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 2007-2011, 2013 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
31 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
58 if (!(q = strstr(p, "\n")))
70 static void shader_arb_dump_program_source(const char *source)
73 char *ptr, *line, *tmp;
75 source_size = strlen(source) + 1;
76 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
82 memcpy(tmp, source, source_size);
85 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
88 HeapFree(GetProcessHeap(), 0, tmp);
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
104 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
106 ERR("Geometry shaders are unsupported\n");
110 if (shader == WINED3D_SHADER_TYPE_PIXEL)
114 case ARB_ZERO: return "ps_helper_const.x";
115 case ARB_ONE: return "ps_helper_const.y";
116 case ARB_TWO: return "coefmul.x";
117 case ARB_0001: return "ps_helper_const.xxxy";
118 case ARB_EPS: return "ps_helper_const.z";
126 case ARB_ZERO: return "helper_const.x";
127 case ARB_ONE: return "helper_const.y";
128 case ARB_TWO: return "helper_const.z";
129 case ARB_EPS: return "helper_const.w";
130 case ARB_0001: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
138 case ARB_ZERO: return "0.0";
139 case ARB_ONE: return "1.0";
140 case ARB_TWO: return "2.0";
141 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS: return "1e-8";
143 default: return "bad";
147 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
149 return state->lowest_disabled_stage < 7;
152 /* ARB_program_shader private data */
171 struct wined3d_shader_loop_control loop_control;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super;
178 /* For ARB we need a offset value:
179 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181 * array we need an offset to the index inside the program local parameter array. */
185 struct arb_ps_compile_args
187 struct ps_compile_args super;
189 WORD clip; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl[MAX_CONST_I][3];
193 struct stb_const_desc
195 unsigned char texunit;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args;
202 struct arb_ps_np2fixup_info np2fixup_info;
203 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
204 struct stb_const_desc luminanceconst[MAX_TEXTURES];
205 UINT int_consts[MAX_CONST_I];
208 unsigned char numbumpenvmatconsts;
212 struct arb_vs_compile_args
214 struct vs_compile_args super;
220 unsigned char clip_texcoord;
221 unsigned char clipplane_mask;
223 DWORD boolclip_compare;
228 unsigned char samplers[4];
229 DWORD samplers_compare;
231 unsigned char loop_ctrl[MAX_CONST_I][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args;
238 UINT int_consts[MAX_CONST_I];
240 char need_color_unclamp;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins;
250 struct shader_arb_ctx_priv
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
263 const struct arb_vs_compile_args *cur_vs_args;
264 const struct arb_ps_compile_args *cur_ps_args;
265 const struct arb_ps_compiled_shader *compiled_fprog;
266 const struct arb_vs_compiled_shader *compiled_vprog;
267 struct arb_ps_np2fixup_info *cur_np2fixup_info;
268 struct list control_frames;
272 unsigned int num_loops, loop_depth, num_ifcs;
275 unsigned int vs_clipplanes;
279 /* For 3.0 vertex shaders */
280 const char *vs_output[MAX_REG_OUTPUT];
281 /* For 2.x and earlier vertex shaders */
282 const char *texcrd_output[8], *color_output[2], *fog_output;
284 /* 3.0 pshader input for compatibility with fixed function */
285 const char *ps_input[MAX_REG_INPUT];
290 struct wined3d_shader_signature_element *sig;
292 struct wine_rb_entry entry;
295 struct arb_pshader_private {
296 struct arb_ps_compiled_shader *gl_shaders;
297 UINT num_gl_shaders, shader_array_size;
298 DWORD input_signature_idx;
299 DWORD clipplane_emulation;
303 struct arb_vshader_private {
304 struct arb_vs_compiled_shader *gl_shaders;
305 UINT num_gl_shaders, shader_array_size;
309 struct shader_arb_priv
311 GLuint current_vprogram_id;
312 GLuint current_fprogram_id;
313 const struct arb_ps_compiled_shader *compiled_fprog;
314 const struct arb_vs_compiled_shader *compiled_vprog;
315 GLuint depth_blt_vprogram_id;
316 GLuint depth_blt_fprogram_id_full[tex_type_count];
317 GLuint depth_blt_fprogram_id_masked[tex_type_count];
318 BOOL use_arbfp_fixed_func;
319 struct wine_rb_tree fragment_shaders;
320 BOOL last_ps_const_clamped;
321 BOOL last_vs_color_unclamp;
323 struct wine_rb_tree signature_tree;
326 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
327 char *vshader_const_dirty, *pshader_const_dirty;
328 const struct wined3d_context *last_context;
330 const struct fragment_pipeline *fragment_pipe;
331 BOOL ffp_proj_control;
334 /* Context activation for state handlers is done by the caller. */
336 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
337 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
339 if (shader_data->rel_offset) return TRUE;
340 if (!reg_maps->usesmova) return FALSE;
341 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
344 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
345 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
347 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
348 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
351 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
352 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
354 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
355 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
356 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
357 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
358 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
359 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
360 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
361 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
365 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
366 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
368 unsigned int ret = 1;
369 /* We use one PARAM for the pos fixup, and in some cases one to load
370 * some immediate values into the shader. */
371 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
372 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
376 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
377 * When constant_list == NULL, it will load all the constants.
379 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
380 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
382 /* Context activation is done by the caller. */
383 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
384 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
385 const float *constants, char *dirty_consts)
387 struct wined3d_shader_lconst *lconst;
391 if (TRACE_ON(d3d_constants))
393 for(i = 0; i < max_constants; i++) {
394 if(!dirty_consts[i]) continue;
395 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
396 constants[i * 4 + 0], constants[i * 4 + 1],
397 constants[i * 4 + 2], constants[i * 4 + 3]);
403 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
404 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
407 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
408 * shaders, the first 8 constants are marked dirty for reload
410 for(; i < min(8, max_constants); i++) {
411 if(!dirty_consts[i]) continue;
415 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
416 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
417 else lcl_const[0] = constants[j + 0];
419 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
420 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
421 else lcl_const[1] = constants[j + 1];
423 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
424 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
425 else lcl_const[2] = constants[j + 2];
427 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
428 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
429 else lcl_const[3] = constants[j + 3];
431 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
434 /* If further constants are dirty, reload them without clamping.
436 * The alternative is not to touch them, but then we cannot reset the dirty constant count
437 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
438 * above would always re-check the first 8 constants since max_constant remains at the init
443 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
445 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
446 * or just reloading *all* constants at once
448 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
450 for(; i < max_constants; i++) {
451 if(!dirty_consts[i]) continue;
453 /* Find the next block of dirty constants */
456 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
460 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
463 for(; i < max_constants; i++) {
464 if(dirty_consts[i]) {
466 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
470 checkGLcall("glProgramEnvParameter4fvARB()");
472 /* Load immediate constants */
473 if (shader->load_local_constsF)
475 if (TRACE_ON(d3d_shader))
477 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
479 GLfloat* values = (GLfloat*)lconst->value;
480 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
481 values[0], values[1], values[2], values[3]);
484 /* Immediate constants are clamped for 1.X shaders at loading times */
486 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
488 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
489 ret = max(ret, lconst->idx + 1);
490 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
492 checkGLcall("glProgramEnvParameter4fvARB()");
493 return ret; /* The loaded immediate constants need reloading for the next shader */
495 return 0; /* No constants are dirty now */
500 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
502 static void shader_arb_load_np2fixup_constants(void *shader_priv,
503 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
505 const struct shader_arb_priv * priv = shader_priv;
507 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
508 if (!use_ps(state)) return;
510 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
511 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
513 WORD active = fixup->super.active;
514 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
516 for (i = 0; active; active >>= 1, ++i)
518 const struct wined3d_texture *tex = state->textures[i];
519 const unsigned char idx = fixup->super.idx[i];
520 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
522 if (!(active & 1)) continue;
525 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
531 tex_dim[2] = tex->pow2_matrix[0];
532 tex_dim[3] = tex->pow2_matrix[5];
536 tex_dim[0] = tex->pow2_matrix[0];
537 tex_dim[1] = tex->pow2_matrix[5];
541 for (i = 0; i < fixup->super.num_consts; ++i) {
542 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
543 fixup->offset + i, &np2fixup_constants[i * 4]));
548 /* Context activation is done by the caller. */
549 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
550 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
552 const struct wined3d_gl_info *gl_info = context->gl_info;
555 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
557 int texunit = gl_shader->bumpenvmatconst[i].texunit;
559 /* The state manager takes care that this function is always called if the bump env matrix changes */
560 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
561 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
562 gl_shader->bumpenvmatconst[i].const_num, data));
564 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
566 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
567 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
568 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
569 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
571 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
572 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
573 gl_shader->luminanceconst[i].const_num, scale));
576 checkGLcall("Load bumpmap consts");
578 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
580 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
581 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
586 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
587 val[1] = context->render_offscreen ? 1.0f : -1.0f;
590 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
591 checkGLcall("y correction loading");
594 if (!gl_shader->num_int_consts) return;
596 for(i = 0; i < MAX_CONST_I; i++)
598 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
601 val[0] = (float)state->ps_consts_i[4 * i];
602 val[1] = (float)state->ps_consts_i[4 * i + 1];
603 val[2] = (float)state->ps_consts_i[4 * i + 2];
606 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
609 checkGLcall("Load ps int consts");
612 /* Context activation is done by the caller. */
613 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
614 const struct wined3d_context *context, const struct wined3d_state *state)
616 const struct wined3d_gl_info *gl_info = context->gl_info;
617 float position_fixup[4];
620 /* Upload the position fixup */
621 shader_get_position_fixup(context, state, position_fixup);
622 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
624 if (!gl_shader->num_int_consts) return;
626 for(i = 0; i < MAX_CONST_I; i++)
628 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
631 val[0] = (float)state->vs_consts_i[4 * i];
632 val[1] = (float)state->vs_consts_i[4 * i + 1];
633 val[2] = (float)state->vs_consts_i[4 * i + 2];
636 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
639 checkGLcall("Load vs int consts");
642 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
643 enum wined3d_shader_mode fragment_mode);
646 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
648 * We only support float constants in ARB at the moment, so don't
649 * worry about the Integers or Booleans
651 /* Context activation is done by the caller (state handler). */
652 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
653 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
655 struct wined3d_device *device = context->swapchain->device;
656 const struct wined3d_stateblock *stateblock = device->stateBlock;
657 const struct wined3d_state *state = &stateblock->state;
658 const struct wined3d_gl_info *gl_info = context->gl_info;
659 struct shader_arb_priv *priv = device->shader_priv;
661 if (!from_shader_select)
663 const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
665 && (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
666 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
667 && (stateblock->changed.vertexShaderConstantsI
668 & vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
670 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
671 shader_arb_select(context,
672 useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
673 usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
676 && (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
677 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
678 && (stateblock->changed.pixelShaderConstantsI
679 & pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
681 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
682 shader_arb_select(context,
683 useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
684 usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
688 if (context != priv->last_context)
690 memset(priv->vshader_const_dirty, 1,
691 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
692 priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
694 memset(priv->pshader_const_dirty, 1,
695 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
696 priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
698 priv->last_context = context;
703 struct wined3d_shader *vshader = state->vertex_shader;
704 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
706 /* Load DirectX 9 float constants for vertex shader */
707 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
708 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
709 shader_arb_vs_local_constants(gl_shader, context, state);
714 struct wined3d_shader *pshader = state->pixel_shader;
715 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
716 UINT rt_height = state->fb->render_targets[0]->resource.height;
718 /* Load DirectX 9 float constants for pixel shader */
719 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
720 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
721 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
725 static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
727 shader_arb_load_constants_internal(context, ps, vs, FALSE);
730 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
732 struct wined3d_context *context = context_get_current();
733 struct shader_arb_priv *priv = device->shader_priv;
735 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
736 * context. On a context switch the old context will be fully dirtified */
737 if (!context || context->swapchain->device != device) return;
739 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
740 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
743 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
745 struct wined3d_context *context = context_get_current();
746 struct shader_arb_priv *priv = device->shader_priv;
748 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
749 * context. On a context switch the old context will be fully dirtified */
750 if (!context || context->swapchain->device != device) return;
752 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
753 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
756 /* Generate the variable & register declarations for the ARB_vertex_program output target */
757 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
758 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
759 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
760 const struct shader_arb_ctx_priv *ctx)
763 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
764 const struct wined3d_shader_lconst *lconst;
765 unsigned max_constantsF;
768 /* In pixel shaders, all private constants are program local, we don't need anything
769 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
770 * If we need a private constant the GL implementation will squeeze it in somewhere
772 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
773 * immediate values. The posFixup is loaded using program.env for now, so always
774 * subtract one from the number of constants. If the shader uses indirect addressing,
775 * account for the helper const too because we have to declare all available d3d constants
776 * and don't know which are actually used.
