801 current_state->current_row = 0;
1804 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1806 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1807 SHADER_BUFFER *buffer = ins->ctx->buffer;
1810 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1811 * which is essentially an input, is the destination register because it is the first
1812 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1813 * here(writemasks/swizzles are not valid on texdepth)
1815 shader_arb_get_dst_param(ins, dst, dst_name);
1817 /* According to the msdn, the source register(must be r5) is unusable after
1818 * the texdepth instruction, so we're free to modify it
1820 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1822 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1823 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1824 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1826 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1827 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1828 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
1829 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
1832 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1833 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1834 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1835 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1837 SHADER_BUFFER *buffer = ins->ctx->buffer;
1838 DWORD sampler_idx = ins->dst[0].reg.idx;
1842 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1843 shader_addline(buffer, "MOV TB, 0.0;\n");
1844 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
1846 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1847 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
1850 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1851 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1852 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1854 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1857 SHADER_BUFFER *buffer = ins->ctx->buffer;
1859 /* Handle output register */
1860 shader_arb_get_dst_param(ins, dst, dst_str);
1861 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1862 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
1865 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1866 * Perform the 3rd row of a 3x3 matrix multiply */
1867 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1869 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1870 SHADER_BUFFER *buffer = ins->ctx->buffer;
1871 char dst_str[50], dst_name[50];
1875 shader_arb_get_dst_param(ins, dst, dst_str);
1876 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1877 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1878 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
1879 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
1882 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1883 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1884 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1885 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1887 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1889 SHADER_BUFFER *buffer = ins->ctx->buffer;
1890 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1891 char src0[50], dst_name[50];
1894 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1895 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1896 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
1898 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1899 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1900 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1902 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1903 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
1904 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
1905 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
1908 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1909 Vertex/Pixel shaders to ARB_vertex_program codes */
1910 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1913 int nComponents = 0;
1914 struct wined3d_shader_dst_param tmp_dst = {{0}};
1915 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1916 struct wined3d_shader_instruction tmp_ins;
1918 memset(&tmp_ins, 0, sizeof(tmp_ins));
1920 /* Set constants for the temporary argument */
1921 tmp_ins.ctx = ins->ctx;
1922 tmp_ins.dst_count = 1;
1923 tmp_ins.dst = &tmp_dst;
1924 tmp_ins.src_count = 2;
1925 tmp_ins.src = tmp_src;
1927 switch(ins->handler_idx)
1929 case WINED3DSIH_M4x4:
1931 tmp_ins.handler_idx = WINED3DSIH_DP4;
1933 case WINED3DSIH_M4x3:
1935 tmp_ins.handler_idx = WINED3DSIH_DP4;
1937 case WINED3DSIH_M3x4:
1939 tmp_ins.handler_idx = WINED3DSIH_DP3;
1941 case WINED3DSIH_M3x3:
1943 tmp_ins.handler_idx = WINED3DSIH_DP3;
1945 case WINED3DSIH_M3x2:
1947 tmp_ins.handler_idx = WINED3DSIH_DP3;
1950 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1954 tmp_dst = ins->dst[0];
1955 tmp_src[0] = ins->src[0];
1956 tmp_src[1] = ins->src[1];
1957 for (i = 0; i < nComponents; i++) {
1958 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1959 shader_hw_map2gl(&tmp_ins);
1960 ++tmp_src[1].reg.idx;
1964 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1966 SHADER_BUFFER *buffer = ins->ctx->buffer;
1967 const char *instruction;
1972 switch(ins->handler_idx)
1974 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1975 case WINED3DSIH_RCP: instruction = "RCP"; break;
1976 default: instruction = "";
1977 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1981 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1982 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1983 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1985 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1991 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
1994 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1996 SHADER_BUFFER *buffer = ins->ctx->buffer;
1999 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2000 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2002 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2003 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2005 if(pshader && priv->target_version >= NV3)
2007 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2011 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2012 shader_addline(buffer, "RSQ TA, TA.x;\n");
2013 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2014 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2019 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2021 SHADER_BUFFER *buffer = ins->ctx->buffer;
2023 char src_name[3][50];
2025 /* ARB_fragment_program has a convenient LRP instruction */
2026 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2027 shader_hw_map2gl(ins);
2031 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2032 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2033 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2034 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2036 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2037 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2038 dst_name, src_name[0], src_name[2]);
2041 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2043 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2044 * must contain fixed constants. So we need a separate function to filter those constants and
2047 SHADER_BUFFER *buffer = ins->ctx->buffer;
2048 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2049 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2051 char src_name0[50], src_name1[50], src_name2[50];
2054 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2055 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2056 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2057 /* No modifiers are supported on SCS */
2058 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2060 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2062 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2063 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2065 } else if(priv->target_version >= NV2) {
2066 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2068 /* Sincos writemask must be .x, .y or .xy */
2069 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2070 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2071 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2072 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2074 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2075 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2077 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2078 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2080 * The constants we get are:
2082 * +1 +1, -1 -1 +1 +1 -1 -1
2083 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2084 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2086 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2090 * (x/2)^4 = x^4 / 16
2091 * (x/2)^5 = x^5 / 32
2094 * To get the final result:
2095 * sin(x) = 2 * sin(x/2) * cos(x/2)
2096 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2097 * (from sin(x+y) and cos(x+y) rules)
2099 * As per MSDN, dst.z is undefined after the operation, and so is
2100 * dst.x and dst.y if they're masked out by the writemask. Ie
2101 * sincos dst.y, src1, c0, c1
2102 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2103 * vsa.exe also stops with an error if the dest register is the same register as the source
2104 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2105 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2107 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2108 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2109 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2111 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2112 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2113 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2114 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2115 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2116 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2120 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2121 * properly merge that with MULs in the code above?
2122 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2123 * we can merge the sine and cosine MAD rows to calculate them together.
2125 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2126 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2127 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2128 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2131 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2132 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2133 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2135 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2137 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2138 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2140 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2142 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2143 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2148 /* GL locking is done by the caller */
2149 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2151 SHADER_BUFFER *buffer = ins->ctx->buffer;
2154 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2156 /* SGN is only valid in vertex shaders */
2157 if(ctx->target_version == NV2) {
2158 shader_hw_map2gl(ins);
2161 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2162 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2164 FIXME("Emulated SGN untested\n");
2165 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2166 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2168 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2169 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2171 shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
2172 shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
2173 shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
2177 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2179 SHADER_BUFFER *buffer = ins->ctx->buffer;
2185 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2186 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2187 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2189 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2190 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2193 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2195 SHADER_BUFFER *buffer = ins->ctx->buffer;
2197 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2200 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2204 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2205 struct list *e = list_head(&priv->control_frames);
2206 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2208 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2209 /* The constant loader makes sure to load -1 into iX.w */
2210 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2211 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2212 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2216 shader_addline(buffer, "LOOP %s;\n", src_name);
2220 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2222 SHADER_BUFFER *buffer = ins->ctx->buffer;
2224 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2226 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2228 /* The constant loader makes sure to load -1 into iX.w */
2231 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2232 struct list *e = list_head(&priv->control_frames);
2233 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2235 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2237 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2238 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2239 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2243 shader_addline(buffer, "REP %s;\n", src_name);
2247 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2249 SHADER_BUFFER *buffer = ins->ctx->buffer;
2250 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2254 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2255 struct list *e = list_head(&priv->control_frames);
2256 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2258 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2259 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2260 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2262 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2266 shader_addline(buffer, "ENDLOOP;\n");
2270 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2272 SHADER_BUFFER *buffer = ins->ctx->buffer;
2273 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2277 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2278 struct list *e = list_head(&priv->control_frames);
2279 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2281 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2282 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2283 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2285 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2289 shader_addline(buffer, "ENDREP;\n");
2293 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2295 struct control_frame *control_frame;
2297 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2299 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2301 ERR("Could not find loop for break\n");
2305 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2307 SHADER_BUFFER *buffer = ins->ctx->buffer;
2308 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2309 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2313 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2317 shader_addline(buffer, "BRK;\n");
2321 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2323 SHADER_BUFFER *buffer = ins->ctx->buffer;
2324 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2328 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2330 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2331 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2335 case COMPARISON_GT: comp = "GT"; break;
2336 case COMPARISON_EQ: comp = "EQ"; break;
2337 case COMPARISON_GE: comp = "GE"; break;
2338 case COMPARISON_LT: comp = "LT"; break;
2339 case COMPARISON_NE: comp = "NE"; break;
2340 case COMPARISON_LE: comp = "LE"; break;
2342 FIXME("Unrecognized comparison value: %u\n", ins->flags);
2348 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2349 * away the subtraction result
2351 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2352 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2356 shader_addline(buffer, "SUBC CC, %s, %s;\n", src_name0, src_name1);
2357 shader_addline(buffer, "BRK (%s.x);\n", comp);
2361 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2363 SHADER_BUFFER *buffer = ins->ctx->buffer;
2364 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2365 struct list *e = list_head(&priv->control_frames);
2366 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2370 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2372 /* Invert the flag. We jump to the else label if the condition is NOT true */
2375 case COMPARISON_GT: comp = "LE"; break;
2376 case COMPARISON_EQ: comp = "NE"; break;
2377 case COMPARISON_GE: comp = "LT"; break;
2378 case COMPARISON_LT: comp = "GE"; break;
2379 case COMPARISON_NE: comp = "EQ"; break;
2380 case COMPARISON_LE: comp = "GT"; break;
2382 FIXME("Unrecognized comparison value: %u\n", ins->flags);
2386 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2387 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2391 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2392 shader_addline(buffer, "BRA ifc_%u_endif (%s.x);\n", control_frame->ifc_no, comp);
2396 shader_addline(buffer, "SUBC CC, %s, %s;\n", src_name0, src_name1);
2397 shader_addline(buffer, "IF %s.x;\n", comp);
2401 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2403 SHADER_BUFFER *buffer = ins->ctx->buffer;
2404 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2405 struct list *e = list_head(&priv->control_frames);
2406 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2407 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2411 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2412 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2413 control_frame->had_else = TRUE;
2417 shader_addline(buffer, "ELSE;\n");
2421 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2423 SHADER_BUFFER *buffer = ins->ctx->buffer;
2424 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2425 struct list *e = list_head(&priv->control_frames);
2426 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2427 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2431 if(control_frame->had_else)
2433 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2437 shader_addline(buffer, "#No else branch. else is endif\n");
2438 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2443 shader_addline(buffer, "ENDIF;\n");
2447 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2449 DWORD sampler_idx = ins->src[1].reg.idx;
2451 char reg_src[3][40];
2452 DWORD flags = TEX_DERIV;
2454 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2455 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2456 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2457 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2459 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2460 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2462 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2465 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2467 DWORD sampler_idx = ins->src[1].reg.idx;
2470 DWORD flags = TEX_LOD;
2472 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2473 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2475 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2476 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2478 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2481 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
2483 GLuint program_id = 0;
2484 const char *blt_vprogram =
2486 "PARAM c[1] = { { 1, 0.5 } };\n"
2487 "MOV result.position, vertex.position;\n"
2488 "MOV result.color, c[0].x;\n"
2489 "MOV result.texcoord[0], vertex.texcoord[0];\n"
2492 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2493 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
2494 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
2496 if (glGetError() == GL_INVALID_OPERATION) {
2498 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2499 FIXME("Vertex program error at position %d: %s\n", pos,
2500 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2506 /* GL locking is done by the caller */
2507 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
2509 GLuint program_id = 0;
2510 static const char * const blt_fprograms[tex_type_count] =
2517 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
2518 "MOV result.depth.z, R0.x;\n"
2525 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
2526 "MOV result.depth.z, R0.x;\n"
2531 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
2532 "MOV result.depth.z, R0.x;\n"
2536 if (!blt_fprograms[tex_type])
2538 FIXME("tex_type %#x not supported\n", tex_type);
2542 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2543 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
2544 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
2546 if (glGetError() == GL_INVALID_OPERATION) {
2548 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2549 FIXME("Fragment program error at position %d: %s\n", pos,
2550 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2556 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
2557 const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) {
2558 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
2562 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
2563 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
2564 /* Calculate the > 0.0031308 case */
2565 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
2566 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
2567 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
2568 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
2569 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
2570 /* Calculate the < case */
2571 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
2575 /* Calculate the > 0.0031308 case */
2576 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
2577 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
2578 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
2579 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
2580 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
2581 /* Calculate the < case */
2582 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
2583 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
2584 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
2585 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
2586 /* Store the components > 0.0031308 in the destination */
2587 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
2588 /* Add the components that are < 0.0031308 */
2589 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
2590 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
2591 * result.color writes(.rgb first, then .a), or handle overwriting already written
2592 * components. The assembler uses a temporary register in this case, which is usually
2593 * not allocated from one of our registers that were used earlier.
2596 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2597 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
2600 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
2602 const local_constant *constant;
2604 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
2606 if (constant->idx == idx)
2608 return constant->value;
2614 /* GL locking is done by the caller */
2615 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
2616 SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
2618 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2619 CONST DWORD *function = This->baseShader.function;
2620 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2621 const local_constant *lconst;
2624 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
2625 struct shader_arb_ctx_priv priv_ctx;
2626 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
2627 BOOL want_nv_prog = FALSE;
2630 unsigned int i, found = 0;
2632 for(i = 0; i < This->baseShader.limits.temporary; i++) {
2634 /* Don't overwrite the color source */
2635 if(This->color0_mov && i == This->color0_reg) continue;
2636 else if(reg_maps->shader_version.major < 2 && i == 0) continue;
2638 if(reg_maps->temporary[i]) {
2639 sprintf(srgbtmp[found], "R%u", i);
2641 if(found == 4) break;
2646 case 4: dcl_tmp = FALSE; break;
2648 sprintf(srgbtmp[0], "TA");
2649 sprintf(srgbtmp[1], "TB");
2650 sprintf(srgbtmp[2], "TC");
2651 sprintf(srgbtmp[3], "TD");
2655 sprintf(srgbtmp[1], "TA");
2656 sprintf(srgbtmp[2], "TB");
2657 sprintf(srgbtmp[3], "TC");
2660 sprintf(srgbtmp[2], "TA");
2661 sprintf(srgbtmp[3], "TB");
2664 sprintf(srgbtmp[3], "TA");
2668 /* Create the hw ARB shader */
2669 memset(&priv_ctx, 0, sizeof(priv_ctx));
2670 priv_ctx.cur_ps_args = args;
2671 priv_ctx.compiled_fprog = compiled;
2672 list_init(&priv_ctx.control_frames);
2674 /* Avoid enabling NV_fragment_program* if we do not need it.
2676 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
2677 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
2678 * is faster than what we gain from using higher native instructions. There are some things though
2679 * that cannot be emulated. In that case enable the extensions.
2680 * If the extension is enabled, instruction handlers that support both ways will use it.
2682 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
2683 * So enable the best we can get.
2685 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
2686 reg_maps->usestexldl || reg_maps->usesfacing)
2688 want_nv_prog = TRUE;
2691 shader_addline(buffer, "!!ARBfp1.0\n");
2692 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
2693 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
2694 priv_ctx.target_version = NV3;
2695 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2696 shader_addline(buffer, "OPTION NV_fragment_program;\n");
2697 priv_ctx.target_version = NV2;
2701 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
2704 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
2707 priv_ctx.target_version = ARB;
2710 if (reg_maps->shader_version.major < 3)
2712 switch(args->super.fog) {
2716 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2719 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2722 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2727 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
2728 * unused temps away(but occupies them for the whole shader if they're used once). Always
2729 * declaring them avoids tricky bookkeeping work
2731 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2732 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2733 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2734 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
2735 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2736 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2737 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2739 if (reg_maps->shader_version.major < 2)
2741 strcpy(fragcolor, "R0");
2743 if(args->super.srgb_correction) {
2744 if(This->color0_mov) {
2745 sprintf(fragcolor, "R%u", This->color0_reg);
2747 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2748 strcpy(fragcolor, "TMP_COLOR");
2751 strcpy(fragcolor, "result.color");
2755 if(args->super.srgb_correction) {
2756 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2757 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2758 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2759 srgb_sub_high, 0.0, 0.0, 0.0);
2762 /* Base Declarations */
2763 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2765 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
2766 if(!reg_maps->bumpmat[i]) continue;
2768 cur = compiled->numbumpenvmatconsts;
2769 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
2770 compiled->bumpenvmatconst[cur].texunit = i;
2771 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
2772 compiled->luminanceconst[cur].texunit = i;
2774 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
2775 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
2776 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
2777 * textures due to conditional NP2 restrictions)
2779 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
2780 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
2781 * their location is shader dependent anyway and they cannot be loaded globally.