780 max_constantsF = gl_info->limits.arb_ps_native_constants;
781 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
782 if (max_constantsF < 24)
783 max_constantsF = gl_info->limits.arb_ps_float_constants;
787 const struct arb_vshader_private *shader_data = shader->backend_data;
788 max_constantsF = gl_info->limits.arb_vs_native_constants;
789 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
790 * Also prevents max_constantsF from becoming less than 0 and
792 if (max_constantsF < 96)
793 max_constantsF = gl_info->limits.arb_vs_float_constants;
795 if (reg_maps->usesrelconstF)
797 DWORD highest_constf = 0, clip_limit;
799 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
800 max_constantsF -= count_bits(reg_maps->integer_constants);
801 max_constantsF -= gl_info->reserved_arb_constants;
803 for (i = 0; i < shader->limits.constant_float; ++i)
806 DWORD shift = i & 0x1f;
807 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
810 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
812 if(ctx->cur_vs_args->super.clip_enabled)
813 clip_limit = gl_info->limits.clipplanes;
819 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
820 clip_limit = min(count_bits(mask), 4);
822 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
823 max_constantsF -= *num_clipplanes;
824 if(*num_clipplanes < clip_limit)
826 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
831 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
832 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
836 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
838 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
841 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
843 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
846 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
848 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
850 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
854 if (!shader->load_local_constsF)
856 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
859 value = (const float *)lconst->value;
860 shader_addline(buffer, "PARAM C%u = {%.8e, %.8e, %.8e, %.8e};\n", lconst->idx,
861 value[0], value[1], value[2], value[3]);
865 /* After subtracting privately used constants from the hardware limit(they are loaded as
866 * local constants), make sure the shader doesn't violate the env constant limit
870 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
874 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
877 /* Avoid declaring more constants than needed */
878 max_constantsF = min(max_constantsF, shader->limits.constant_float);
880 /* we use the array-based constants array if the local constants are marked for loading,
881 * because then we use indirect addressing, or when the local constant list is empty,
882 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
883 * local constants do not declare the loaded constants as an array because ARB compilers usually
884 * do not optimize unused constants away
886 if (reg_maps->usesrelconstF)
888 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
889 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
890 max_constantsF, max_constantsF - 1);
892 for(i = 0; i < max_constantsF; i++) {
895 mask = 1 << (i & 0x1f);
896 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
898 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
904 static const char * const shift_tab[] = {
905 "dummy", /* 0 (none) */
906 "coefmul.x", /* 1 (x2) */
907 "coefmul.y", /* 2 (x4) */
908 "coefmul.z", /* 3 (x8) */
909 "coefmul.w", /* 4 (x16) */
910 "dummy", /* 5 (x32) */
911 "dummy", /* 6 (x64) */
912 "dummy", /* 7 (x128) */
913 "dummy", /* 8 (d256) */
914 "dummy", /* 9 (d128) */
915 "dummy", /* 10 (d64) */
916 "dummy", /* 11 (d32) */
917 "coefdiv.w", /* 12 (d16) */
918 "coefdiv.z", /* 13 (d8) */
919 "coefdiv.y", /* 14 (d4) */
920 "coefdiv.x" /* 15 (d2) */
923 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
924 const struct wined3d_shader_dst_param *dst, char *write_mask)
926 char *ptr = write_mask;
928 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
931 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
932 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
933 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
934 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
940 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
942 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
943 * but addressed as "rgba". To fix this we need to swap the register's x
944 * and z components. */
945 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
946 char *ptr = swizzle_str;
948 /* swizzle bits fields: wwzzyyxx */
949 DWORD swizzle = param->swizzle;
950 DWORD swizzle_x = swizzle & 0x03;
951 DWORD swizzle_y = (swizzle >> 2) & 0x03;
952 DWORD swizzle_z = (swizzle >> 4) & 0x03;
953 DWORD swizzle_w = (swizzle >> 6) & 0x03;
955 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
956 * generate a swizzle string. Unless we need to our own swizzling. */
957 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
960 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
961 *ptr++ = swizzle_chars[swizzle_x];
963 *ptr++ = swizzle_chars[swizzle_x];
964 *ptr++ = swizzle_chars[swizzle_y];
965 *ptr++ = swizzle_chars[swizzle_z];
966 *ptr++ = swizzle_chars[swizzle_w];
973 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
975 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
976 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
978 if (!strcmp(priv->addr_reg, src)) return;
980 strcpy(priv->addr_reg, src);
981 shader_addline(buffer, "ARL A0.x, %s;\n", src);
984 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
985 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
987 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
988 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
990 /* oPos, oFog and oPts in D3D */
991 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
992 const struct wined3d_shader *shader = ins->ctx->shader;
993 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
994 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
995 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1001 case WINED3DSPR_TEMP:
1002 sprintf(register_name, "R%u", reg->idx[0].offset);
1005 case WINED3DSPR_INPUT:
1008 if (reg_maps->shader_version.major < 3)
1010 if (!reg->idx[0].offset)
1011 strcpy(register_name, "fragment.color.primary");
1013 strcpy(register_name, "fragment.color.secondary");
1017 if (reg->idx[0].rel_addr)
1020 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1022 if (!strcmp(rel_reg, "**aL_emul**"))
1024 DWORD idx = ctx->aL + reg->idx[0].offset;
1025 if(idx < MAX_REG_INPUT)
1027 strcpy(register_name, ctx->ps_input[idx]);
1031 ERR("Pixel shader input register out of bounds: %u\n", idx);
1032 sprintf(register_name, "out_of_bounds_%u", idx);
1035 else if (reg_maps->input_registers & 0x0300)
1037 /* There are two ways basically:
1039 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1040 * That means trouble if the loop also contains a breakc or if the control values
1041 * aren't local constants.
1042 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1043 * source dynamically. The trouble is that we cannot simply read aL.y because it
1044 * is an ADDRESS register. We could however push it, load .zw with a value and use
1045 * ADAC to load the condition code register and pop it again afterwards
1047 FIXME("Relative input register addressing with more than 8 registers\n");
1049 /* This is better than nothing for now */
1050 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1052 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1054 /* This is problematic because we'd have to consult the ctx->ps_input strings
1055 * for where to find the varying. Some may be "0.0", others can be texcoords or
1056 * colors. This needs either a pipeline replacement to make the vertex shader feed
1057 * proper varyings, or loop unrolling
1059 * For now use the texcoords and hope for the best
1061 FIXME("Non-vertex shader varying input with indirect addressing\n");
1062 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1066 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1067 * pulls GL_NV_fragment_program2 in
1069 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1074 if (reg->idx[0].offset < MAX_REG_INPUT)
1076 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1080 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1081 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1088 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1090 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1094 case WINED3DSPR_CONST:
1095 if (!pshader && reg->idx[0].rel_addr)
1097 const struct arb_vshader_private *shader_data = shader->backend_data;
1098 UINT rel_offset = shader_data->rel_offset;
1101 if (reg_maps->shader_version.major < 2)
1103 sprintf(rel_reg, "A0.x");
1107 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1108 if (ctx->target_version == ARB)
1110 if (!strcmp(rel_reg, "**aL_emul**"))
1114 shader_arb_request_a0(ins, rel_reg);
1115 sprintf(rel_reg, "A0.x");
1120 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1121 else if (reg->idx[0].offset >= rel_offset)
1122 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1124 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1128 if (reg_maps->usesrelconstF)
1129 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1131 sprintf(register_name, "C%u", reg->idx[0].offset);
1135 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1138 if (reg_maps->shader_version.major == 1
1139 && reg_maps->shader_version.minor <= 3)
1140 /* In ps <= 1.3, Tx is a temporary register as destination
1141 * to all instructions, and as source to most instructions.
1142 * For some instructions it is the texcoord input. Those
1143 * instructions know about the special use. */
1144 sprintf(register_name, "T%u", reg->idx[0].offset);
1146 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1147 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1151 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1152 sprintf(register_name, "A%u", reg->idx[0].offset);
1154 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1158 case WINED3DSPR_COLOROUT:
1159 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
1161 strcpy(register_name, "TMP_COLOR");
1165 if (ctx->cur_ps_args->super.srgb_correction)
1166 FIXME("sRGB correction on higher render targets.\n");
1167 if (reg_maps->rt_mask > 1)
1168 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1170 strcpy(register_name, "result.color");
1174 case WINED3DSPR_RASTOUT:
1175 if (reg->idx[0].offset == 1)
1176 sprintf(register_name, "%s", ctx->fog_output);
1178 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1181 case WINED3DSPR_DEPTHOUT:
1182 strcpy(register_name, "result.depth");
1185 case WINED3DSPR_ATTROUT:
1186 /* case WINED3DSPR_OUTPUT: */
1188 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1190 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1193 case WINED3DSPR_TEXCRDOUT:
1195 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1196 else if (reg_maps->shader_version.major < 3)
1197 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1199 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1202 case WINED3DSPR_LOOP:
1203 if(ctx->target_version >= NV2)
1205 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1206 if(pshader) sprintf(register_name, "A0.x");
1207 else sprintf(register_name, "aL.y");
1211 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1212 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1213 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1214 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1217 sprintf(register_name, "**aL_emul**");
1222 case WINED3DSPR_CONSTINT:
1223 sprintf(register_name, "I%u", reg->idx[0].offset);
1226 case WINED3DSPR_MISCTYPE:
1227 if (!reg->idx[0].offset)
1228 sprintf(register_name, "vpos");
1229 else if (reg->idx[0].offset == 1)
1230 sprintf(register_name, "fragment.facing.x");
1232 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1236 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1237 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1242 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1243 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1245 char register_name[255];
1249 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1250 strcpy(str, register_name);
1252 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1253 strcat(str, write_mask);
1256 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1258 switch(channel_source)
1260 case CHANNEL_SOURCE_ZERO: return "0";
1261 case CHANNEL_SOURCE_ONE: return "1";
1262 case CHANNEL_SOURCE_X: return "x";
1263 case CHANNEL_SOURCE_Y: return "y";
1264 case CHANNEL_SOURCE_Z: return "z";
1265 case CHANNEL_SOURCE_W: return "w";
1267 FIXME("Unhandled channel source %#x\n", channel_source);
1272 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1273 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1277 if (is_complex_fixup(fixup))
1279 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1280 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1285 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1286 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1287 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1288 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1293 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1294 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1295 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1299 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1300 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1301 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1302 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1308 char *ptr = reg_mask;
1310 if (mask != WINED3DSP_WRITEMASK_ALL)
1313 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1314 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1315 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1316 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1320 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1324 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1327 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1328 if (!ins->dst_count) return "";
1330 mod = ins->dst[0].modifiers;
1332 /* Silently ignore PARTIALPRECISION if its not supported */
1333 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1335 if(mod & WINED3DSPDM_MSAMPCENTROID)
1337 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1338 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1343 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1346 case WINED3DSPDM_SATURATE:
1349 case WINED3DSPDM_PARTIALPRECISION:
1356 FIXME("Unknown modifiers 0x%08x\n", mod);
1361 #define TEX_PROJ 0x1
1362 #define TEX_BIAS 0x2
1364 #define TEX_DERIV 0x10
1366 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1367 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1369 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1370 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1371 const struct wined3d_shader *shader = ins->ctx->shader;
1372 const struct wined3d_texture *texture;
1373 const char *tex_type;
1374 BOOL np2_fixup = FALSE;
1375 struct wined3d_device *device = shader->device;
1376 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1378 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1380 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1381 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1383 switch(sampler_type) {
1389 texture = device->stateBlock->state.textures[sampler_idx];
1390 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1396 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1398 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1400 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1401 else np2_fixup = TRUE;
1406 case WINED3DSTT_VOLUME:
1410 case WINED3DSTT_CUBE:
1415 ERR("Unexpected texture type %d\n", sampler_type);
1419 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1420 * so don't use shader_arb_get_modifier
1422 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1425 /* Fragment samplers always have indentity mapping */
1426 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1428 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1431 if (flags & TEX_DERIV)
1433 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1434 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1435 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1436 dsx, dsy,sampler_idx, tex_type);
1438 else if(flags & TEX_LOD)
1440 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1441 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1442 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1443 sampler_idx, tex_type);
1445 else if (flags & TEX_BIAS)
1447 /* Shouldn't be possible, but let's check for it */
1448 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1449 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1450 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1452 else if (flags & TEX_PROJ)
1454 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1460 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1461 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1462 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1464 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1467 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1472 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1473 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1474 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1475 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1479 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1480 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1482 /* Generate a line that does the input modifier computation and return the input register to use */
1483 BOOL is_color = FALSE;
1487 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1488 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1489 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1490 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1492 /* Assume a new line will be added */
1495 /* Get register name */
1496 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1497 shader_arb_get_swizzle(src, is_color, swzstr);
1499 switch (src->modifiers)
1501 case WINED3DSPSM_NONE:
1502 sprintf(outregstr, "%s%s", regstr, swzstr);
1505 case WINED3DSPSM_NEG:
1506 sprintf(outregstr, "-%s%s", regstr, swzstr);
1509 case WINED3DSPSM_BIAS:
1510 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1512 case WINED3DSPSM_BIASNEG:
1513 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1515 case WINED3DSPSM_SIGN:
1516 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1518 case WINED3DSPSM_SIGNNEG:
1519 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1521 case WINED3DSPSM_COMP:
1522 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1524 case WINED3DSPSM_X2:
1525 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1527 case WINED3DSPSM_X2NEG:
1528 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1530 case WINED3DSPSM_DZ:
1531 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1532 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1534 case WINED3DSPSM_DW:
1535 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1536 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1538 case WINED3DSPSM_ABS:
1539 if(ctx->target_version >= NV2) {
1540 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1543 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1546 case WINED3DSPSM_ABSNEG:
1547 if(ctx->target_version >= NV2) {
1548 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1550 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1551 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1556 sprintf(outregstr, "%s%s", regstr, swzstr);
1560 /* Return modified or original register, with swizzle */
1562 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1565 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1567 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1568 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1569 DWORD sampler_code = dst->reg.idx[0].offset;
1571 char src_name[2][50];
1573 shader_arb_get_dst_param(ins, dst, dst_name);
1575 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1577 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1578 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1581 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1582 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1583 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1584 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1585 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1587 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1588 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1591 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1596 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1597 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1598 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1599 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1600 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1601 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1602 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1603 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1604 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1605 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1606 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1607 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1608 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1610 FIXME("Unknown modifier %u\n", mod);
1614 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1616 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1617 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1619 char src_name[3][50];
1620 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1621 ins->ctx->reg_maps->shader_version.minor);
1623 shader_arb_get_dst_param(ins, dst, dst_name);
1624 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1626 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1627 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1629 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1633 struct wined3d_shader_src_param src0_copy = ins->src[0];
1636 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1637 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1639 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1640 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1641 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1642 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1643 dst_name, src_name[1], src_name[2]);
1647 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1649 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1650 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1652 char src_name[3][50];
1654 shader_arb_get_dst_param(ins, dst, dst_name);
1656 /* Generate input register names (with modifiers) */
1657 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1658 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1659 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1661 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1662 dst_name, src_name[0], src_name[2], src_name[1]);
1665 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1666 * dst = dot2(src0, src1) + src2 */
1667 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1669 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1670 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1672 char src_name[3][50];
1673 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1675 shader_arb_get_dst_param(ins, dst, dst_name);
1676 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1677 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1679 if(ctx->target_version >= NV3)
1681 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1682 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1683 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1684 dst_name, src_name[0], src_name[1], src_name[2]);
1686 else if(ctx->target_version >= NV2)
1688 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1689 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1690 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1691 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1693 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1695 * .xyxy and other swizzles that we could get with this are not valid in
1696 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1698 struct wined3d_shader_src_param tmp_param = ins->src[1];
1699 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1700 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1702 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1704 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1705 dst_name, src_name[2], src_name[0], src_name[1]);
1709 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1710 /* 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]
1711 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1713 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1714 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1715 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1716 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1720 /* Map the opcode 1-to-1 to the GL code */
1721 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1723 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1724 const char *instruction;
1725 char arguments[256], dst_str[50];
1727 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1729 switch (ins->handler_idx)
1731 case WINED3DSIH_ABS: instruction = "ABS"; break;
1732 case WINED3DSIH_ADD: instruction = "ADD"; break;
1733 case WINED3DSIH_CRS: instruction = "XPD"; break;
1734 case WINED3DSIH_DP3: instruction = "DP3"; break;
1735 case WINED3DSIH_DP4: instruction = "DP4"; break;
1736 case WINED3DSIH_DST: instruction = "DST"; break;
1737 case WINED3DSIH_FRC: instruction = "FRC"; break;
1738 case WINED3DSIH_LIT: instruction = "LIT"; break;
1739 case WINED3DSIH_LRP: instruction = "LRP"; break;
1740 case WINED3DSIH_MAD: instruction = "MAD"; break;
1741 case WINED3DSIH_MAX: instruction = "MAX"; break;
1742 case WINED3DSIH_MIN: instruction = "MIN"; break;
1743 case WINED3DSIH_MOV: instruction = "MOV"; break;
1744 case WINED3DSIH_MUL: instruction = "MUL"; break;
1745 case WINED3DSIH_SGE: instruction = "SGE"; break;
1746 case WINED3DSIH_SLT: instruction = "SLT"; break;
1747 case WINED3DSIH_SUB: instruction = "SUB"; break;
1748 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1749 case WINED3DSIH_DSX: instruction = "DDX"; break;
1750 default: instruction = "";
1751 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1755 /* Note that shader_arb_add_dst_param() adds spaces. */
1756 arguments[0] = '\0';
1757 shader_arb_get_dst_param(ins, dst, dst_str);
1758 for (i = 0; i < ins->src_count; ++i)
1761 strcat(arguments, ", ");
1762 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1763 strcat(arguments, operand);
1765 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1768 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1770 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1772 const struct wined3d_shader *shader = ins->ctx->shader;
1773 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1774 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1775 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1776 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1777 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1778 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1780 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1781 char src0_param[256];
1783 if (ins->handler_idx == WINED3DSIH_MOVA)
1785 const struct arb_vshader_private *shader_data = shader->backend_data;
1787 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1789 if(ctx->target_version >= NV2) {
1790 shader_hw_map2gl(ins);
1793 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1794 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1796 /* This implements the mova formula used in GLSL. The first two instructions
1797 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1801 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1803 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1804 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1806 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1807 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1809 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1810 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1811 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1812 if (shader_data->rel_offset)
1814 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1816 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1818 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1820 else if (reg_maps->shader_version.major == 1
1821 && !shader_is_pshader_version(reg_maps->shader_version.type)
1822 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1824 const struct arb_vshader_private *shader_data = shader->backend_data;
1825 src0_param[0] = '\0';
1827 if (shader_data->rel_offset)
1829 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1830 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1831 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1832 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1836 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1837 * with more than one component. Thus replicate the first source argument over all
1838 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1839 struct wined3d_shader_src_param tmp_src = ins->src[0];
1840 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1841 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1842 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1845 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1847 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1849 shader_addline(buffer, "#mov handled in srgb write code\n");
1852 shader_hw_map2gl(ins);
1856 shader_hw_map2gl(ins);
1860 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1862 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1863 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1866 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1867 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1869 shader_arb_get_dst_param(ins, dst, reg_dest);
1871 if (ins->ctx->reg_maps->shader_version.major >= 2)
1873 const char *kilsrc = "TA";
1876 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1877 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1883 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1884 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1885 * masked out components to 0(won't kill)
1887 char x = '0', y = '0', z = '0', w = '0';
1888 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1889 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1890 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1891 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1892 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1894 shader_addline(buffer, "KIL %s;\n", kilsrc);
1898 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1899 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1901 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1902 * or pass in any temporary register(in shader phase 2)
1904 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1905 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1907 shader_arb_get_dst_param(ins, dst, reg_dest);
1908 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1909 shader_addline(buffer, "KIL TA;\n");
1913 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1915 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1916 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1917 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1918 ins->ctx->reg_maps->shader_version.minor);
1919 struct wined3d_shader_src_param src;
1923 DWORD reg_sampler_code;
1925 BOOL swizzle_coord = FALSE;
1927 /* All versions have a destination register */
1928 shader_arb_get_dst_param(ins, dst, reg_dest);
1930 /* 1.0-1.4: Use destination register number as texture code.
1931 2.0+: Use provided sampler number as texure code. */
1932 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1933 reg_sampler_code = dst->reg.idx[0].offset;
1935 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1937 /* 1.0-1.3: Use the texcoord varying.
1938 1.4+: Use provided coordinate source register. */
1939 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1940 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1942 /* TEX is the only instruction that can handle DW and DZ natively */
1944 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1945 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1946 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1950 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1951 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1952 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1954 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1957 if (reg_sampler_code < MAX_TEXTURES)
1958 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1959 if (flags & WINED3D_PSARGS_PROJECTED)
1961 myflags |= TEX_PROJ;
1962 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1963 swizzle_coord = TRUE;
1966 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1968 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1969 if (src_mod == WINED3DSPSM_DZ)
1971 swizzle_coord = TRUE;
1972 myflags |= TEX_PROJ;
1973 } else if(src_mod == WINED3DSPSM_DW) {
1974 myflags |= TEX_PROJ;
1977 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1978 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1983 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
1984 * reg_coord is a read-only varying register, so we need a temp reg */
1985 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1986 strcpy(reg_coord, "TA");
1989 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1992 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1994 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1995 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1996 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1997 ins->ctx->reg_maps->shader_version.minor);
2000 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2002 DWORD reg = dst->reg.idx[0].offset;
2004 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2005 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2009 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2010 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2011 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2015 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2017 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2020 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2024 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2025 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2026 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2027 /* Move .x first in case src_str is "TA" */
2028 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2029 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2030 if (reg1 < MAX_TEXTURES)
2032 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2033 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2035 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2038 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2040 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2042 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2046 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2047 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2048 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2049 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2050 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2051 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2054 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2056 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2060 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2061 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2062 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2063 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2066 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2068 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2069 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2070 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2071 char reg_coord[40], dst_reg[50], src_reg[50];
2072 DWORD reg_dest_code;
2074 /* All versions have a destination register. The Tx where the texture coordinates come
2075 * from is the varying incarnation of the texture register
2077 reg_dest_code = dst->reg.idx[0].offset;
2078 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2079 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2080 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2082 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2083 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2085 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2086 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2088 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2089 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2092 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2093 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2094 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2095 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2097 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2098 * so we can't let the GL handle this.
2100 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2101 & WINED3D_PSARGS_PROJECTED)
2103 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2104 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2105 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2107 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2110 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2112 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2114 /* No src swizzles are allowed, so this is ok */
2115 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2116 src_reg, reg_dest_code, reg_dest_code);
2117 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2121 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2123 DWORD reg = ins->dst[0].reg.idx[0].offset;
2124 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2125 char src0_name[50], dst_name[50];
2127 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2129 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2130 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2131 * T<reg+1> register. Use this register to store the calculated vector
2133 tmp_reg.idx[0].offset = reg + 1;
2134 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2135 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2138 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2140 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2142 DWORD reg = ins->dst[0].reg.idx[0].offset;
2143 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2149 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2150 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2152 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2153 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2154 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2155 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2156 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2159 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2161 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2162 DWORD reg = ins->dst[0].reg.idx[0].offset;
2163 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2164 char src0_name[50], dst_name[50];
2165 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2168 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2169 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2170 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2172 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2173 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2175 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2176 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2177 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2178 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2181 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2183 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2184 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2186 DWORD reg = ins->dst[0].reg.idx[0].offset;
2187 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2189 char src0_name[50], dst_name[50];
2192 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2193 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2194 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2196 /* Sample the texture using the calculated coordinates */
2197 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2198 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2199 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2200 tex_mx->current_row = 0;
2203 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2205 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2206 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2208 DWORD reg = ins->dst[0].reg.idx[0].offset;
2209 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2215 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2216 * components for temporary data storage
2218 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2219 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2220 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2222 /* Construct the eye-ray vector from w coordinates */
2223 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2224 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2225 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2227 /* Calculate reflection vector
2229 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2230 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2231 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2232 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2233 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2234 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2235 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2237 /* Sample the texture using the calculated coordinates */
2238 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2239 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2240 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2241 tex_mx->current_row = 0;
2244 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2246 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2247 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2249 DWORD reg = ins->dst[0].reg.idx[0].offset;
2250 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2257 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2258 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2259 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2260 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2261 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2263 /* Calculate reflection vector.
2266 * dst_reg.xyz = 2 * --------- * N - E
2269 * Which normalizes the normal vector
2271 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2272 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2273 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2274 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2275 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2276 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2278 /* Sample the texture using the calculated coordinates */
2279 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2280 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2281 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2282 tex_mx->current_row = 0;
2285 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2287 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2288 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2290 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2291 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2293 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2294 * which is essentially an input, is the destination register because it is the first
2295 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2296 * here(writemasks/swizzles are not valid on texdepth)
2298 shader_arb_get_dst_param(ins, dst, dst_name);
2300 /* According to the msdn, the source register(must be r5) is unusable after
2301 * the texdepth instruction, so we're free to modify it
2303 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2305 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2306 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2307 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2309 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2310 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2311 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2312 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2315 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2316 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2317 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2318 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2320 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2321 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2325 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2326 shader_addline(buffer, "MOV TB, 0.0;\n");
2327 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2329 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2330 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2333 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2334 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2335 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2337 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2340 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2342 /* Handle output register */
2343 shader_arb_get_dst_param(ins, dst, dst_str);
2344 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2345 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2348 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2349 * Perform the 3rd row of a 3x3 matrix multiply */
2350 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2352 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2353 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2354 char dst_str[50], dst_name[50];
2358 shader_arb_get_dst_param(ins, dst, dst_str);
2359 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2360 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2361 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2362 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2365 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2366 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2367 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2368 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2370 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2372 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2373 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2374 char src0[50], dst_name[50];
2376 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2377 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2379 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2380 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2381 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2383 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2384 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2385 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2387 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2388 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2389 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2390 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2393 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2394 Vertex/Pixel shaders to ARB_vertex_program codes */
2395 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2398 int nComponents = 0;
2399 struct wined3d_shader_dst_param tmp_dst = {{0}};
2400 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2401 struct wined3d_shader_instruction tmp_ins;
2403 memset(&tmp_ins, 0, sizeof(tmp_ins));
2405 /* Set constants for the temporary argument */
2406 tmp_ins.ctx = ins->ctx;
2407 tmp_ins.dst_count = 1;
2408 tmp_ins.dst = &tmp_dst;
2409 tmp_ins.src_count = 2;
2410 tmp_ins.src = tmp_src;
2412 switch(ins->handler_idx)
2414 case WINED3DSIH_M4x4:
2416 tmp_ins.handler_idx = WINED3DSIH_DP4;
2418 case WINED3DSIH_M4x3:
2420 tmp_ins.handler_idx = WINED3DSIH_DP4;
2422 case WINED3DSIH_M3x4:
2424 tmp_ins.handler_idx = WINED3DSIH_DP3;
2426 case WINED3DSIH_M3x3:
2428 tmp_ins.handler_idx = WINED3DSIH_DP3;
2430 case WINED3DSIH_M3x2:
2432 tmp_ins.handler_idx = WINED3DSIH_DP3;
2435 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2439 tmp_dst = ins->dst[0];
2440 tmp_src[0] = ins->src[0];
2441 tmp_src[1] = ins->src[1];
2442 for (i = 0; i < nComponents; ++i)
2444 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2445 shader_hw_map2gl(&tmp_ins);
2446 ++tmp_src[1].reg.idx[0].offset;
2450 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2452 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2457 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2458 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2459 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2461 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2467 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2470 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2472 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2473 const char *instruction;
2478 switch(ins->handler_idx)
2480 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2481 case WINED3DSIH_RCP: instruction = "RCP"; break;
2482 case WINED3DSIH_EXP: instruction = "EX2"; break;
2483 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2484 default: instruction = "";
2485 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2489 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2490 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2491 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2493 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2499 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2502 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2504 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2507 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2508 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2509 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2511 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2512 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2514 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2515 * otherwise NRM or RSQ would return NaN */
2516 if(pshader && priv->target_version >= NV3)
2518 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2520 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2522 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2523 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2524 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2526 else if(priv->target_version >= NV2)
2528 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2529 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2530 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2535 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2537 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2538 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2539 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2541 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2542 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2544 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2545 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2546 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2551 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2553 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2555 char src_name[3][50];
2557 /* ARB_fragment_program has a convenient LRP instruction */
2558 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2559 shader_hw_map2gl(ins);
2563 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2564 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2565 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2566 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2568 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2569 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2570 dst_name, src_name[0], src_name[2]);
2573 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2575 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2576 * must contain fixed constants. So we need a separate function to filter those constants and
2579 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2580 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2581 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2583 char src_name0[50], src_name1[50], src_name2[50];
2586 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2587 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2588 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2589 /* No modifiers are supported on SCS */
2590 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2592 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2594 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2595 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2597 } else if(priv->target_version >= NV2) {
2598 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2600 /* Sincos writemask must be .x, .y or .xy */
2601 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2602 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2603 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2604 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2606 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2607 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2609 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2610 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2612 * The constants we get are:
2614 * +1 +1, -1 -1 +1 +1 -1 -1
2615 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2616 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2618 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2622 * (x/2)^4 = x^4 / 16
2623 * (x/2)^5 = x^5 / 32
2626 * To get the final result:
2627 * sin(x) = 2 * sin(x/2) * cos(x/2)
2628 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2629 * (from sin(x+y) and cos(x+y) rules)
2631 * As per MSDN, dst.z is undefined after the operation, and so is
2632 * dst.x and dst.y if they're masked out by the writemask. Ie
2633 * sincos dst.y, src1, c0, c1
2634 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2635 * vsa.exe also stops with an error if the dest register is the same register as the source
2636 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2637 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2639 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2640 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2641 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2643 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2644 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2645 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2646 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2647 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2648 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2652 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2653 * properly merge that with MULs in the code above?