2783 compiled->bumpenvmatconst[cur].const_num = next_local++;
2784 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
2785 i, compiled->bumpenvmatconst[cur].const_num);
2786 compiled->numbumpenvmatconsts = cur + 1;
2788 if(!reg_maps->luminanceparams[i]) continue;
2790 compiled->luminanceconst[cur].const_num = next_local++;
2791 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
2792 i, compiled->luminanceconst[cur].const_num);
2795 for(i = 0; i < MAX_CONST_I; i++)
2797 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
2798 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
2800 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
2804 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
2805 control_values[0], control_values[1], control_values[2]);
2809 compiled->int_consts[i] = next_local;
2810 compiled->num_int_consts++;
2811 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
2816 if(reg_maps->vpos || reg_maps->usesdsy)
2818 compiled->ycorrection = next_local;
2819 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
2823 shader_addline(buffer, "TEMP vpos;\n");
2824 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
2825 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
2826 * ycorrection.z: 1.0
2827 * ycorrection.w: 0.0
2829 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
2830 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
2835 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
2838 /* Base Shader Body */
2839 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2841 if(args->super.srgb_correction) {
2842 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
2843 priv_ctx.target_version >= NV2);
2844 } else if(reg_maps->shader_version.major < 2) {
2845 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2847 shader_addline(buffer, "END\n");
2849 /* TODO: change to resource.glObjectHandle or something like that */
2850 GL_EXTCALL(glGenProgramsARB(1, &retval));
2852 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2853 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2855 TRACE("Created hw pixel shader, prg=%d\n", retval);
2856 /* Create the program and check for errors */
2857 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2858 buffer->bsize, buffer->buffer));
2860 if (glGetError() == GL_INVALID_OPERATION) {
2862 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2863 FIXME("HW PixelShader Error at position %d: %s\n",
2864 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2868 /* Load immediate constants */
2870 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2871 const float *value = (const float *)lconst->value;
2872 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
2873 checkGLcall("glProgramLocalParameter4fvARB");
2875 HeapFree(GetProcessHeap(), 0, lconst_map);
2881 /* GL locking is done by the caller */
2882 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
2883 SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
2885 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2886 CONST DWORD *function = This->baseShader.function;
2887 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2888 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2889 const local_constant *lconst;
2891 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local;
2892 struct shader_arb_ctx_priv priv_ctx;
2895 memset(&priv_ctx, 0, sizeof(priv_ctx));
2896 priv_ctx.cur_vs_args = args;
2897 list_init(&priv_ctx.control_frames);
2899 /* Create the hw ARB shader */
2900 shader_addline(buffer, "!!ARBvp1.0\n");
2902 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
2903 * mesurable performance penalty, and we can always make use of it for clipplanes.
2905 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
2906 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
2907 priv_ctx.target_version = NV3;
2908 shader_addline(buffer, "ADDRESS aL;\n");
2909 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
2910 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
2911 priv_ctx.target_version = NV2;
2912 shader_addline(buffer, "ADDRESS aL;\n");
2914 priv_ctx.target_version = ARB;
2917 shader_addline(buffer, "TEMP TMP_OUT;\n");
2918 if(need_helper_const(gl_info)) {
2919 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2921 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
2922 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
2923 shader_addline(buffer, "TEMP A0_SHADOW;\n");
2926 shader_addline(buffer, "TEMP TA;\n");
2928 /* Base Declarations */
2929 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2931 for(i = 0; i < MAX_CONST_I; i++)
2933 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
2934 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
2936 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
2940 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
2941 control_values[0], control_values[1], control_values[2]);
2945 compiled->int_consts[i] = next_local;
2946 compiled->num_int_consts++;
2947 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
2952 /* We need a constant to fixup the final position */
2953 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2955 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2956 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2957 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2958 * a replacement shader depend on the texcoord.w being set properly.
2960 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2961 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2962 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2963 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2964 * this can eat a number of instructions, so skip it unless this cap is set as well
2966 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2967 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2969 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2971 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2972 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2973 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2974 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2980 /* Base Shader Body */
2981 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2983 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2984 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2985 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2986 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2988 if(args->super.fog_src == VS_FOG_Z) {
2989 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2990 } else if (!reg_maps->fog) {
2991 /* posFixup.x is always 1.0, so we can savely use it */
2992 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2995 /* Write the final position.
2997 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2998 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2999 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3000 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3002 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3003 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3004 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3006 if(priv_ctx.target_version >= NV2)
3008 for(i = 0; i < GL_LIMITS(clipplanes); i++)
3010 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3014 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3015 * and the glsl equivalent
3017 if(need_helper_const(gl_info)) {
3018 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
3020 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3021 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3024 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3026 shader_addline(buffer, "END\n");
3028 /* TODO: change to resource.glObjectHandle or something like that */
3029 GL_EXTCALL(glGenProgramsARB(1, &ret));
3031 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3032 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3034 TRACE("Created hw vertex shader, prg=%d\n", ret);
3035 /* Create the program and check for errors */
3036 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3037 buffer->bsize, buffer->buffer));
3039 if (glGetError() == GL_INVALID_OPERATION) {
3041 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3042 FIXME("HW VertexShader Error at position %d: %s\n",
3043 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3046 /* Load immediate constants */
3048 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3049 const float *value = (const float *)lconst->value;
3050 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3054 HeapFree(GetProcessHeap(), 0, lconst_map);
3059 /* GL locking is done by the caller */
3060 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3064 struct arb_ps_compiled_shader *new_array;
3065 SHADER_BUFFER buffer;
3066 struct arb_pshader_private *shader_data;
3069 if(!shader->backend_priv) {
3070 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3072 shader_data = shader->backend_priv;
3074 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3075 * so a linear search is more performant than a hashmap or a binary search
3076 * (cache coherency etc)
3078 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3079 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3080 return &shader_data->gl_shaders[i];
3084 TRACE("No matching GL shader found, compiling a new shader\n");
3085 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3086 if (shader_data->num_gl_shaders)
3088 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3089 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3090 new_size * sizeof(*shader_data->gl_shaders));
3092 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3097 ERR("Out of memory\n");
3100 shader_data->gl_shaders = new_array;
3101 shader_data->shader_array_size = new_size;
3104 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3106 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3107 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3109 shader_buffer_init(&buffer);
3110 ret = shader_arb_generate_pshader(shader, &buffer, args,
3111 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3112 shader_buffer_free(&buffer);
3113 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3115 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3118 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
3119 const DWORD use_map, BOOL skip_int) {
3120 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
3121 if(stored->super.fog_src != new->super.fog_src) return FALSE;
3122 if(stored->bools != new->bools) return FALSE;
3123 if(skip_int) return TRUE;
3125 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
3128 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
3132 struct arb_vs_compiled_shader *new_array;
3133 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3134 SHADER_BUFFER buffer;
3135 struct arb_vshader_private *shader_data;
3137 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3139 if(!shader->backend_priv) {
3140 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3142 shader_data = shader->backend_priv;
3144 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3145 * so a linear search is more performant than a hashmap or a binary search
3146 * (cache coherency etc)
3148 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3149 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
3150 return &shader_data->gl_shaders[i];
3154 TRACE("No matching GL shader found, compiling a new shader\n");
3156 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3157 if (shader_data->num_gl_shaders)
3159 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3160 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3161 new_size * sizeof(*shader_data->gl_shaders));
3163 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3168 ERR("Out of memory\n");
3171 shader_data->gl_shaders = new_array;
3172 shader_data->shader_array_size = new_size;
3175 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3177 shader_buffer_init(&buffer);
3178 ret = shader_arb_generate_vshader(shader, &buffer, args,
3179 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3180 shader_buffer_free(&buffer);
3181 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3183 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3186 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3187 struct arb_ps_compile_args *args)
3191 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3192 find_ps_compile_args(shader, stateblock, &args->super);
3194 /* This forces all local boolean constants to 1 to make them stateblock independent */
3195 args->bools = shader->baseShader.reg_maps.local_bool_consts;
3197 for(i = 0; i < MAX_CONST_B; i++)
3199 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
3202 /* Skip if unused or local, or supported natively */
3203 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3204 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
3206 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3210 for(i = 0; i < MAX_CONST_I; i++)
3212 if(int_skip & (1 << i))
3214 args->loop_ctrl[i][0] = 0;
3215 args->loop_ctrl[i][1] = 0;
3216 args->loop_ctrl[i][2] = 0;
3220 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
3221 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
3222 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
3227 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3228 struct arb_vs_compile_args *args)
3232 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3233 find_vs_compile_args(shader, stateblock, &args->super);
3235 /* This forces all local boolean constants to 1 to make them stateblock independent */
3236 args->bools = shader->baseShader.reg_maps.local_bool_consts;
3238 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
3239 for(i = 0; i < MAX_CONST_B; i++)
3241 if(stateblock->vertexShaderConstantB[i]) args->bools |= ( 1 << i);
3244 /* Skip if unused or local */
3245 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3246 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))
3248 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3252 for(i = 0; i < MAX_CONST_I; i++)
3254 if(int_skip & (1 << i))
3256 args->loop_ctrl[i][0] = 0;
3257 args->loop_ctrl[i][1] = 0;
3258 args->loop_ctrl[i][2] = 0;
3262 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
3263 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
3264 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
3269 /* GL locking is done by the caller */
3270 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3271 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3272 struct shader_arb_priv *priv = This->shader_priv;
3273 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3276 struct arb_vs_compile_args compile_args;
3277 struct arb_vs_compiled_shader *compiled;
3279 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
3280 find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
3281 compiled = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
3282 priv->current_vprogram_id = compiled->prgId;
3283 priv->compiled_vprog = compiled;
3285 /* Bind the vertex program */
3286 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
3287 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
3289 /* Enable OpenGL vertex programs */
3290 glEnable(GL_VERTEX_PROGRAM_ARB);
3291 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
3292 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
3293 shader_arb_vs_local_constants(This);
3294 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
3295 priv->current_vprogram_id = 0;
3296 glDisable(GL_VERTEX_PROGRAM_ARB);
3297 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
3301 struct arb_ps_compile_args compile_args;
3302 struct arb_ps_compiled_shader *compiled;
3303 TRACE("Using pixel shader\n");
3304 find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
3305 compiled = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
3307 priv->current_fprogram_id = compiled->prgId;
3308 priv->compiled_fprog = compiled;
3310 /* Bind the fragment program */
3311 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
3312 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
3314 if(!priv->use_arbfp_fixed_func) {
3315 /* Enable OpenGL fragment programs */
3316 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3317 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
3319 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
3321 shader_arb_ps_local_constants(This);
3322 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
3323 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
3324 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
3325 * replacement shader
3327 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3328 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3329 priv->current_fprogram_id = 0;
3333 /* GL locking is done by the caller */
3334 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3335 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3336 struct shader_arb_priv *priv = This->shader_priv;
3337 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
3338 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3340 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
3341 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
3342 glEnable(GL_VERTEX_PROGRAM_ARB);
3344 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
3345 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
3346 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3349 /* GL locking is done by the caller */
3350 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
3351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3352 struct shader_arb_priv *priv = This->shader_priv;
3353 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3355 if (priv->current_vprogram_id) {
3356 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
3357 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
3359 glEnable(GL_VERTEX_PROGRAM_ARB);
3360 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
3362 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
3364 glDisable(GL_VERTEX_PROGRAM_ARB);
3365 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
3368 if (priv->current_fprogram_id) {
3369 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
3370 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
3372 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3373 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
3375 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
3377 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3378 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3382 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
3383 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
3384 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
3385 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3387 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
3389 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
3391 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
3392 struct arb_pshader_private *shader_data = This->backend_priv;
3395 if(!shader_data) return; /* This can happen if a shader was never compiled */
3397 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3398 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
3399 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
3402 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
3403 HeapFree(GetProcessHeap(), 0, shader_data);
3404 This->backend_priv = NULL;
3406 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
3407 struct arb_vshader_private *shader_data = This->backend_priv;
3410 if(!shader_data) return; /* This can happen if a shader was never compiled */
3412 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3413 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
3414 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
3417 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
3418 HeapFree(GetProcessHeap(), 0, shader_data);
3419 This->backend_priv = NULL;
3423 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
3424 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3425 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
3429 static void shader_arb_free(IWineD3DDevice *iface) {
3430 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3431 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3432 struct shader_arb_priv *priv = This->shader_priv;
3436 if(priv->depth_blt_vprogram_id) {
3437 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
3439 for (i = 0; i < tex_type_count; ++i) {
3440 if (priv->depth_blt_fprogram_id[i]) {
3441 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
3446 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3449 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
3453 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
3455 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
3456 * then overwrite the shader specific ones
3458 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
3460 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
3461 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
3462 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
3463 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
3466 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3467 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
3468 pCaps->PixelShader1xMaxValue = 8.0;
3469 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
3470 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
3473 pCaps->VSClipping = GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
3476 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
3478 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3480 TRACE("Checking support for color_fixup:\n");
3481 dump_color_fixup_desc(fixup);
3484 /* We support everything except YUV conversions. */
3485 if (!is_yuv_fixup(fixup))
3491 TRACE("[FAILED]\n");
3495 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
3497 char write_mask[20], regstr[50];
3498 SHADER_BUFFER *buffer = ins->ctx->buffer;
3499 BOOL is_color = FALSE;
3500 const struct wined3d_shader_dst_param *dst;
3502 if (!ins->dst_count) return;
3506 if(shift == 0) return; /* Saturate alone is handled by the instructions */
3508 shader_arb_get_write_mask(ins, dst, write_mask);
3509 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
3511 /* Generate a line that does the output modifier computation
3512 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
3513 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
3515 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
3516 regstr, write_mask, regstr, shift_tab[shift]);
3519 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
3521 /* WINED3DSIH_ABS */ shader_hw_map2gl,
3522 /* WINED3DSIH_ADD */ shader_hw_map2gl,
3523 /* WINED3DSIH_BEM */ pshader_hw_bem,
3524 /* WINED3DSIH_BREAK */ shader_hw_break,
3525 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
3526 /* WINED3DSIH_BREAKP */ NULL,
3527 /* WINED3DSIH_CALL */ NULL,
3528 /* WINED3DSIH_CALLNZ */ NULL,
3529 /* WINED3DSIH_CMP */ pshader_hw_cmp,
3530 /* WINED3DSIH_CND */ pshader_hw_cnd,
3531 /* WINED3DSIH_CRS */ shader_hw_map2gl,
3532 /* WINED3DSIH_DCL */ NULL,
3533 /* WINED3DSIH_DEF */ NULL,
3534 /* WINED3DSIH_DEFB */ NULL,
3535 /* WINED3DSIH_DEFI */ NULL,
3536 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
3537 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
3538 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
3539 /* WINED3DSIH_DST */ shader_hw_map2gl,
3540 /* WINED3DSIH_DSX */ shader_hw_map2gl,
3541 /* WINED3DSIH_DSY */ shader_hw_dsy,
3542 /* WINED3DSIH_ELSE */ shader_hw_else,
3543 /* WINED3DSIH_ENDIF */ shader_hw_endif,
3544 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
3545 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
3546 /* WINED3DSIH_EXP */ shader_hw_map2gl,
3547 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
3548 /* WINED3DSIH_FRC */ shader_hw_map2gl,
3549 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
3550 /* WINED3DSIH_IFC */ shader_hw_ifc,
3551 /* WINED3DSIH_LABEL */ NULL,
3552 /* WINED3DSIH_LIT */ shader_hw_map2gl,
3553 /* WINED3DSIH_LOG */ shader_hw_map2gl,
3554 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
3555 /* WINED3DSIH_LOOP */ shader_hw_loop,
3556 /* WINED3DSIH_LRP */ shader_hw_lrp,
3557 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
3558 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
3559 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
3560 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
3561 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
3562 /* WINED3DSIH_MAD */ shader_hw_map2gl,
3563 /* WINED3DSIH_MAX */ shader_hw_map2gl,
3564 /* WINED3DSIH_MIN */ shader_hw_map2gl,
3565 /* WINED3DSIH_MOV */ shader_hw_mov,
3566 /* WINED3DSIH_MOVA */ shader_hw_mov,
3567 /* WINED3DSIH_MUL */ shader_hw_map2gl,
3568 /* WINED3DSIH_NOP */ shader_hw_nop,
3569 /* WINED3DSIH_NRM */ shader_hw_nrm,
3570 /* WINED3DSIH_PHASE */ NULL,
3571 /* WINED3DSIH_POW */ shader_hw_map2gl,
3572 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
3573 /* WINED3DSIH_REP */ shader_hw_rep,
3574 /* WINED3DSIH_RET */ NULL,
3575 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
3576 /* WINED3DSIH_SETP */ NULL,
3577 /* WINED3DSIH_SGE */ shader_hw_map2gl,
3578 /* WINED3DSIH_SGN */ shader_hw_sgn,
3579 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
3580 /* WINED3DSIH_SLT */ shader_hw_map2gl,
3581 /* WINED3DSIH_SUB */ shader_hw_map2gl,
3582 /* WINED3DSIH_TEX */ pshader_hw_tex,
3583 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
3584 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
3585 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
3586 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
3587 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
3588 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
3589 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
3590 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
3591 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
3592 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
3593 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
3594 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
3595 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
3596 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
3597 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
3598 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
3599 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
3600 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
3601 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
3602 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
3603 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
3606 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
3608 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
3610 WORD flag = (1 << idx);
3611 const local_constant *constant;
3612 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3614 if(This->baseShader.reg_maps.local_bool_consts & flag)
3616 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
3617 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
3619 if (constant->idx == idx)
3621 return constant->value[0];
3624 ERR("Local constant not found\n");
3629 if(vshader) bools = priv->cur_vs_args->bools;
3630 else bools = priv->cur_ps_args->bools;
3631 return bools & flag;
3635 static inline void get_int_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx, int *ret)
3637 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
3638 WORD flag = (1 << idx);
3639 const local_constant *constant;
3640 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3642 /* Integer constants can either be a local constant, or they can be stored in the shader
3643 * type specific compile args
3645 if(This->baseShader.reg_maps.local_int_consts & flag)
3647 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3649 if (constant->idx == idx)
3651 ret[0] = constant->value[0];
3652 ret[1] = constant->value[1];
3653 /* Step / stride is signed */
3654 ret[2] = (int) constant->value[2];
3658 /* If this happens the flag was set incorrectly */
3659 ERR("Local constant not found\n");
3669 /* Count and aL start value are unsigned */
3670 ret[0] = priv->cur_vs_args->loop_ctrl[idx][0];
3671 ret[1] = priv->cur_vs_args->loop_ctrl[idx][1];
3672 /* The step/stride is signed */
3673 ret[2] = ((char) priv->cur_vs_args->loop_ctrl[idx][2]);
3677 ret[0] = priv->cur_ps_args->loop_ctrl[idx][0];
3678 ret[1] = priv->cur_ps_args->loop_ctrl[idx][1];
3679 ret[2] = ((char) priv->cur_ps_args->loop_ctrl[idx][2]);
3685 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
3688 struct wined3d_shader_dst_param *dst_param = NULL;
3689 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
3690 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
3693 ERR("Out of memory\n");
3698 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
3699 if(!dst_param) goto free;
3700 *dst_param = *ins->dst;
3701 if(ins->dst->reg.rel_addr)
3703 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
3704 if(!rel_addr) goto free;
3705 *rel_addr = *ins->dst->reg.rel_addr;
3706 dst_param->reg.rel_addr = rel_addr;
3708 rec->ins.dst = dst_param;
3710 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
3711 if(!src_param) goto free;
3712 for(i = 0; i < ins->src_count; i++)
3714 src_param[i] = ins->src[i];
3715 if(ins->src[i].reg.rel_addr)