2654 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2655 * we can merge the sine and cosine MAD rows to calculate them together.
2657 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2658 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2659 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2660 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2663 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2664 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2665 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2667 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2669 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2670 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2672 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2674 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2675 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2680 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2682 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2685 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2687 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2688 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2690 /* SGN is only valid in vertex shaders */
2691 if(ctx->target_version >= NV2) {
2692 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2696 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2697 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2699 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2700 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2702 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2703 * Then use TA, and calculate the final result
2705 * Not reading from TA? Store the first result in TA to avoid overwriting the
2706 * destination if src reg = dst reg
2708 if(strstr(src_name, "TA"))
2710 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2711 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2712 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2716 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2717 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2718 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2723 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2725 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2731 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2732 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2733 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2735 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2736 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2739 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2745 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2746 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2747 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2748 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2749 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2750 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2751 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2752 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2753 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2754 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2755 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2756 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2757 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2759 FIXME("Unknown modifier %u\n", mod);
2763 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2765 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2766 char src0[50], dst[50];
2767 struct wined3d_shader_src_param src0_copy = ins->src[0];
2768 BOOL need_abs = FALSE;
2771 switch(ins->handler_idx)
2773 case WINED3DSIH_LOG: instr = "LG2"; break;
2774 case WINED3DSIH_LOGP: instr = "LOG"; break;
2776 ERR("Unexpected instruction %d\n", ins->handler_idx);
2780 /* LOG and LOGP operate on the absolute value of the input */
2781 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2783 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2784 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2788 shader_addline(buffer, "ABS TA, %s;\n", src0);
2789 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2793 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2797 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2799 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2800 char src0[50], src1[50], dst[50];
2801 struct wined3d_shader_src_param src0_copy = ins->src[0];
2802 BOOL need_abs = FALSE;
2803 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2804 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2806 /* POW operates on the absolute value of the input */
2807 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2809 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2810 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2811 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2814 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2816 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2818 if (priv->target_version >= NV2)
2820 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2821 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2822 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2826 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2827 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2829 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2830 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2831 /* Possibly add flt_eps to avoid getting float special values */
2832 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2833 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2834 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2835 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2839 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2841 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2843 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2846 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2850 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2851 struct list *e = list_head(&priv->control_frames);
2852 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2854 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2855 /* The constant loader makes sure to load -1 into iX.w */
2856 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2857 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2858 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2862 shader_addline(buffer, "LOOP %s;\n", src_name);
2866 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2868 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2870 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2872 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2874 /* The constant loader makes sure to load -1 into iX.w */
2877 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2878 struct list *e = list_head(&priv->control_frames);
2879 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2881 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2883 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2884 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2885 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2889 shader_addline(buffer, "REP %s;\n", src_name);
2893 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2895 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2896 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2900 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2901 struct list *e = list_head(&priv->control_frames);
2902 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2904 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2905 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2906 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2908 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2912 shader_addline(buffer, "ENDLOOP;\n");
2916 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2918 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2919 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2923 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2924 struct list *e = list_head(&priv->control_frames);
2925 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2927 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2928 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2929 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2931 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2935 shader_addline(buffer, "ENDREP;\n");
2939 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2941 struct control_frame *control_frame;
2943 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2945 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2947 ERR("Could not find loop for break\n");
2951 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2953 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2954 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2955 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2959 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2963 shader_addline(buffer, "BRK;\n");
2967 static const char *get_compare(enum wined3d_shader_rel_op op)
2971 case WINED3D_SHADER_REL_OP_GT: return "GT";
2972 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2973 case WINED3D_SHADER_REL_OP_GE: return "GE";
2974 case WINED3D_SHADER_REL_OP_LT: return "LT";
2975 case WINED3D_SHADER_REL_OP_NE: return "NE";
2976 case WINED3D_SHADER_REL_OP_LE: return "LE";
2978 FIXME("Unrecognized operator %#x.\n", op);
2983 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
2987 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
2988 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
2989 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
2990 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
2991 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
2992 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
2994 FIXME("Unrecognized operator %#x.\n", op);
2999 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3001 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3002 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3003 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3006 const char *comp = get_compare(ins->flags);
3008 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3009 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3013 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3014 * away the subtraction result
3016 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3017 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3021 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3022 shader_addline(buffer, "BRK (%s.x);\n", comp);
3026 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3028 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3029 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3030 struct list *e = list_head(&priv->control_frames);
3031 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3035 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3037 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3038 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3042 /* Invert the flag. We jump to the else label if the condition is NOT true */
3043 comp = get_compare(invert_compare(ins->flags));
3044 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3045 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3049 comp = get_compare(ins->flags);
3050 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3051 shader_addline(buffer, "IF %s.x;\n", comp);
3055 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3057 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3058 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3059 struct list *e = list_head(&priv->control_frames);
3060 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3061 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3065 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3066 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3067 control_frame->had_else = TRUE;
3071 shader_addline(buffer, "ELSE;\n");
3075 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3077 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3078 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3079 struct list *e = list_head(&priv->control_frames);
3080 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3081 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3085 if(control_frame->had_else)
3087 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3091 shader_addline(buffer, "#No else branch. else is endif\n");
3092 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3097 shader_addline(buffer, "ENDIF;\n");
3101 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3103 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3105 char reg_src[3][40];
3106 WORD flags = TEX_DERIV;
3108 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3109 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3110 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3111 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3113 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3114 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3116 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3119 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3121 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3124 WORD flags = TEX_LOD;
3126 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3127 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3129 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3130 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3132 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3135 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3137 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3138 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3140 priv->in_main_func = FALSE;
3141 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3142 * subroutine, don't generate a label that will make GL complain
3144 if(priv->target_version == ARB) return;
3146 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3149 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3150 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3151 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3152 struct wined3d_shader_buffer *buffer)
3156 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3157 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3158 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3159 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3161 if (args->super.fog_src == VS_FOG_Z)
3163 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3169 /* posFixup.x is always 1.0, so we can safely use it */
3170 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3174 /* Clamp fogcoord */
3175 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3176 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3178 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3179 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3183 /* Clipplanes are always stored without y inversion */
3184 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3186 if (args->super.clip_enabled)
3188 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3190 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3194 else if (args->clip.boolclip.clip_texcoord)
3196 unsigned int cur_clip = 0;
3197 char component[4] = {'x', 'y', 'z', 'w'};
3198 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3200 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3202 if (args->clip.boolclip.clipplane_mask & (1 << i))
3204 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3205 component[cur_clip++], i);
3211 shader_addline(buffer, "MOV TA, %s;\n", zero);
3214 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3217 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3220 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3223 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3224 args->clip.boolclip.clip_texcoord - 1);
3227 /* Write the final position.
3229 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3230 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3231 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3232 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3234 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3235 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3236 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3238 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3239 * and the glsl equivalent
3241 if (need_helper_const(shader_data, reg_maps, gl_info))
3243 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3244 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3248 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3249 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3252 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3254 priv_ctx->footer_written = TRUE;
3257 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3259 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3260 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3261 const struct wined3d_shader *shader = ins->ctx->shader;
3262 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3264 if(priv->target_version == ARB) return;
3268 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3269 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3272 shader_addline(buffer, "RET;\n");
3275 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3277 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3278 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3281 /* Context activation is done by the caller. */
3282 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3284 GLuint program_id = 0;
3287 const char *blt_vprogram =
3289 "PARAM c[1] = { { 1, 0.5 } };\n"
3290 "MOV result.position, vertex.position;\n"
3291 "MOV result.color, c[0].x;\n"
3292 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3295 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3296 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3297 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3298 strlen(blt_vprogram), blt_vprogram));
3299 checkGLcall("glProgramStringARB()");
3301 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3304 FIXME("Vertex program error at position %d: %s\n\n", pos,
3305 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3306 shader_arb_dump_program_source(blt_vprogram);
3312 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3313 checkGLcall("glGetProgramivARB()");
3314 if (!native) WARN("Program exceeds native resource limits.\n");
3320 /* Context activation is done by the caller. */
3321 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3322 enum tex_types tex_type, BOOL masked)
3324 GLuint program_id = 0;
3325 const char *fprogram;
3328 static const char * const blt_fprograms_full[tex_type_count] =
3335 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3336 "MOV result.depth.z, R0.x;\n"
3343 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3344 "MOV result.depth.z, R0.x;\n"
3349 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3350 "MOV result.depth.z, R0.x;\n"
3354 static const char * const blt_fprograms_masked[tex_type_count] =
3360 "PARAM mask = program.local[0];\n"
3362 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3363 "MUL R0.x, R0.x, R0.y;\n"
3365 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3366 "MOV result.depth.z, R0.x;\n"
3372 "PARAM mask = program.local[0];\n"
3374 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3375 "MUL R0.x, R0.x, R0.y;\n"
3377 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3378 "MOV result.depth.z, R0.x;\n"
3382 "PARAM mask = program.local[0];\n"
3384 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3385 "MUL R0.x, R0.x, R0.y;\n"
3387 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3388 "MOV result.depth.z, R0.x;\n"
3392 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3395 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3397 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3400 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3401 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3402 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3403 checkGLcall("glProgramStringARB()");
3405 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3408 FIXME("Fragment program error at position %d: %s\n\n", pos,
3409 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3410 shader_arb_dump_program_source(fprogram);
3416 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3417 checkGLcall("glGetProgramivARB()");
3418 if (!native) WARN("Program exceeds native resource limits.\n");
3424 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3425 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3427 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3431 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3432 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3433 /* Calculate the > 0.0031308 case */
3434 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3435 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3436 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3437 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3438 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3439 /* Calculate the < case */
3440 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3444 /* Calculate the > 0.0031308 case */
3445 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3446 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3447 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3448 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3449 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3450 /* Calculate the < case */
3451 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3452 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3453 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3454 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3455 /* Store the components > 0.0031308 in the destination */
3456 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3457 /* Add the components that are < 0.0031308 */
3458 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3459 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3460 * result.color writes(.rgb first, then .a), or handle overwriting already written
3461 * components. The assembler uses a temporary register in this case, which is usually
3462 * not allocated from one of our registers that were used earlier.
3465 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3468 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3470 const struct wined3d_shader_lconst *constant;
3472 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3474 if (constant->idx == idx)
3476 return constant->value;
3482 static void init_ps_input(const struct wined3d_shader *shader,
3483 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3485 static const char * const texcoords[8] =
3487 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3488 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3491 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3492 const char *semantic_name;
3495 switch(args->super.vp_mode)
3497 case pretransformed:
3499 /* The pixelshader has to collect the varyings on its own. In any case properly load
3500 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3501 * other attribs to 0.0.
3503 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3504 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3505 * load the texcoord attrib pointers to match the pixel shader signature
3507 for(i = 0; i < MAX_REG_INPUT; i++)
3509 semantic_name = sig[i].semantic_name;
3510 semantic_idx = sig[i].semantic_idx;
3511 if (!semantic_name) continue;
3513 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3515 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3516 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3517 else priv->ps_input[i] = "0.0";
3519 else if(args->super.vp_mode == fixedfunction)
3521 priv->ps_input[i] = "0.0";
3523 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3525 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3526 else priv->ps_input[i] = "0.0";
3528 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3530 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3531 else priv->ps_input[i] = "0.0";
3535 priv->ps_input[i] = "0.0";
3538 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3543 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3546 for(i = 0; i < 8; i++)
3548 priv->ps_input[i] = texcoords[i];
3550 priv->ps_input[8] = "fragment.color.primary";
3551 priv->ps_input[9] = "fragment.color.secondary";
3556 /* Context activation is done by the caller. */
3557 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3558 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3559 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3561 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3562 const DWORD *function = shader->function;
3565 DWORD next_local = 0;
3566 struct shader_arb_ctx_priv priv_ctx;
3567 BOOL dcl_td = FALSE;
3568 BOOL want_nv_prog = FALSE;
3569 struct arb_pshader_private *shader_priv = shader->backend_data;
3574 unsigned int i, found = 0;
3576 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3579 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3580 || (reg_maps->shader_version.major < 2 && !i))
3583 sprintf(srgbtmp[found], "R%u", i);
3585 if (found == 4) break;
3590 sprintf(srgbtmp[0], "TA");
3591 sprintf(srgbtmp[1], "TB");
3592 sprintf(srgbtmp[2], "TC");
3593 sprintf(srgbtmp[3], "TD");
3597 sprintf(srgbtmp[1], "TA");
3598 sprintf(srgbtmp[2], "TB");
3599 sprintf(srgbtmp[3], "TC");
3602 sprintf(srgbtmp[2], "TA");
3603 sprintf(srgbtmp[3], "TB");
3606 sprintf(srgbtmp[3], "TA");
3612 /* Create the hw ARB shader */
3613 memset(&priv_ctx, 0, sizeof(priv_ctx));
3614 priv_ctx.cur_ps_args = args;
3615 priv_ctx.compiled_fprog = compiled;
3616 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3617 init_ps_input(shader, args, &priv_ctx);
3618 list_init(&priv_ctx.control_frames);
3620 /* Avoid enabling NV_fragment_program* if we do not need it.