3717 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
3718 if(!rel_addr) goto free;
3719 *rel_addr = *ins->src[i].reg.rel_addr;
3720 src_param[i].reg.rel_addr = rel_addr;
3723 rec->ins.src = src_param;
3724 list_add_tail(list, &rec->entry);
3728 ERR("Out of memory\n");
3731 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
3732 HeapFree(GetProcessHeap(), 0, dst_param);
3736 for(i = 0; i < ins->src_count; i++)
3738 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
3740 HeapFree(GetProcessHeap(), 0, src_param);
3742 HeapFree(GetProcessHeap(), 0, rec);
3745 static void free_recorded_instruction(struct list *list)
3747 struct recorded_instruction *rec_ins, *entry2;
3750 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
3752 list_remove(&rec_ins->entry);
3753 if(rec_ins->ins.dst)
3755 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
3756 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
3758 if(rec_ins->ins.src)
3760 for(i = 0; i < rec_ins->ins.src_count; i++)
3762 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
3764 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
3766 HeapFree(GetProcessHeap(), 0, rec_ins);
3770 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
3771 SHADER_HANDLER hw_fct;
3772 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3773 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3774 struct control_frame *control_frame;
3775 SHADER_BUFFER *buffer = ins->ctx->buffer;
3777 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
3779 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
3780 list_add_head(&priv->control_frames, &control_frame->entry);
3782 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
3783 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
3785 if(priv->target_version >= NV2)
3787 control_frame->loop_no = priv->num_loops++;
3792 /* Don't bother recording when we're in a not used if branch */
3798 if(!priv->recording)
3800 int control_values[3];
3801 get_int_const(ins, This, ins->src[0].reg.idx, control_values);
3802 list_init(&priv->record);
3803 priv->recording = TRUE;
3804 control_frame->outer_loop = TRUE;
3805 control_frame->loop_control[0] = control_values[0];
3806 control_frame->loop_control[1] = control_values[1];
3807 control_frame->loop_control[2] = control_values[2];
3808 return; /* Instruction is handled */
3810 /* Record this loop in the outer loop's recording */
3813 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
3815 if(priv->target_version >= NV2)
3817 /* Nothing to do. The control frame is popped after the HW instr handler */
3821 struct list *e = list_head(&priv->control_frames);
3822 control_frame = LIST_ENTRY(e, struct control_frame, entry);
3823 list_remove(&control_frame->entry);
3825 if(control_frame->outer_loop)
3827 int iteration, aL = 0;
3830 /* Turn off recording before playback */
3831 priv->recording = FALSE;
3833 /* Move the recorded instructions to a separate list and get them out of the private data
3834 * structure. If there are nested loops, the shader_arb_handle_instruction below will
3835 * be recorded again, thus priv->record might be overwritten
3838 list_move_tail(©, &priv->record);
3839 list_init(&priv->record);
3841 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
3843 shader_addline(buffer, "#unrolling loop: %d iterations, aL=%d, inc %d\n",
3844 control_frame->loop_control[0], control_frame->loop_control[1],
3845 control_frame->loop_control[2]);
3846 aL = control_frame->loop_control[1];
3850 shader_addline(buffer, "#unrolling rep: %d iterations\n", control_frame->loop_control[0]);
3853 for(iteration = 0; iteration < control_frame->loop_control[0]; iteration++)
3855 struct recorded_instruction *rec_ins;
3856 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
3859 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
3863 shader_addline(buffer, "#Iteration %d\n", iteration);
3866 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
3868 shader_arb_handle_instruction(&rec_ins->ins);
3871 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
3873 aL += control_frame->loop_control[2];
3876 shader_addline(buffer, "#end loop/rep\n");
3878 free_recorded_instruction(©);
3879 HeapFree(GetProcessHeap(), 0, control_frame);
3880 return; /* Instruction is handled */
3884 /* This is a nested loop. Proceed to the normal recording function */
3885 HeapFree(GetProcessHeap(), 0, control_frame);
3892 record_instruction(&priv->record, ins);
3897 if(ins->handler_idx == WINED3DSIH_IF)
3899 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
3900 list_add_head(&priv->control_frames, &control_frame->entry);
3901 control_frame->type = IF;
3903 if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
3905 shader_addline(buffer, "#if(FALSE){\n");
3907 control_frame->muting = TRUE;
3909 else shader_addline(buffer, "#if(TRUE) {\n");
3911 return; /* Instruction is handled */
3913 else if(ins->handler_idx == WINED3DSIH_IFC)
3915 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
3916 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
3917 control_frame->type = IFC;
3918 control_frame->ifc_no = priv->num_ifcs++;
3919 list_add_head(&priv->control_frames, &control_frame->entry);
3921 else if(ins->handler_idx == WINED3DSIH_ELSE)
3923 struct list *e = list_head(&priv->control_frames);
3924 control_frame = LIST_ENTRY(e, struct control_frame, entry);
3926 if(control_frame->type == IF)
3928 shader_addline(buffer, "#} else {\n");
3929 if(!priv->muted && !control_frame->muting)
3932 control_frame->muting = TRUE;
3934 else if(control_frame->muting) priv->muted = FALSE;
3935 return; /* Instruction is handled. */
3937 /* In case of an ifc, generate a HW shader instruction */
3939 else if(ins->handler_idx == WINED3DSIH_ENDIF)
3941 struct list *e = list_head(&priv->control_frames);
3942 control_frame = LIST_ENTRY(e, struct control_frame, entry);
3944 if(control_frame->type == IF)
3946 shader_addline(buffer, "#} endif\n");
3947 if(control_frame->muting) priv->muted = FALSE;
3948 list_remove(&control_frame->entry);
3949 HeapFree(GetProcessHeap(), 0, control_frame);
3950 return; /* Instruction is handled */
3954 if(priv->muted) return;
3956 /* Select handler */
3957 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
3959 /* Unhandled opcode */
3962 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
3967 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
3969 struct list *e = list_head(&priv->control_frames);
3970 control_frame = LIST_ENTRY(e, struct control_frame, entry);
3971 list_remove(&control_frame->entry);
3972 HeapFree(GetProcessHeap(), 0, control_frame);
3975 else if(ins->handler_idx == WINED3DSIH_ENDIF)
3977 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
3978 struct list *e = list_head(&priv->control_frames);
3979 control_frame = LIST_ENTRY(e, struct control_frame, entry);
3980 list_remove(&control_frame->entry);
3981 HeapFree(GetProcessHeap(), 0, control_frame);
3985 shader_arb_add_instruction_modifiers(ins);
3988 const shader_backend_t arb_program_shader_backend = {
3989 shader_arb_handle_instruction,
3991 shader_arb_select_depth_blt,
3992 shader_arb_deselect_depth_blt,
3993 shader_arb_update_float_vertex_constants,
3994 shader_arb_update_float_pixel_constants,
3995 shader_arb_load_constants,
3996 shader_arb_load_np2fixup_constants,
4000 shader_arb_dirty_const,
4001 shader_arb_get_caps,
4002 shader_arb_color_fixup_supported,
4005 /* ARB_fragment_program fixed function pipeline replacement definitions */
4006 #define ARB_FFP_CONST_TFACTOR 0
4007 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
4008 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
4009 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
4010 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
4012 struct arbfp_ffp_desc
4014 struct ffp_frag_desc parent;
4016 unsigned int num_textures_used;
4019 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
4022 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4023 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
4025 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4026 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4031 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
4032 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4033 struct shader_arb_priv *priv;
4034 /* Share private data between the shader backend and the pipeline replacement, if both
4035 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
4036 * if no pixel shader is bound or not
4038 if(This->shader_backend == &arb_program_shader_backend) {
4039 This->fragment_priv = This->shader_priv;
4041 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
4042 if(!This->fragment_priv) return E_OUTOFMEMORY;
4044 priv = This->fragment_priv;
4045 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
4047 ERR("Failed to initialize rbtree.\n");
4048 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4049 return E_OUTOFMEMORY;
4051 priv->use_arbfp_fixed_func = TRUE;
4055 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
4057 const WineD3D_GL_Info *gl_info = context;
4058 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
4061 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
4062 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
4063 HeapFree(GetProcessHeap(), 0, entry_arb);
4067 static void arbfp_free(IWineD3DDevice *iface) {
4068 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4069 struct shader_arb_priv *priv = This->fragment_priv;
4071 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
4072 priv->use_arbfp_fixed_func = FALSE;
4074 if(This->shader_backend != &arb_program_shader_backend) {
4075 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4079 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
4081 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
4082 WINED3DTEXOPCAPS_SELECTARG1 |
4083 WINED3DTEXOPCAPS_SELECTARG2 |
4084 WINED3DTEXOPCAPS_MODULATE4X |
4085 WINED3DTEXOPCAPS_MODULATE2X |
4086 WINED3DTEXOPCAPS_MODULATE |
4087 WINED3DTEXOPCAPS_ADDSIGNED2X |
4088 WINED3DTEXOPCAPS_ADDSIGNED |
4089 WINED3DTEXOPCAPS_ADD |
4090 WINED3DTEXOPCAPS_SUBTRACT |
4091 WINED3DTEXOPCAPS_ADDSMOOTH |
4092 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
4093 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
4094 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
4095 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
4096 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
4097 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
4098 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
4099 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
4100 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
4101 WINED3DTEXOPCAPS_DOTPRODUCT3 |
4102 WINED3DTEXOPCAPS_MULTIPLYADD |
4103 WINED3DTEXOPCAPS_LERP |
4104 WINED3DTEXOPCAPS_BUMPENVMAP |
4105 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
4107 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
4109 caps->MaxTextureBlendStages = 8;
4110 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
4112 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
4114 #undef GLINFO_LOCATION
4116 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
4117 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4119 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4121 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4122 * application provided constants
4124 if(device->shader_backend == &arb_program_shader_backend) {
4125 if (use_ps(stateblock)) return;
4127 device = stateblock->wineD3DDevice;
4128 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
4129 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
4132 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
4133 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
4134 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
4138 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4140 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4142 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4143 * application provided constants
4145 if(device->shader_backend == &arb_program_shader_backend) {
4146 if (use_ps(stateblock)) return;
4148 device = stateblock->wineD3DDevice;
4149 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
4150 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
4153 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
4154 /* The specular color has no alpha */
4155 col[0] = 1.0; col[1] = 1.0;
4156 col[2] = 1.0; col[3] = 0.0;
4158 col[0] = 0.0; col[1] = 0.0;
4159 col[2] = 0.0; col[3] = 0.0;
4161 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
4162 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
4165 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4166 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4167 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4170 if (use_ps(stateblock))
4173 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
4174 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
4177 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4178 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4182 if(device->shader_backend == &arb_program_shader_backend) {
4183 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4186 } else if(device->shader_backend == &arb_program_shader_backend) {
4187 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
4188 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
4191 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
4192 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
4193 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
4194 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
4196 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
4197 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
4200 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4201 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4202 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4205 if (use_ps(stateblock))
4208 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
4209 /* The pixel shader has to know the luminance offset. Do a constants update if it
4210 * isn't scheduled anyway
4212 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4213 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4217 if(device->shader_backend == &arb_program_shader_backend) {
4218 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4221 } else if(device->shader_backend == &arb_program_shader_backend) {
4222 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
4223 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
4226 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
4227 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
4231 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
4232 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
4235 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
4238 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
4240 switch(arg & WINED3DTA_SELECTMASK) {
4241 case WINED3DTA_DIFFUSE:
4242 ret = "fragment.color.primary"; break;
4244 case WINED3DTA_CURRENT:
4245 if(stage == 0) ret = "fragment.color.primary";
4249 case WINED3DTA_TEXTURE:
4251 case 0: ret = "tex0"; break;
4252 case 1: ret = "tex1"; break;
4253 case 2: ret = "tex2"; break;
4254 case 3: ret = "tex3"; break;
4255 case 4: ret = "tex4"; break;
4256 case 5: ret = "tex5"; break;
4257 case 6: ret = "tex6"; break;
4258 case 7: ret = "tex7"; break;
4259 default: ret = "unknown texture";
4263 case WINED3DTA_TFACTOR:
4264 ret = "tfactor"; break;
4266 case WINED3DTA_SPECULAR:
4267 ret = "fragment.color.secondary"; break;
4269 case WINED3DTA_TEMP:
4270 ret = "tempreg"; break;
4272 case WINED3DTA_CONSTANT:
4273 FIXME("Implement perstage constants\n");
4275 case 0: ret = "const0"; break;
4276 case 1: ret = "const1"; break;
4277 case 2: ret = "const2"; break;
4278 case 3: ret = "const3"; break;
4279 case 4: ret = "const4"; break;
4280 case 5: ret = "const5"; break;
4281 case 6: ret = "const6"; break;
4282 case 7: ret = "const7"; break;
4283 default: ret = "unknown constant";
4291 if(arg & WINED3DTA_COMPLEMENT) {
4292 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
4293 if(argnum == 0) ret = "arg0";
4294 if(argnum == 1) ret = "arg1";
4295 if(argnum == 2) ret = "arg2";
4297 if(arg & WINED3DTA_ALPHAREPLICATE) {
4298 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
4299 if(argnum == 0) ret = "arg0";
4300 if(argnum == 1) ret = "arg1";
4301 if(argnum == 2) ret = "arg2";
4306 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
4307 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
4308 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
4309 unsigned int mul = 1;
4310 BOOL mul_final_dest = FALSE;
4312 if(color && alpha) dstmask = "";
4313 else if(color) dstmask = ".xyz";
4314 else dstmask = ".w";
4316 if(dst == tempreg) dstreg = "tempreg";
4317 else dstreg = "ret";
4319 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
4320 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
4321 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
4324 case WINED3DTOP_DISABLE:
4325 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
4328 case WINED3DTOP_SELECTARG2:
4330 case WINED3DTOP_SELECTARG1:
4331 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
4334 case WINED3DTOP_MODULATE4X:
4336 case WINED3DTOP_MODULATE2X:
4338 if(strcmp(dstreg, "result.color") == 0) {
4340 mul_final_dest = TRUE;
4342 case WINED3DTOP_MODULATE:
4343 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4346 case WINED3DTOP_ADDSIGNED2X:
4348 if(strcmp(dstreg, "result.color") == 0) {
4350 mul_final_dest = TRUE;
4352 case WINED3DTOP_ADDSIGNED:
4353 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
4355 case WINED3DTOP_ADD:
4356 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4359 case WINED3DTOP_SUBTRACT:
4360 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4363 case WINED3DTOP_ADDSMOOTH:
4364 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
4365 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
4368 case WINED3DTOP_BLENDCURRENTALPHA:
4369 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
4370 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4372 case WINED3DTOP_BLENDFACTORALPHA:
4373 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
4374 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4376 case WINED3DTOP_BLENDTEXTUREALPHA:
4377 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
4378 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4380 case WINED3DTOP_BLENDDIFFUSEALPHA:
4381 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
4382 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4385 case WINED3DTOP_BLENDTEXTUREALPHAPM:
4386 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
4387 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
4388 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
4391 /* D3DTOP_PREMODULATE ???? */
4393 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
4394 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
4395 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
4397 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
4398 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
4400 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
4401 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
4402 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
4404 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
4405 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
4408 case WINED3DTOP_DOTPRODUCT3:
4410 if(strcmp(dstreg, "result.color") == 0) {
4412 mul_final_dest = TRUE;
4414 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
4415 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
4416 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
4419 case WINED3DTOP_MULTIPLYADD:
4420 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
4423 case WINED3DTOP_LERP:
4424 /* The msdn is not quite right here */
4425 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4428 case WINED3DTOP_BUMPENVMAP:
4429 case WINED3DTOP_BUMPENVMAPLUMINANCE:
4430 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
4434 FIXME("Unhandled texture op %08x\n", op);
4438 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
4439 } else if(mul == 4) {
4440 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
4444 /* The stateblock is passed for GLINFO_LOCATION */
4445 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
4448 SHADER_BUFFER buffer;
4449 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
4450 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
4451 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
4452 const char *textype;
4453 const char *instr, *sat;
4454 char colorcor_dst[8];
4456 DWORD arg0, arg1, arg2;
4457 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
4459 const char *final_combiner_src = "ret";
4461 /* Find out which textures are read */
4462 for(stage = 0; stage < MAX_TEXTURES; stage++) {
4463 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
4464 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
4465 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
4466 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
4467 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4468 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4469 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4471 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
4472 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
4473 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
4474 bump_used[stage] = TRUE;
4475 tex_read[stage] = TRUE;
4477 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
4478 bump_used[stage] = TRUE;
4479 tex_read[stage] = TRUE;
4480 luminance_used[stage] = TRUE;
4481 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
4482 tfactor_used = TRUE;
4485 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
4486 tfactor_used = TRUE;
4489 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
4490 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
4491 tempreg_used = TRUE;
4494 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
4495 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
4496 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
4497 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
4498 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4499 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4500 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4502 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
4503 tempreg_used = TRUE;
4505 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
4506 tfactor_used = TRUE;
4511 shader_buffer_init(&buffer);
4513 shader_addline(&buffer, "!!ARBfp1.0\n");
4515 switch(settings->fog) {
4516 case FOG_OFF: break;
4517 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
4518 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
4519 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
4520 default: FIXME("Unexpected fog setting %d\n", settings->fog);
4523 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
4524 shader_addline(&buffer, "TEMP TMP;\n");
4525 shader_addline(&buffer, "TEMP ret;\n");
4526 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
4527 shader_addline(&buffer, "TEMP arg0;\n");
4528 shader_addline(&buffer, "TEMP arg1;\n");
4529 shader_addline(&buffer, "TEMP arg2;\n");
4530 for(stage = 0; stage < MAX_TEXTURES; stage++) {
4531 if(!tex_read[stage]) continue;
4532 shader_addline(&buffer, "TEMP tex%u;\n", stage);
4533 if(!bump_used[stage]) continue;
4534 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
4535 if(!luminance_used[stage]) continue;
4536 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
4539 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
4541 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
4543 if(settings->sRGB_write) {
4544 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
4545 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
4546 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
4547 srgb_sub_high, 0.0, 0.0, 0.0);
4550 /* Generate texture sampling instructions) */
4551 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
4552 if(!tex_read[stage]) continue;
4554 switch(settings->op[stage].tex_type) {
4555 case tex_1d: textype = "1D"; break;
4556 case tex_2d: textype = "2D"; break;
4557 case tex_3d: textype = "3D"; break;
4558 case tex_cube: textype = "CUBE"; break;
4559 case tex_rect: textype = "RECT"; break;
4560 default: textype = "unexpected_textype"; break;
4563 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
4564 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
4570 if(settings->op[stage].projected == proj_none) {
4572 } else if(settings->op[stage].projected == proj_count4 ||
4573 settings->op[stage].projected == proj_count3) {
4576 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
4581 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
4582 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
4583 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
4584 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
4585 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
4586 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
4588 /* with projective textures, texbem only divides the static texture coord, not the displacement,
4589 * so multiply the displacement with the dividing parameter before passing it to TXP
4591 if (settings->op[stage].projected != proj_none) {
4592 if(settings->op[stage].projected == proj_count4) {
4593 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
4594 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
4596 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
4597 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
4600 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
4603 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
4604 instr, sat, stage, stage, textype);
4605 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
4606 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
4607 stage - 1, stage - 1, stage - 1);
4608 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
4610 } else if(settings->op[stage].projected == proj_count3) {
4611 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
4612 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
4613 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
4614 instr, sat, stage, stage, textype);
4616 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
4617 instr, sat, stage, stage, stage, textype);
4620 sprintf(colorcor_dst, "tex%u", stage);
4621 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
4622 settings->op[stage].color_fixup);
4625 /* Generate the main shader */
4626 for(stage = 0; stage < MAX_TEXTURES; stage++) {
4627 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
4629 final_combiner_src = "fragment.color.primary";
4634 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
4635 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
4636 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
4637 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
4638 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
4639 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
4640 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
4641 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
4642 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
4643 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
4644 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
4645 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
4647 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
4648 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
4649 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
4650 settings->op[stage].carg2 == settings->op[stage].aarg2;
4653 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
4654 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
4655 settings->op[stage].cop, settings->op[stage].carg0,
4656 settings->op[stage].carg1, settings->op[stage].carg2);
4658 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
4660 } else if(op_equal) {
4661 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
4662 settings->op[stage].cop, settings->op[stage].carg0,
4663 settings->op[stage].carg1, settings->op[stage].carg2);
4665 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
4666 settings->op[stage].cop, settings->op[stage].carg0,
4667 settings->op[stage].carg1, settings->op[stage].carg2);
4668 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
4669 settings->op[stage].aop, settings->op[stage].aarg0,
4670 settings->op[stage].aarg1, settings->op[stage].aarg2);
4674 if(settings->sRGB_write) {
4675 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
4676 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
4678 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
4682 shader_addline(&buffer, "END\n");
4684 /* Generate the shader */
4685 GL_EXTCALL(glGenProgramsARB(1, &ret));
4686 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
4687 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
4689 if (glGetError() == GL_INVALID_OPERATION) {
4691 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
4692 FIXME("Fragment program error at position %d: %s\n", pos,
4693 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4695 shader_buffer_free(&buffer);
4699 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4700 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4701 struct shader_arb_priv *priv = device->fragment_priv;