3622 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3623 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3624 * is faster than what we gain from using higher native instructions. There are some things though
3625 * that cannot be emulated. In that case enable the extensions.
3626 * If the extension is enabled, instruction handlers that support both ways will use it.
3628 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3629 * So enable the best we can get.
3631 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3632 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3634 want_nv_prog = TRUE;
3637 shader_addline(buffer, "!!ARBfp1.0\n");
3638 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3640 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3641 priv_ctx.target_version = NV3;
3643 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3645 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3646 priv_ctx.target_version = NV2;
3650 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3653 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3656 priv_ctx.target_version = ARB;
3659 if (reg_maps->rt_mask > 1)
3661 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3664 if (reg_maps->shader_version.major < 3)
3666 switch(args->super.fog) {
3670 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3673 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3676 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3681 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3682 * unused temps away(but occupies them for the whole shader if they're used once). Always
3683 * declaring them avoids tricky bookkeeping work
3685 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3686 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3687 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3688 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3689 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3690 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3691 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3693 if (reg_maps->shader_version.major < 2)
3695 strcpy(fragcolor, "R0");
3699 if (args->super.srgb_correction)
3701 if (shader->u.ps.color0_mov)
3703 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3707 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3708 strcpy(fragcolor, "TMP_COLOR");
3711 strcpy(fragcolor, "result.color");
3715 if(args->super.srgb_correction) {
3716 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3717 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3718 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3719 srgb_sub_high, 0.0, 0.0, 0.0);
3722 /* Base Declarations */
3723 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3725 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3727 unsigned char bump_const;
3729 if (!(map & 1)) continue;
3731 bump_const = compiled->numbumpenvmatconsts;
3732 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3733 compiled->bumpenvmatconst[bump_const].texunit = i;
3734 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3735 compiled->luminanceconst[bump_const].texunit = i;
3737 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3738 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3739 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3740 * textures due to conditional NP2 restrictions)
3742 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3743 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3744 * their location is shader dependent anyway and they cannot be loaded globally.
3746 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3747 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3748 i, compiled->bumpenvmatconst[bump_const].const_num);
3749 compiled->numbumpenvmatconsts = bump_const + 1;
3751 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3753 compiled->luminanceconst[bump_const].const_num = next_local++;
3754 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3755 i, compiled->luminanceconst[bump_const].const_num);
3758 for(i = 0; i < MAX_CONST_I; i++)
3760 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3761 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3763 const DWORD *control_values = find_loop_control_values(shader, i);
3767 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3768 control_values[0], control_values[1], control_values[2]);
3772 compiled->int_consts[i] = next_local;
3773 compiled->num_int_consts++;
3774 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3779 if(reg_maps->vpos || reg_maps->usesdsy)
3781 compiled->ycorrection = next_local;
3782 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3786 shader_addline(buffer, "TEMP vpos;\n");
3787 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3788 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3789 * ycorrection.z: 1.0
3790 * ycorrection.w: 0.0
3792 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3793 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3798 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3801 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3802 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3803 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3804 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3805 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3806 * shader compilation errors and the subsequent errors when drawing with this shader. */
3807 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3808 unsigned char cur_fixup_sampler = 0;
3810 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3811 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3812 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3814 fixup->offset = next_local;
3815 fixup->super.active = 0;
3817 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3818 if (!(map & (1 << i))) continue;
3820 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3821 fixup->super.active |= (1 << i);
3822 fixup->super.idx[i] = cur_fixup_sampler++;
3824 FIXME("No free constant found to load NP2 fixup data into shader. "
3825 "Sampling from this texture will probably look wrong.\n");
3830 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3831 if (fixup->super.num_consts) {
3832 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3833 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3837 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3839 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3842 /* Base Shader Body */
3843 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3845 if(args->super.srgb_correction) {
3846 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3847 priv_ctx.target_version >= NV2);
3850 if(strcmp(fragcolor, "result.color")) {
3851 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3853 shader_addline(buffer, "END\n");
3855 /* TODO: change to resource.glObjectHandle or something like that */
3856 GL_EXTCALL(glGenProgramsARB(1, &retval));
3858 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3859 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3861 TRACE("Created hw pixel shader, prg=%d\n", retval);
3862 /* Create the program and check for errors */
3863 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3864 buffer->content_size, buffer->buffer));
3865 checkGLcall("glProgramStringARB()");
3867 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3870 FIXME("HW PixelShader Error at position %d: %s\n\n",
3871 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3872 shader_arb_dump_program_source(buffer->buffer);
3879 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3880 checkGLcall("glGetProgramivARB()");
3881 if (!native) WARN("Program exceeds native resource limits.\n");
3887 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3892 for(i = 0; i < MAX_REG_INPUT; i++)
3894 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3896 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3897 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3901 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3902 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3903 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3904 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3905 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3906 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3911 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3913 struct wined3d_shader_signature_element *new;
3917 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3918 for(i = 0; i < MAX_REG_INPUT; i++)
3920 if (!sig[i].semantic_name) continue;
3923 /* Clone the semantic string */
3924 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3925 strcpy(name, sig[i].semantic_name);
3926 new[i].semantic_name = name;
3931 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3933 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3934 struct ps_signature *found_sig;
3938 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3939 TRACE("Found existing signature %u\n", found_sig->idx);
3940 return found_sig->idx;
3942 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3943 found_sig->sig = clone_sig(sig);
3944 found_sig->idx = priv->ps_sig_number++;
3945 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3946 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3948 ERR("Failed to insert program entry.\n");
3950 return found_sig->idx;
3953 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3954 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3957 static const char * const texcoords[8] =
3959 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3960 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3962 struct wined3d_device *device = shader->device;
3963 const struct wined3d_shader_signature_element *sig;
3964 const char *semantic_name;
3965 DWORD semantic_idx, reg_idx;
3967 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3968 * and varying 9 to result.color.secondary
3970 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3972 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3973 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3974 "result.color.primary", "result.color.secondary"
3979 TRACE("Pixel shader uses builtin varyings\n");
3980 /* Map builtins to builtins */
3981 for(i = 0; i < 8; i++)
3983 priv_ctx->texcrd_output[i] = texcoords[i];
3985 priv_ctx->color_output[0] = "result.color.primary";
3986 priv_ctx->color_output[1] = "result.color.secondary";
3987 priv_ctx->fog_output = "TMP_FOGCOORD";
3989 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3990 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
3992 semantic_name = shader->output_signature[i].semantic_name;
3993 if (!semantic_name) continue;
3995 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
3997 TRACE("o%u is TMP_OUT\n", i);
3998 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3999 else priv_ctx->vs_output[i] = "TA";
4001 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4003 TRACE("o%u is result.pointsize\n", i);
4004 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4005 else priv_ctx->vs_output[i] = "TA";
4007 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4009 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4010 if (!shader->output_signature[i].semantic_idx)
4011 priv_ctx->vs_output[i] = "result.color.primary";
4012 else if (shader->output_signature[i].semantic_idx == 1)
4013 priv_ctx->vs_output[i] = "result.color.secondary";
4014 else priv_ctx->vs_output[i] = "TA";
4016 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4018 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4019 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4020 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4022 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4024 TRACE("o%u is result.fogcoord\n", i);
4025 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4026 else priv_ctx->vs_output[i] = "result.fogcoord";
4030 priv_ctx->vs_output[i] = "TA";
4036 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4037 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4039 sig = device->stateBlock->state.pixel_shader->input_signature;
4040 TRACE("Pixel shader uses declared varyings\n");
4042 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4043 for(i = 0; i < 8; i++)
4045 priv_ctx->texcrd_output[i] = "TA";
4047 priv_ctx->color_output[0] = "TA";
4048 priv_ctx->color_output[1] = "TA";
4049 priv_ctx->fog_output = "TA";
4051 for(i = 0; i < MAX_REG_INPUT; i++)
4053 semantic_name = sig[i].semantic_name;
4054 semantic_idx = sig[i].semantic_idx;
4055 reg_idx = sig[i].register_idx;
4056 if (!semantic_name) continue;
4058 /* If a declared input register is not written by builtin arguments, don't write to it.
4059 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4061 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4062 * to TMP_OUT in any case
4064 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4066 if (semantic_idx < 8)
4067 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4069 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4071 if (semantic_idx < 2)
4072 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4074 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4077 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4084 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4085 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4087 compiled->need_color_unclamp = TRUE;
4091 /* Map declared to declared */
4092 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4094 /* Write unread output to TA to throw them away */
4095 priv_ctx->vs_output[i] = "TA";
4096 semantic_name = shader->output_signature[i].semantic_name;
4097 if (!semantic_name) continue;
4099 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4100 && !shader->output_signature[i].semantic_idx)
4102 priv_ctx->vs_output[i] = "TMP_OUT";
4105 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4106 && !shader->output_signature[i].semantic_idx)
4108 priv_ctx->vs_output[i] = "result.pointsize";
4112 for(j = 0; j < MAX_REG_INPUT; j++)
4114 if (!sig[j].semantic_name) continue;
4116 if (!strcmp(sig[j].semantic_name, semantic_name)
4117 && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4119 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4121 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4122 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4124 compiled->need_color_unclamp = TRUE;
4131 /* Context activation is done by the caller. */
4132 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4133 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4134 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4136 const struct arb_vshader_private *shader_data = shader->backend_data;
4137 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4138 struct shader_arb_priv *priv = shader->device->shader_priv;
4139 const DWORD *function = shader->function;
4141 DWORD next_local = 0;
4142 struct shader_arb_ctx_priv priv_ctx;
4146 memset(&priv_ctx, 0, sizeof(priv_ctx));
4147 priv_ctx.cur_vs_args = args;
4148 list_init(&priv_ctx.control_frames);
4149 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4151 /* Create the hw ARB shader */
4152 shader_addline(buffer, "!!ARBvp1.0\n");
4154 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4155 * mesurable performance penalty, and we can always make use of it for clipplanes.
4157 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4159 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4160 priv_ctx.target_version = NV3;
4161 shader_addline(buffer, "ADDRESS aL;\n");
4163 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4165 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4166 priv_ctx.target_version = NV2;
4167 shader_addline(buffer, "ADDRESS aL;\n");
4169 priv_ctx.target_version = ARB;
4172 shader_addline(buffer, "TEMP TMP_OUT;\n");
4174 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4175 if (need_helper_const(shader_data, reg_maps, gl_info))
4177 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4179 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4181 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4182 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4185 shader_addline(buffer, "TEMP TA;\n");
4186 shader_addline(buffer, "TEMP TB;\n");
4188 /* Base Declarations */
4189 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4190 &priv_ctx.vs_clipplanes, &priv_ctx);
4192 for(i = 0; i < MAX_CONST_I; i++)
4194 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4195 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4197 const DWORD *control_values = find_loop_control_values(shader, i);
4201 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4202 control_values[0], control_values[1], control_values[2]);
4206 compiled->int_consts[i] = next_local;
4207 compiled->num_int_consts++;
4208 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4213 /* We need a constant to fixup the final position */
4214 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4215 compiled->pos_fixup = next_local++;
4217 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4218 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4219 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4220 * a replacement shader depend on the texcoord.w being set properly.
4222 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4223 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4224 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4225 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4226 * this can eat a number of instructions, so skip it unless this cap is set as well
4228 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4230 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4231 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4233 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4236 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4237 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4239 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4240 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4245 /* The shader starts with the main function */
4246 priv_ctx.in_main_func = TRUE;
4247 /* Base Shader Body */
4248 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4250 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4251 shader_data, args, reg_maps, gl_info, buffer);
4253 shader_addline(buffer, "END\n");
4255 /* TODO: change to resource.glObjectHandle or something like that */
4256 GL_EXTCALL(glGenProgramsARB(1, &ret));
4258 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4259 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4261 TRACE("Created hw vertex shader, prg=%d\n", ret);
4262 /* Create the program and check for errors */
4263 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4264 buffer->content_size, buffer->buffer));
4265 checkGLcall("glProgramStringARB()");
4267 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4270 FIXME("HW VertexShader Error at position %d: %s\n\n",
4271 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4272 shader_arb_dump_program_source(buffer->buffer);
4279 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4280 checkGLcall("glGetProgramivARB()");
4281 if (!native) WARN("Program exceeds native resource limits.\n");
4287 /* Context activation is done by the caller. */
4288 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4289 const struct arb_ps_compile_args *args)
4291 struct wined3d_device *device = shader->device;
4292 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4295 struct arb_ps_compiled_shader *new_array;
4296 struct wined3d_shader_buffer buffer;
4297 struct arb_pshader_private *shader_data;
4300 if (!shader->backend_data)
4302 struct shader_arb_priv *priv = device->shader_priv;
4304 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4305 shader_data = shader->backend_data;
4306 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4308 if (shader->reg_maps.shader_version.major < 3)
4309 shader_data->input_signature_idx = ~0;
4311 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4313 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4315 if (!device->vs_clipping)
4316 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4317 gl_info->limits.texture_stages - 1);
4319 shader_data->clipplane_emulation = ~0U;
4321 shader_data = shader->backend_data;
4323 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4324 * so a linear search is more performant than a hashmap or a binary search
4325 * (cache coherency etc)
4327 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4329 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4330 return &shader_data->gl_shaders[i];
4333 TRACE("No matching GL shader found, compiling a new shader\n");
4334 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4335 if (shader_data->num_gl_shaders)
4337 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4338 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4339 new_size * sizeof(*shader_data->gl_shaders));
4341 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4346 ERR("Out of memory\n");
4349 shader_data->gl_shaders = new_array;
4350 shader_data->shader_array_size = new_size;
4353 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4355 pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4357 if (!shader_buffer_init(&buffer))
4359 ERR("Failed to initialize shader buffer.\n");
4363 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4364 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4365 shader_buffer_free(&buffer);
4366 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4368 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4371 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4372 const DWORD use_map, BOOL skip_int) {
4373 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4374 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4375 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4376 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4377 if(stored->ps_signature != new->ps_signature) return FALSE;
4378 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4379 if(skip_int) return TRUE;
4381 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4384 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4385 const struct arb_vs_compile_args *args)
4387 struct wined3d_device *device = shader->device;
4388 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4389 DWORD use_map = device->strided_streams.use_map;
4392 struct arb_vs_compiled_shader *new_array;
4393 struct wined3d_shader_buffer buffer;
4394 struct arb_vshader_private *shader_data;
4397 if (!shader->backend_data)
4399 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4401 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4402 shader_data = shader->backend_data;
4404 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4405 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4407 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4409 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4410 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4411 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4413 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4414 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4415 else if (reg_maps->max_rel_offset > 63)
4416 shader_data->rel_offset = reg_maps->min_rel_offset;
4419 shader_data = shader->backend_data;
4421 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4422 * so a linear search is more performant than a hashmap or a binary search
4423 * (cache coherency etc)
4425 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4426 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4427 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4429 return &shader_data->gl_shaders[i];
4433 TRACE("No matching GL shader found, compiling a new shader\n");
4435 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4436 if (shader_data->num_gl_shaders)
4438 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4439 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4440 new_size * sizeof(*shader_data->gl_shaders));
4442 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4447 ERR("Out of memory\n");
4450 shader_data->gl_shaders = new_array;
4451 shader_data->shader_array_size = new_size;
4454 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4456 if (!shader_buffer_init(&buffer))
4458 ERR("Failed to initialize shader buffer.\n");
4462 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4463 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4464 shader_buffer_free(&buffer);
4465 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4467 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4470 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4471 const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4473 struct wined3d_device *device = shader->device;
4474 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4478 find_ps_compile_args(state, shader, &args->super);
4480 /* This forces all local boolean constants to 1 to make them stateblock independent */
4481 args->bools = shader->reg_maps.local_bool_consts;
4483 for(i = 0; i < MAX_CONST_B; i++)
4485 if (state->ps_consts_b[i])
4486 args->bools |= ( 1 << i);
4489 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4490 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4491 * duplicate the shader than have a no-op KIL instruction in every shader
4493 if (!device->vs_clipping && use_vs(state)
4494 && state->render_states[WINED3D_RS_CLIPPING]
4495 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4500 /* Skip if unused or local, or supported natively */
4501 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4502 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4504 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4508 for(i = 0; i < MAX_CONST_I; i++)
4510 if(int_skip & (1 << i))
4512 args->loop_ctrl[i][0] = 0;
4513 args->loop_ctrl[i][1] = 0;
4514 args->loop_ctrl[i][2] = 0;
4518 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4519 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4520 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4525 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4526 const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4528 struct wined3d_device *device = shader->device;
4529 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4533 find_vs_compile_args(state, shader, &args->super);
4535 args->clip.boolclip_compare = 0;
4538 const struct wined3d_shader *ps = state->pixel_shader;
4539 const struct arb_pshader_private *shader_priv = ps->backend_data;
4540 args->ps_signature = shader_priv->input_signature_idx;
4542 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4546 args->ps_signature = ~0;
4547 if (!device->vs_clipping && device->adapter->fragment_pipe == &arbfp_fragment_pipeline)
4549 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4551 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4554 if (args->clip.boolclip.clip_texcoord)
4556 if (state->render_states[WINED3D_RS_CLIPPING])
4557 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4558 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4561 /* This forces all local boolean constants to 1 to make them stateblock independent */
4562 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4563 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4564 for(i = 0; i < MAX_CONST_B; i++)
4566 if (state->vs_consts_b[i])
4567 args->clip.boolclip.bools |= ( 1 << i);
4570 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4571 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4572 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4573 args->vertex.samplers[3] = 0;
4575 /* Skip if unused or local */
4576 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4577 /* This is about flow control, not clipping. */
4578 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4580 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4584 for(i = 0; i < MAX_CONST_I; i++)
4586 if(int_skip & (1 << i))
4588 args->loop_ctrl[i][0] = 0;
4589 args->loop_ctrl[i][1] = 0;
4590 args->loop_ctrl[i][2] = 0;
4594 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4595 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4596 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4601 /* Context activation is done by the caller. */
4602 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
4603 enum wined3d_shader_mode fragment_mode)
4605 struct wined3d_device *device = context->swapchain->device;
4606 struct shader_arb_priv *priv = device->shader_priv;
4607 const struct wined3d_gl_info *gl_info = context->gl_info;
4608 const struct wined3d_state *state = &device->stateBlock->state;
4611 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4612 if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
4614 struct wined3d_shader *ps = state->pixel_shader;
4615 struct arb_ps_compile_args compile_args;
4616 struct arb_ps_compiled_shader *compiled;
4618 TRACE("Using pixel shader %p.\n", ps);
4619 find_arb_ps_compile_args(state, ps, &compile_args);
4620 compiled = find_arb_pshader(ps, &compile_args);
4621 priv->current_fprogram_id = compiled->prgId;
4622 priv->compiled_fprog = compiled;
4624 /* Bind the fragment program */
4625 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4626 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4628 if (!priv->use_arbfp_fixed_func)
4629 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4631 /* Enable OpenGL fragment programs. */
4632 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4633 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4635 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4636 device, priv->current_fprogram_id);
4638 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4639 * a 1.x and newer shader, reload the first 8 constants
4641 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4643 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4644 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4645 for(i = 0; i < 8; i++)
4647 priv->pshader_const_dirty[i] = 1;
4649 /* Also takes care of loading local constants */
4650 shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE);
4654 UINT rt_height = state->fb->render_targets[0]->resource.height;
4655 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4658 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4659 if (compiled->np2fixup_info.super.active)
4660 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4664 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4666 /* Disable only if we're not using arbfp fixed function fragment
4667 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4668 * enabled, and the fixed function pipeline will bind the fixed
4669 * function replacement shader. */
4670 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4671 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4672 priv->current_fprogram_id = 0;
4674 priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
4677 if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
4679 struct wined3d_shader *vs = state->vertex_shader;
4680 struct arb_vs_compile_args compile_args;
4681 struct arb_vs_compiled_shader *compiled;
4683 TRACE("Using vertex shader %p\n", vs);
4684 find_arb_vs_compile_args(state, vs, &compile_args);
4685 compiled = find_arb_vshader(vs, &compile_args);
4686 priv->current_vprogram_id = compiled->prgId;
4687 priv->compiled_vprog = compiled;
4689 /* Bind the vertex program */
4690 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4691 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4693 /* Enable OpenGL vertex programs */
4694 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4695 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4696 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4697 shader_arb_vs_local_constants(compiled, context, state);
4699 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4700 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4702 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4704 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4705 checkGLcall("glClampColorARB");
4707 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4711 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4713 priv->current_vprogram_id = 0;
4714 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4715 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4719 /* Context activation is done by the caller. */
4720 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4721 enum tex_types tex_type, const SIZE *ds_mask_size)
4723 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4724 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4725 struct shader_arb_priv *priv = shader_priv;
4726 GLuint *blt_fprogram;
4728 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4729 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4730 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4732 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4733 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4734 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4735 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4736 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4739 /* Context activation is done by the caller. */
4740 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4742 struct shader_arb_priv *priv = shader_priv;
4744 if (priv->current_vprogram_id) {
4745 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4746 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4748 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4752 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4753 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4756 if (priv->current_fprogram_id) {
4757 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4758 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4760 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4762 else if(!priv->use_arbfp_fixed_func)
4764 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4765 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4769 static void shader_arb_destroy(struct wined3d_shader *shader)
4771 struct wined3d_device *device = shader->device;
4772 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4774 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4776 struct arb_pshader_private *shader_data = shader->backend_data;
4779 if(!shader_data) return; /* This can happen if a shader was never compiled */
4781 if (shader_data->num_gl_shaders)
4783 struct wined3d_context *context = context_acquire(device, NULL);
4785 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4787 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4788 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4791 context_release(context);
4794 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4795 HeapFree(GetProcessHeap(), 0, shader_data);
4796 shader->backend_data = NULL;
4800 struct arb_vshader_private *shader_data = shader->backend_data;
4803 if(!shader_data) return; /* This can happen if a shader was never compiled */
4805 if (shader_data->num_gl_shaders)
4807 struct wined3d_context *context = context_acquire(device, NULL);
4809 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4811 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4812 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4815 context_release(context);
4818 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4819 HeapFree(GetProcessHeap(), 0, shader_data);
4820 shader->backend_data = NULL;
4824 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4826 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4827 return compare_sig(key, e->sig);
4830 static const struct wine_rb_functions sig_tree_functions =
4838 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
4840 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4841 struct fragment_caps fragment_caps;
4842 void *fragment_priv;
4844 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4846 ERR("Failed to initialize fragment pipe.\n");
4847 HeapFree(GetProcessHeap(), 0, priv);
4851 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4852 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4853 if (!priv->vshader_const_dirty)
4855 memset(priv->vshader_const_dirty, 1,
4856 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4858 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4859 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4860 if (!priv->pshader_const_dirty)
4862 memset(priv->pshader_const_dirty, 1,
4863 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4865 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4867 ERR("RB tree init failed\n");
4871 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4872 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4873 device->fragment_priv = fragment_priv;
4874 priv->fragment_pipe = fragment_pipe;
4875 device->shader_priv = priv;
4879 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4880 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4881 fragment_pipe->free_private(device);
4882 HeapFree(GetProcessHeap(), 0, priv);
4883 return E_OUTOFMEMORY;
4886 static void release_signature(struct wine_rb_entry *entry, void *context)
4888 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4890 for(i = 0; i < MAX_REG_INPUT; i++)
4892 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4894 HeapFree(GetProcessHeap(), 0, sig->sig);
4895 HeapFree(GetProcessHeap(), 0, sig);
4898 /* Context activation is done by the caller. */
4899 static void shader_arb_free(struct wined3d_device *device)
4901 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4902 struct shader_arb_priv *priv = device->shader_priv;
4905 if (priv->depth_blt_vprogram_id)
4906 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4908 for (i = 0; i < tex_type_count; ++i)
4910 if (priv->depth_blt_fprogram_id_full[i])
4912 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4914 if (priv->depth_blt_fprogram_id_masked[i])
4916 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4920 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4921 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4922 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4923 priv->fragment_pipe->free_private(device);
4924 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4927 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4929 struct shader_arb_priv *priv = shader_priv;
4931 if (priv->last_context == context)
4932 priv->last_context = NULL;
4935 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4937 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4942 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4943 * for vertex programs. If the native limit is less than that it's
4944 * not very useful, and e.g. Mesa swrast returns 0, probably to
4945 * indicate it's a software implementation. */
4946 if (gl_info->limits.arb_vs_native_constants < 96)
4947 vs_consts = gl_info->limits.arb_vs_float_constants;
4949 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4951 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4954 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4956 else if (vs_consts >= 256)