4702 BOOL use_pshader = use_ps(stateblock);
4703 BOOL use_vshader = use_vs(stateblock);
4704 struct ffp_frag_settings settings;
4705 const struct arbfp_ffp_desc *desc;
4708 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
4710 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
4711 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
4712 /* Reload fixed function constants since they collide with the pixel shader constants */
4713 for(i = 0; i < MAX_TEXTURES; i++) {
4714 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
4716 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
4717 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
4718 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
4719 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
4725 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
4726 gen_ffp_frag_op(stateblock, &settings, FALSE);
4727 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
4729 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
4732 ERR("Out of memory\n");
4735 new_desc->num_textures_used = 0;
4736 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
4737 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
4738 new_desc->num_textures_used = i;
4741 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
4742 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
4743 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
4744 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
4748 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
4749 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
4752 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
4753 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
4754 priv->current_fprogram_id = desc->shader;
4756 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
4757 /* Reload fixed function constants since they collide with the pixel shader constants */
4758 for(i = 0; i < MAX_TEXTURES; i++) {
4759 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
4761 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
4762 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
4764 context->last_was_pshader = FALSE;
4766 context->last_was_pshader = TRUE;
4769 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
4770 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
4771 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
4772 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
4773 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
4775 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
4778 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
4779 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
4781 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
4782 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4786 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4790 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
4791 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
4792 * state table, so we need to handle that with a forwarding function. The other invisible side effect
4793 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
4794 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
4796 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4797 enum fogsource new_source;
4799 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
4801 if(!isStateDirty(context, STATE_PIXELSHADER)) {
4802 fragment_prog_arbfp(state, stateblock, context);
4805 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
4807 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
4808 if(use_vs(stateblock)) {
4809 new_source = FOGSOURCE_VS;
4811 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
4812 new_source = FOGSOURCE_COORD;
4814 new_source = FOGSOURCE_FFP;
4818 new_source = FOGSOURCE_FFP;
4820 if(new_source != context->fog_source) {
4821 context->fog_source = new_source;
4822 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
4826 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4827 if(!isStateDirty(context, STATE_PIXELSHADER)) {
4828 fragment_prog_arbfp(state, stateblock, context);
4832 #undef GLINFO_LOCATION
4834 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
4835 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
4836 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4837 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4838 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4839 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4840 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4841 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4842 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4843 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4844 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4845 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4846 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4847 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4848 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4849 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4850 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4851 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4852 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4853 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4854 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4855 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4856 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4857 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4858 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4859 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4860 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4861 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4862 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4863 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4864 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4865 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4866 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4867 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4868 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4869 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4870 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4871 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4872 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4873 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4874 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4875 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4876 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4877 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4878 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4879 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4880 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4881 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4882 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4883 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4884 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4885 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4886 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4887 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4888 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4889 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4890 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4891 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4892 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4893 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4894 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4895 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4896 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4897 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4898 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4899 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4900 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4901 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4902 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4903 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4904 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4905 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4906 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4907 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4908 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4909 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4910 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4911 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4912 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4913 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4914 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4915 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4916 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4917 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4918 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4919 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4920 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4921 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4922 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4923 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4924 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4925 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4926 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4927 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4928 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4929 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4930 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4931 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4932 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4933 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4934 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4935 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4936 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4937 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4938 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4939 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4940 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4941 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4942 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4943 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4944 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4945 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4946 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4947 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4948 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4949 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4950 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4951 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4952 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4953 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4954 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4955 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4956 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
4957 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
4958 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
4959 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
4960 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
4961 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
4962 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
4963 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
4964 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4965 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4966 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4967 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4968 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
4969 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
4970 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4971 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
4972 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
4973 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4974 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4975 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4976 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4977 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4978 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4979 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4980 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4981 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
4982 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4985 const struct fragment_pipeline arbfp_fragment_pipeline = {
4990 shader_arb_color_fixup_supported,
4991 arbfp_fragmentstate_template,
4992 TRUE /* We can disable projected textures */
4995 #define GLINFO_LOCATION device->adapter->gl_info
4997 struct arbfp_blit_priv {
4998 GLenum yuy2_rect_shader, yuy2_2d_shader;
4999 GLenum uyvy_rect_shader, uyvy_2d_shader;
5000 GLenum yv12_rect_shader, yv12_2d_shader;
5003 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
5004 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5005 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
5006 if(!device->blit_priv) {
5007 ERR("Out of memory\n");
5008 return E_OUTOFMEMORY;
5012 static void arbfp_blit_free(IWineD3DDevice *iface) {
5013 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5014 struct arbfp_blit_priv *priv = device->blit_priv;
5017 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
5018 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
5019 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
5020 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
5021 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
5022 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
5023 checkGLcall("Delete yuv programs\n");
5027 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
5030 const char *tex, *texinstr;
5032 if (yuv_fixup == YUV_FIXUP_UYVY) {
5040 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
5041 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
5043 /* This is more tricky than just replacing the texture type - we have to navigate
5044 * properly in the texture to find the correct chroma values
5046 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
5050 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
5051 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
5052 * filtering when we sample the texture.