4958 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4960 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4965 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4967 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4968 caps->vs_uniform_count = vs_consts;
4972 caps->vs_version = 0;
4973 caps->vs_uniform_count = 0;
4976 caps->gs_version = 0;
4978 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4983 /* Similar as above for vertex programs, but the minimum for fragment
4984 * programs is 24. */
4985 if (gl_info->limits.arb_ps_native_constants < 24)
4986 ps_consts = gl_info->limits.arb_ps_float_constants;
4988 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4990 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4993 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4995 else if (ps_consts >= 32)
4997 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4999 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5004 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5006 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5007 caps->ps_uniform_count = ps_consts;
5008 caps->ps_1x_max_value = 8.0f;
5012 caps->ps_version = 0;
5013 caps->ps_uniform_count = 0;
5014 caps->ps_1x_max_value = 0.0f;
5017 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5018 if (use_nv_clip(gl_info))
5019 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5022 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5024 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5026 TRACE("Checking support for color_fixup:\n");
5027 dump_color_fixup_desc(fixup);
5030 /* We support everything except complex conversions. */
5031 if (!is_complex_fixup(fixup))
5037 TRACE("[FAILED]\n");
5041 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5043 char write_mask[20], regstr[50];
5044 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5045 BOOL is_color = FALSE;
5046 const struct wined3d_shader_dst_param *dst;
5048 if (!ins->dst_count) return;
5052 if (!shift) return; /* Saturate alone is handled by the instructions */
5054 shader_arb_get_write_mask(ins, dst, write_mask);
5055 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5057 /* Generate a line that does the output modifier computation
5058 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5059 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5061 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5062 regstr, write_mask, regstr, shift_tab[shift]);
5065 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5067 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5068 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5069 /* WINED3DSIH_AND */ NULL,
5070 /* WINED3DSIH_BEM */ pshader_hw_bem,
5071 /* WINED3DSIH_BREAK */ shader_hw_break,
5072 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5073 /* WINED3DSIH_BREAKP */ NULL,
5074 /* WINED3DSIH_CALL */ shader_hw_call,
5075 /* WINED3DSIH_CALLNZ */ NULL,
5076 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5077 /* WINED3DSIH_CND */ pshader_hw_cnd,
5078 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5079 /* WINED3DSIH_CUT */ NULL,
5080 /* WINED3DSIH_DCL */ shader_hw_nop,
5081 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5082 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5083 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5084 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5085 /* WINED3DSIH_DEF */ shader_hw_nop,
5086 /* WINED3DSIH_DEFB */ shader_hw_nop,
5087 /* WINED3DSIH_DEFI */ shader_hw_nop,
5088 /* WINED3DSIH_DIV */ NULL,
5089 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5090 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5091 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5092 /* WINED3DSIH_DST */ shader_hw_map2gl,
5093 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5094 /* WINED3DSIH_DSY */ shader_hw_dsy,
5095 /* WINED3DSIH_ELSE */ shader_hw_else,
5096 /* WINED3DSIH_EMIT */ NULL,
5097 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5098 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5099 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5100 /* WINED3DSIH_EQ */ NULL,
5101 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5102 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5103 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5104 /* WINED3DSIH_FTOI */ NULL,
5105 /* WINED3DSIH_GE */ NULL,
5106 /* WINED3DSIH_IADD */ NULL,
5107 /* WINED3DSIH_IEQ */ NULL,
5108 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5109 /* WINED3DSIH_IFC */ shader_hw_ifc,
5110 /* WINED3DSIH_IGE */ NULL,
5111 /* WINED3DSIH_IMUL */ NULL,
5112 /* WINED3DSIH_ITOF */ NULL,
5113 /* WINED3DSIH_LABEL */ shader_hw_label,
5114 /* WINED3DSIH_LD */ NULL,
5115 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5116 /* WINED3DSIH_LOG */ shader_hw_log,
5117 /* WINED3DSIH_LOGP */ shader_hw_log,
5118 /* WINED3DSIH_LOOP */ shader_hw_loop,
5119 /* WINED3DSIH_LRP */ shader_hw_lrp,
5120 /* WINED3DSIH_LT */ NULL,
5121 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5122 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5123 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5124 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5125 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5126 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5127 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5128 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5129 /* WINED3DSIH_MOV */ shader_hw_mov,
5130 /* WINED3DSIH_MOVA */ shader_hw_mov,
5131 /* WINED3DSIH_MOVC */ NULL,
5132 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5133 /* WINED3DSIH_NOP */ shader_hw_nop,
5134 /* WINED3DSIH_NRM */ shader_hw_nrm,
5135 /* WINED3DSIH_PHASE */ shader_hw_nop,
5136 /* WINED3DSIH_POW */ shader_hw_pow,
5137 /* WINED3DSIH_RCP */ shader_hw_rcp,
5138 /* WINED3DSIH_REP */ shader_hw_rep,
5139 /* WINED3DSIH_RET */ shader_hw_ret,
5140 /* WINED3DSIH_ROUND_NI */ NULL,
5141 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5142 /* WINED3DSIH_SAMPLE */ NULL,
5143 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5144 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5145 /* WINED3DSIH_SETP */ NULL,
5146 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5147 /* WINED3DSIH_SGN */ shader_hw_sgn,
5148 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5149 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5150 /* WINED3DSIH_SQRT */ NULL,
5151 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5152 /* WINED3DSIH_TEX */ pshader_hw_tex,
5153 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5154 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5155 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5156 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5157 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5158 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5159 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5160 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5161 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5162 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5163 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5164 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5165 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5166 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5167 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5168 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5169 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5170 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5171 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5172 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5173 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5174 /* WINED3DSIH_UDIV */ NULL,
5175 /* WINED3DSIH_USHR */ NULL,
5176 /* WINED3DSIH_UTOF */ NULL,
5177 /* WINED3DSIH_XOR */ NULL,
5180 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5181 const struct wined3d_shader *shader, DWORD idx)
5183 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5184 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5185 const struct wined3d_shader_lconst *constant;
5187 WORD flag = (1 << idx);
5188 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5190 if (reg_maps->local_bool_consts & flag)
5192 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5193 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5195 if (constant->idx == idx)
5197 return constant->value[0];
5200 ERR("Local constant not found\n");
5205 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5206 else bools = priv->cur_ps_args->bools;
5207 return bools & flag;
5211 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5212 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5214 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5215 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5217 /* Integer constants can either be a local constant, or they can be stored in the shader
5218 * type specific compile args. */
5219 if (reg_maps->local_int_consts & (1 << idx))
5221 const struct wined3d_shader_lconst *constant;
5223 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5225 if (constant->idx == idx)
5227 loop_control->count = constant->value[0];
5228 loop_control->start = constant->value[1];
5229 /* Step is signed. */
5230 loop_control->step = (int)constant->value[2];
5234 /* If this happens the flag was set incorrectly */
5235 ERR("Local constant not found\n");
5236 loop_control->count = 0;
5237 loop_control->start = 0;
5238 loop_control->step = 0;
5242 switch (reg_maps->shader_version.type)
5244 case WINED3D_SHADER_TYPE_VERTEX:
5245 /* Count and aL start value are unsigned */
5246 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5247 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5248 /* Step is signed. */
5249 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5252 case WINED3D_SHADER_TYPE_PIXEL:
5253 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5254 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5255 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5259 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5264 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5267 struct wined3d_shader_dst_param *dst_param = NULL;
5268 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5269 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5272 ERR("Out of memory\n");
5277 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5278 if(!dst_param) goto free;
5279 *dst_param = *ins->dst;
5280 if (ins->dst->reg.idx[0].rel_addr)
5282 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5285 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5286 dst_param->reg.idx[0].rel_addr = rel_addr;
5288 rec->ins.dst = dst_param;
5290 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5293 for (i = 0; i < ins->src_count; ++i)
5295 src_param[i] = ins->src[i];
5296 if (ins->src[i].reg.idx[0].rel_addr)
5298 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5301 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5302 src_param[i].reg.idx[0].rel_addr = rel_addr;
5305 rec->ins.src = src_param;
5306 list_add_tail(list, &rec->entry);
5310 ERR("Out of memory\n");
5313 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5314 HeapFree(GetProcessHeap(), 0, dst_param);
5318 for(i = 0; i < ins->src_count; i++)
5320 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5322 HeapFree(GetProcessHeap(), 0, src_param);
5324 HeapFree(GetProcessHeap(), 0, rec);
5327 static void free_recorded_instruction(struct list *list)
5329 struct recorded_instruction *rec_ins, *entry2;
5332 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5334 list_remove(&rec_ins->entry);
5335 if (rec_ins->ins.dst)
5337 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5338 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5340 if (rec_ins->ins.src)
5342 for (i = 0; i < rec_ins->ins.src_count; ++i)
5344 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5346 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5348 HeapFree(GetProcessHeap(), 0, rec_ins);
5352 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5354 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5355 struct control_frame *control_frame;
5357 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5359 struct list *e = list_head(&priv->control_frames);
5360 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5361 list_remove(&control_frame->entry);
5362 HeapFree(GetProcessHeap(), 0, control_frame);
5365 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5367 /* Non-ifc ENDIFs were already handled previously. */
5368 struct list *e = list_head(&priv->control_frames);
5369 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5370 list_remove(&control_frame->entry);
5371 HeapFree(GetProcessHeap(), 0, control_frame);
5375 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5376 SHADER_HANDLER hw_fct;
5377 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5378 const struct wined3d_shader *shader = ins->ctx->shader;
5379 struct control_frame *control_frame;
5380 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5383 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5385 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5386 list_add_head(&priv->control_frames, &control_frame->entry);
5388 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5389 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5391 if(priv->target_version >= NV2)
5393 control_frame->no.loop = priv->num_loops++;
5398 /* Don't bother recording when we're in a not used if branch */
5404 if(!priv->recording)
5406 list_init(&priv->record);
5407 priv->recording = TRUE;
5408 control_frame->outer_loop = TRUE;
5409 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5410 return; /* Instruction is handled */
5412 /* Record this loop in the outer loop's recording */
5415 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5417 if(priv->target_version >= NV2)
5419 /* Nothing to do. The control frame is popped after the HW instr handler */
5423 struct list *e = list_head(&priv->control_frames);
5424 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5425 list_remove(&control_frame->entry);
5427 if(control_frame->outer_loop)
5429 unsigned int iteration;
5433 /* Turn off recording before playback */
5434 priv->recording = FALSE;
5436 /* Move the recorded instructions to a separate list and get them out of the private data
5437 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5438 * be recorded again, thus priv->record might be overwritten
5441 list_move_tail(©, &priv->record);
5442 list_init(&priv->record);
5444 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5446 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5447 control_frame->loop_control.count, control_frame->loop_control.start,
5448 control_frame->loop_control.step);
5449 aL = control_frame->loop_control.start;
5453 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5456 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5458 struct recorded_instruction *rec_ins;
5459 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5462 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5466 shader_addline(buffer, "#Iteration %u\n", iteration);
5469 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
5471 shader_arb_handle_instruction(&rec_ins->ins);
5474 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5476 aL += control_frame->loop_control.step;
5479 shader_addline(buffer, "#end loop/rep\n");
5481 free_recorded_instruction(©);
5482 HeapFree(GetProcessHeap(), 0, control_frame);
5483 return; /* Instruction is handled */
5487 /* This is a nested loop. Proceed to the normal recording function */
5488 HeapFree(GetProcessHeap(), 0, control_frame);
5495 record_instruction(&priv->record, ins);
5500 if(ins->handler_idx == WINED3DSIH_IF)
5502 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5503 list_add_head(&priv->control_frames, &control_frame->entry);
5504 control_frame->type = IF;
5506 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5507 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5508 bool_const = !bool_const;
5509 if (!priv->muted && !bool_const)
5511 shader_addline(buffer, "#if(FALSE){\n");
5513 control_frame->muting = TRUE;
5515 else shader_addline(buffer, "#if(TRUE) {\n");
5517 return; /* Instruction is handled */
5519 else if(ins->handler_idx == WINED3DSIH_IFC)
5521 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5522 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5523 control_frame->type = IFC;
5524 control_frame->no.ifc = priv->num_ifcs++;
5525 list_add_head(&priv->control_frames, &control_frame->entry);
5527 else if(ins->handler_idx == WINED3DSIH_ELSE)
5529 struct list *e = list_head(&priv->control_frames);
5530 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5532 if(control_frame->type == IF)
5534 shader_addline(buffer, "#} else {\n");
5535 if(!priv->muted && !control_frame->muting)
5538 control_frame->muting = TRUE;
5540 else if(control_frame->muting) priv->muted = FALSE;
5541 return; /* Instruction is handled. */
5543 /* In case of an ifc, generate a HW shader instruction */
5544 if (control_frame->type != IFC)
5545 ERR("Control frame does not match.\n");
5547 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5549 struct list *e = list_head(&priv->control_frames);
5550 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5552 if(control_frame->type == IF)
5554 shader_addline(buffer, "#} endif\n");
5555 if(control_frame->muting) priv->muted = FALSE;
5556 list_remove(&control_frame->entry);
5557 HeapFree(GetProcessHeap(), 0, control_frame);
5558 return; /* Instruction is handled */
5560 /* In case of an ifc, generate a HW shader instruction */
5561 if (control_frame->type != IFC)
5562 ERR("Control frame does not match.\n");
5567 pop_control_frame(ins);
5571 /* Select handler */
5572 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5574 /* Unhandled opcode */
5577 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5582 pop_control_frame(ins);
5584 shader_arb_add_instruction_modifiers(ins);
5587 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5589 struct shader_arb_priv *priv = shader_priv;
5591 return priv->ffp_proj_control;
5594 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5596 shader_arb_handle_instruction,
5598 shader_arb_select_depth_blt,
5599 shader_arb_deselect_depth_blt,
5600 shader_arb_update_float_vertex_constants,
5601 shader_arb_update_float_pixel_constants,
5602 shader_arb_load_constants,
5603 shader_arb_load_np2fixup_constants,
5607 shader_arb_context_destroyed,
5608 shader_arb_get_caps,
5609 shader_arb_color_fixup_supported,
5610 shader_arb_has_ffp_proj_control,
5613 /* ARB_fragment_program fixed function pipeline replacement definitions */
5614 #define ARB_FFP_CONST_TFACTOR 0
5615 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5616 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5617 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5618 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5620 struct arbfp_ffp_desc
5622 struct ffp_frag_desc parent;
5626 /* Context activation is done by the caller. */
5627 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5631 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5632 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5636 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5637 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5641 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5643 struct shader_arb_priv *priv;
5645 /* Share private data between the shader backend and the pipeline
5646 * replacement, if both are the arb implementation. This is needed to
5647 * figure out whether ARBfp should be disabled if no pixel shader is bound
5649 if (shader_backend == &arb_program_shader_backend)
5651 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5654 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5656 ERR("Failed to initialize rbtree.\n");
5657 if (priv != shader_priv)
5658 HeapFree(GetProcessHeap(), 0, priv);
5661 priv->use_arbfp_fixed_func = TRUE;
5666 /* Context activation is done by the caller. */
5667 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5669 const struct wined3d_gl_info *gl_info = context;
5670 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5672 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5673 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5674 HeapFree(GetProcessHeap(), 0, entry_arb);
5677 /* Context activation is done by the caller. */
5678 static void arbfp_free(struct wined3d_device *device)
5680 struct shader_arb_priv *priv = device->fragment_priv;
5682 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5683 priv->use_arbfp_fixed_func = FALSE;
5685 if (device->shader_backend != &arb_program_shader_backend)
5687 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5691 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5693 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5694 | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5695 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5696 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5697 WINED3DTEXOPCAPS_SELECTARG1 |
5698 WINED3DTEXOPCAPS_SELECTARG2 |
5699 WINED3DTEXOPCAPS_MODULATE4X |
5700 WINED3DTEXOPCAPS_MODULATE2X |
5701 WINED3DTEXOPCAPS_MODULATE |
5702 WINED3DTEXOPCAPS_ADDSIGNED2X |
5703 WINED3DTEXOPCAPS_ADDSIGNED |
5704 WINED3DTEXOPCAPS_ADD |
5705 WINED3DTEXOPCAPS_SUBTRACT |
5706 WINED3DTEXOPCAPS_ADDSMOOTH |