5054 * These are the rules for reading the chroma:
5060 * So we have to get the sampling x position in non-normalized coordinates in integers
5062 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
5063 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
5064 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
5066 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5068 /* We must not allow filtering between pixel x and x+1, this would mix U and V
5069 * Vertical filtering is ok. However, bear in mind that the pixel center is at
5072 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
5073 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
5075 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
5076 * even and odd pixels respectively
5078 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
5079 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
5081 /* Sample Pixel 1 */
5082 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5084 /* Put the value into either of the chroma values */
5085 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5086 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
5087 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5088 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
5090 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
5091 * the pixel right to the current one. Otherwise, sample the left pixel.
5092 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
5094 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
5095 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
5096 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5098 /* Put the value into the other chroma */
5099 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5100 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
5101 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5102 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
5104 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
5105 * the current one and lerp the two U and V values
5108 /* This gives the correctly filtered luminance value */
5109 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
5114 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
5119 case GL_TEXTURE_2D: tex = "2D"; break;
5120 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
5122 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
5126 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
5127 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
5128 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
5129 * pitch of the luminance plane, the packing into the gl texture is a bit
5130 * unfortunate. If the whole texture is interpreted as luminance data it looks
5131 * approximately like this:
5133 * +----------------------------------+----
5145 * +----------------+-----------------+----
5147 * | U even rows | U odd rows |
5149 * +----------------+------------------ -
5151 * | V even rows | V odd rows |
5153 * +----------------+-----------------+----
5157 * So it appears as if there are 4 chroma images, but in fact the odd rows
5158 * in the chroma images are in the same row as the even ones. So its is
5159 * kinda tricky to read
5161 * When reading from rectangle textures, keep in mind that the input y coordinates
5162 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
5164 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
5165 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
5167 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5168 /* the chroma planes have only half the width */
5169 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
5171 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
5172 * the coordinate. Also read the right side of the image when reading odd lines
5174 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
5177 if(textype == GL_TEXTURE_2D) {
5179 shader_addline(buffer, "RCP chroma.w, size.y;\n");
5181 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
5183 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
5184 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
5186 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5187 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5188 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5189 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5190 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5192 /* clamp, keep the half pixel origin in mind */
5193 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
5194 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5195 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
5196 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5198 /* Read from [size - size+size/4] */
5199 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5200 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
5202 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5203 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5204 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5205 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5206 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
5207 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5209 /* Make sure to read exactly from the pixel center */
5210 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5211 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
5214 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
5215 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
5216 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5217 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
5218 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5220 /* Read the texture, put the result into the output register */
5221 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5222 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
5224 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
5225 * No need to clamp because we're just reusing the already clamped value from above
5227 if(textype == GL_TEXTURE_2D) {
5228 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
5230 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
5232 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5233 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
5235 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
5236 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
5237 * values due to filtering
5239 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5240 if(textype == GL_TEXTURE_2D) {
5241 /* Multiply the y coordinate by 2/3 and clamp it */
5242 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
5243 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
5244 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5245 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5247 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
5248 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
5251 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
5252 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
5253 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5260 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
5263 SHADER_BUFFER buffer;
5264 char luminance_component;
5265 struct arbfp_blit_priv *priv = device->blit_priv;
5268 shader_buffer_init(&buffer);
5271 GL_EXTCALL(glGenProgramsARB(1, &shader));
5272 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
5273 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
5274 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
5277 shader_buffer_free(&buffer);
5281 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
5282 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
5283 * two chroma(U and V) values. Each macropixel has two luminance values, one for
5284 * each single pixel it contains, and one U and one V value shared between both
5287 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
5288 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
5289 * take the format into account when generating the read swizzles
5291 * Reading the Y value is straightforward - just sample the texture. The hardware
5292 * takes care of filtering in the horizontal and vertical direction.
5294 * Reading the U and V values is harder. We have to avoid filtering horizontally,
5295 * because that would mix the U and V values of one pixel or two adjacent pixels.
5296 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
5297 * regardless of the filtering setting. Vertical filtering works automatically
5298 * though - the U and V values of two rows are mixed nicely.
5300 * Appart of avoiding filtering issues, the code has to know which value it just
5301 * read, and where it can find the other one. To determine this, it checks if
5302 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
5304 * Handling horizontal filtering of U and V values requires reading a 2nd pair
5305 * of pixels, extracting U and V and mixing them. This is not implemented yet.
5307 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
5308 * with width / 2. This way one read gives all 3 values, finding U and V is easy
5309 * in an unfiltered situation. Finding the luminance on the other hand requires
5310 * finding out if it is an odd or even pixel. The real drawback of this approach
5311 * is filtering. This would have to be emulated completely in the shader, reading
5312 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
5313 * vertically. Beyond that it would require adjustments to the texture handling
5314 * code to deal with the width scaling
5316 shader_addline(&buffer, "!!ARBfp1.0\n");
5317 shader_addline(&buffer, "TEMP luminance;\n");
5318 shader_addline(&buffer, "TEMP temp;\n");
5319 shader_addline(&buffer, "TEMP chroma;\n");
5320 shader_addline(&buffer, "TEMP texcrd;\n");
5321 shader_addline(&buffer, "TEMP texcrd2;\n");
5322 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
5323 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
5324 shader_addline(&buffer, "PARAM size = program.local[0];\n");
5328 case YUV_FIXUP_UYVY:
5329 case YUV_FIXUP_YUY2:
5330 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
5332 shader_buffer_free(&buffer);
5337 case YUV_FIXUP_YV12:
5338 if (!gen_yv12_read(&buffer, textype, &luminance_component))
5340 shader_buffer_free(&buffer);
5346 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
5347 shader_buffer_free(&buffer);
5351 /* Calculate the final result. Formula is taken from
5352 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
5353 * ranges from -0.5 to 0.5
5355 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
5357 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
5358 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
5359 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
5360 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
5361 shader_addline(&buffer, "END\n");
5364 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5366 if (glGetError() == GL_INVALID_OPERATION) {
5368 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5369 FIXME("Fragment program error at position %d: %s\n", pos,
5370 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5372 shader_buffer_free(&buffer);
5377 case YUV_FIXUP_YUY2:
5378 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
5379 else priv->yuy2_2d_shader = shader;
5382 case YUV_FIXUP_UYVY:
5383 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
5384 else priv->uyvy_2d_shader = shader;
5387 case YUV_FIXUP_YV12:
5388 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
5389 else priv->yv12_2d_shader = shader;
5396 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5397 GLenum textype, UINT width, UINT height)
5400 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5401 float size[4] = {width, height, 1, 1};
5402 struct arbfp_blit_priv *priv = device->blit_priv;
5403 enum yuv_fixup yuv_fixup;
5405 if (!is_yuv_fixup(format_desc->color_fixup))
5408 dump_color_fixup_desc(format_desc->color_fixup);
5409 /* Don't bother setting up a shader for unconverted formats */
5412 checkGLcall("glEnable(textype)");
5417 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
5421 case YUV_FIXUP_YUY2:
5422 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
5425 case YUV_FIXUP_UYVY:
5426 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
5429 case YUV_FIXUP_YV12:
5430 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
5434 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
5437 checkGLcall("glEnable(textype)");
5442 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
5445 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5446 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5447 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
5448 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
5449 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
5450 checkGLcall("glProgramLocalParameter4fvARB");
5456 static void arbfp_blit_unset(IWineD3DDevice *iface) {
5457 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5460 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5461 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5462 glDisable(GL_TEXTURE_2D);
5463 checkGLcall("glDisable(GL_TEXTURE_2D)");
5464 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
5465 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5466 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5468 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
5469 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5470 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5475 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5477 enum yuv_fixup yuv_fixup;
5479 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5481 TRACE("Checking support for fixup:\n");
5482 dump_color_fixup_desc(fixup);
5485 if (is_identity_fixup(fixup))
5491 /* We only support YUV conversions. */
5492 if (!is_yuv_fixup(fixup))
5494 TRACE("[FAILED]\n");
5498 yuv_fixup = get_yuv_fixup(fixup);
5501 case YUV_FIXUP_YUY2:
5502 case YUV_FIXUP_UYVY:
5503 case YUV_FIXUP_YV12:
5508 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
5509 TRACE("[FAILED]\n");
5514 const struct blit_shader arbfp_blit = {
5519 arbfp_blit_color_fixup_supported,
5522 #undef GLINFO_LOCATION