5707 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5708 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5709 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5710 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5711 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5712 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5713 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5714 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5715 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5716 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5717 WINED3DTEXOPCAPS_MULTIPLYADD |
5718 WINED3DTEXOPCAPS_LERP |
5719 WINED3DTEXOPCAPS_BUMPENVMAP |
5720 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5722 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5724 caps->MaxTextureBlendStages = 8;
5725 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5728 static void state_texfactor_arbfp(struct wined3d_context *context,
5729 const struct wined3d_state *state, DWORD state_id)
5731 struct wined3d_device *device = context->swapchain->device;
5732 const struct wined3d_gl_info *gl_info = context->gl_info;
5735 /* Don't load the parameter if we're using an arbfp pixel shader,
5736 * otherwise we'll overwrite application provided constants. */
5737 if (device->shader_backend == &arb_program_shader_backend)
5739 struct shader_arb_priv *priv;
5741 if (use_ps(state)) return;
5743 priv = device->shader_priv;
5744 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5745 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5748 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5749 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5750 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5753 static void state_arb_specularenable(struct wined3d_context *context,
5754 const struct wined3d_state *state, DWORD state_id)
5756 struct wined3d_device *device = context->swapchain->device;
5757 const struct wined3d_gl_info *gl_info = context->gl_info;
5760 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5761 * application provided constants
5763 if (device->shader_backend == &arb_program_shader_backend)
5765 struct shader_arb_priv *priv;
5767 if (use_ps(state)) return;
5769 priv = device->shader_priv;
5770 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5771 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5774 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5776 /* The specular color has no alpha */
5777 col[0] = 1.0f; col[1] = 1.0f;
5778 col[2] = 1.0f; col[3] = 0.0f;
5780 col[0] = 0.0f; col[1] = 0.0f;
5781 col[2] = 0.0f; col[3] = 0.0f;
5783 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5784 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5787 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5789 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5790 struct wined3d_device *device = context->swapchain->device;
5791 const struct wined3d_gl_info *gl_info = context->gl_info;
5796 /* The pixel shader has to know the bump env matrix. Do a constants
5798 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5799 context->load_constants = 1;
5801 if(device->shader_backend == &arb_program_shader_backend) {
5802 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5806 else if (device->shader_backend == &arb_program_shader_backend)
5808 struct shader_arb_priv *priv = device->shader_priv;
5809 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5810 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5813 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5814 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5815 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5816 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5818 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5819 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5822 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5823 const struct wined3d_state *state, DWORD state_id)
5825 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5826 struct wined3d_device *device = context->swapchain->device;
5827 const struct wined3d_gl_info *gl_info = context->gl_info;
5832 /* The pixel shader has to know the luminance offset. Do a constants
5834 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5835 context->load_constants = 1;
5837 if(device->shader_backend == &arb_program_shader_backend) {
5838 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5842 else if (device->shader_backend == &arb_program_shader_backend)
5844 struct shader_arb_priv *priv = device->shader_priv;
5845 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5846 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5849 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5850 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5854 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5855 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5858 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5862 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5864 switch(arg & WINED3DTA_SELECTMASK) {
5865 case WINED3DTA_DIFFUSE:
5866 ret = "fragment.color.primary"; break;
5868 case WINED3DTA_CURRENT:
5869 if (!stage) ret = "fragment.color.primary";
5873 case WINED3DTA_TEXTURE:
5875 case 0: ret = "tex0"; break;
5876 case 1: ret = "tex1"; break;
5877 case 2: ret = "tex2"; break;
5878 case 3: ret = "tex3"; break;
5879 case 4: ret = "tex4"; break;
5880 case 5: ret = "tex5"; break;
5881 case 6: ret = "tex6"; break;
5882 case 7: ret = "tex7"; break;
5883 default: ret = "unknown texture";
5887 case WINED3DTA_TFACTOR:
5888 ret = "tfactor"; break;
5890 case WINED3DTA_SPECULAR:
5891 ret = "fragment.color.secondary"; break;
5893 case WINED3DTA_TEMP:
5894 ret = "tempreg"; break;
5896 case WINED3DTA_CONSTANT:
5897 FIXME("Implement perstage constants\n");
5899 case 0: ret = "const0"; break;
5900 case 1: ret = "const1"; break;
5901 case 2: ret = "const2"; break;
5902 case 3: ret = "const3"; break;
5903 case 4: ret = "const4"; break;
5904 case 5: ret = "const5"; break;
5905 case 6: ret = "const6"; break;
5906 case 7: ret = "const7"; break;
5907 default: ret = "unknown constant";
5915 if(arg & WINED3DTA_COMPLEMENT) {
5916 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5917 if(argnum == 0) ret = "arg0";
5918 if(argnum == 1) ret = "arg1";
5919 if(argnum == 2) ret = "arg2";
5921 if(arg & WINED3DTA_ALPHAREPLICATE) {
5922 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5923 if(argnum == 0) ret = "arg0";
5924 if(argnum == 1) ret = "arg1";
5925 if(argnum == 2) ret = "arg2";
5930 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5931 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5933 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5934 unsigned int mul = 1;
5936 if(color && alpha) dstmask = "";
5937 else if(color) dstmask = ".xyz";
5938 else dstmask = ".w";
5940 if(dst == tempreg) dstreg = "tempreg";
5941 else dstreg = "ret";
5943 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5944 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5945 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5949 case WINED3D_TOP_DISABLE:
5951 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5954 case WINED3D_TOP_SELECT_ARG2:
5957 case WINED3D_TOP_SELECT_ARG1:
5958 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5961 case WINED3D_TOP_MODULATE_4X:
5964 case WINED3D_TOP_MODULATE_2X:
5967 case WINED3D_TOP_MODULATE:
5968 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5971 case WINED3D_TOP_ADD_SIGNED_2X:
5974 case WINED3D_TOP_ADD_SIGNED:
5975 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5978 case WINED3D_TOP_ADD:
5979 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5982 case WINED3D_TOP_SUBTRACT:
5983 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5986 case WINED3D_TOP_ADD_SMOOTH:
5987 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5988 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5991 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
5992 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5993 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5995 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
5996 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5997 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5999 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6000 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6001 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6003 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6004 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6005 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6008 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6009 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6010 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6011 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6014 /* D3DTOP_PREMODULATE ???? */
6016 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6017 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6018 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6020 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6021 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6023 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6024 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6025 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6027 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6028 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6031 case WINED3D_TOP_DOTPRODUCT3:
6033 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6034 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6035 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6038 case WINED3D_TOP_MULTIPLY_ADD:
6039 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6042 case WINED3D_TOP_LERP:
6043 /* The msdn is not quite right here */
6044 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6047 case WINED3D_TOP_BUMPENVMAP:
6048 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6049 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6053 FIXME("Unhandled texture op %08x\n", op);
6057 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6059 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6062 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6065 struct wined3d_shader_buffer buffer;
6066 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6067 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6068 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6069 UINT lowest_disabled_stage;
6070 const char *textype;
6071 const char *instr, *sat;
6072 char colorcor_dst[8];
6074 DWORD arg0, arg1, arg2;
6075 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6077 const char *final_combiner_src = "ret";
6080 /* Find out which textures are read */
6081 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6083 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6085 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6086 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6087 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6088 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6089 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6090 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6092 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6093 tex_read[stage] = TRUE;
6094 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6095 tex_read[stage] = TRUE;
6096 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6098 bump_used[stage] = TRUE;
6099 tex_read[stage] = TRUE;
6101 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6103 bump_used[stage] = TRUE;
6104 tex_read[stage] = TRUE;
6105 luminance_used[stage] = TRUE;
6107 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6109 tfactor_used = TRUE;
6112 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6113 tfactor_used = TRUE;
6116 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6117 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6118 tempreg_used = TRUE;
6121 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6123 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6124 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6125 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6126 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6127 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6128 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6130 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6131 tempreg_used = TRUE;
6133 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6134 tfactor_used = TRUE;
6137 lowest_disabled_stage = stage;
6140 if (!shader_buffer_init(&buffer))
6142 ERR("Failed to initialize shader buffer.\n");
6146 shader_addline(&buffer, "!!ARBfp1.0\n");
6148 switch(settings->fog) {
6149 case FOG_OFF: break;
6150 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6151 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6152 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6153 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6156 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6157 shader_addline(&buffer, "TEMP TMP;\n");
6158 shader_addline(&buffer, "TEMP ret;\n");
6159 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6160 shader_addline(&buffer, "TEMP arg0;\n");
6161 shader_addline(&buffer, "TEMP arg1;\n");
6162 shader_addline(&buffer, "TEMP arg2;\n");
6163 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6164 if(!tex_read[stage]) continue;
6165 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6166 if(!bump_used[stage]) continue;
6167 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6168 if(!luminance_used[stage]) continue;
6169 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6172 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6174 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6176 if(settings->sRGB_write) {
6177 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6178 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6179 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6180 srgb_sub_high, 0.0, 0.0, 0.0);
6183 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6184 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6186 /* Generate texture sampling instructions) */
6187 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6189 if (!tex_read[stage])
6192 switch(settings->op[stage].tex_type) {
6193 case tex_1d: textype = "1D"; break;
6194 case tex_2d: textype = "2D"; break;
6195 case tex_3d: textype = "3D"; break;
6196 case tex_cube: textype = "CUBE"; break;
6197 case tex_rect: textype = "RECT"; break;
6198 default: textype = "unexpected_textype"; break;
6201 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6202 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6207 if(settings->op[stage].projected == proj_none) {
6209 } else if(settings->op[stage].projected == proj_count4 ||
6210 settings->op[stage].projected == proj_count3) {
6213 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6218 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6219 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6221 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6222 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6223 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6224 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6226 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6227 * so multiply the displacement with the dividing parameter before passing it to TXP
6229 if (settings->op[stage].projected != proj_none) {
6230 if(settings->op[stage].projected == proj_count4) {
6231 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6232 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6234 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6235 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6238 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6241 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6242 instr, sat, stage, stage, textype);
6243 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6245 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6246 stage - 1, stage - 1, stage - 1);
6247 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6249 } else if(settings->op[stage].projected == proj_count3) {
6250 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6251 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6252 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6253 instr, sat, stage, stage, textype);
6255 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6256 instr, sat, stage, stage, stage, textype);
6259 sprintf(colorcor_dst, "tex%u", stage);
6260 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6261 settings->op[stage].color_fixup);
6264 /* Generate the main shader */
6265 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6267 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6270 final_combiner_src = "fragment.color.primary";
6274 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6275 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6276 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6277 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6278 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6279 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6280 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6281 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6282 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6283 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6284 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6285 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6287 op_equal = settings->op[stage].aop == settings->op[stage].cop
6288 && settings->op[stage].carg0 == settings->op[stage].aarg0
6289 && settings->op[stage].carg1 == settings->op[stage].aarg1
6290 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6292 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6294 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6295 settings->op[stage].cop, settings->op[stage].carg0,
6296 settings->op[stage].carg1, settings->op[stage].carg2);
6298 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6302 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6303 settings->op[stage].cop, settings->op[stage].carg0,
6304 settings->op[stage].carg1, settings->op[stage].carg2);
6306 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6307 settings->op[stage].cop, settings->op[stage].carg0,
6308 settings->op[stage].carg1, settings->op[stage].carg2);
6309 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6310 settings->op[stage].aop, settings->op[stage].aarg0,
6311 settings->op[stage].aarg1, settings->op[stage].aarg2);
6315 if(settings->sRGB_write) {
6316 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6317 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6318 shader_addline(&buffer, "MOV result.color, ret;\n");
6320 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6324 shader_addline(&buffer, "END\n");
6326 /* Generate the shader */
6327 GL_EXTCALL(glGenProgramsARB(1, &ret));
6328 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6329 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6330 strlen(buffer.buffer), buffer.buffer));
6331 checkGLcall("glProgramStringARB()");
6333 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6336 FIXME("Fragment program error at position %d: %s\n\n", pos,
6337 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6338 shader_arb_dump_program_source(buffer.buffer);
6344 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6345 checkGLcall("glGetProgramivARB()");
6346 if (!native) WARN("Program exceeds native resource limits.\n");
6349 shader_buffer_free(&buffer);
6353 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6355 const struct wined3d_device *device = context->swapchain->device;
6356 const struct wined3d_gl_info *gl_info = context->gl_info;
6357 struct shader_arb_priv *priv = device->fragment_priv;
6358 BOOL use_pshader = use_ps(state);
6359 struct ffp_frag_settings settings;
6360 const struct arbfp_ffp_desc *desc;
6363 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6365 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6367 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6369 /* Reload fixed function constants since they collide with the
6370 * pixel shader constants. */
6371 for (i = 0; i < MAX_TEXTURES; ++i)
6373 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6375 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6376 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6378 else if (use_pshader)
6380 context->select_shader = 1;
6387 /* Find or create a shader implementing the fixed function pipeline
6388 * settings, then activate it. */
6389 gen_ffp_frag_op(device, state, &settings, FALSE);
6390 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6392 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6395 ERR("Out of memory\n");
6399 new_desc->parent.settings = settings;
6400 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6401 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6402 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6406 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6407 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6410 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6411 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6412 priv->current_fprogram_id = desc->shader;
6414 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6416 /* Reload fixed function constants since they collide with the
6417 * pixel shader constants. */
6418 for (i = 0; i < MAX_TEXTURES; ++i)
6420 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6422 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6423 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6425 context->last_was_pshader = FALSE;
6427 context->last_was_pshader = TRUE;
6430 context->select_shader = 1;
6431 context->load_constants = 1;
6434 /* We can't link the fog states to the fragment state directly since the
6435 * vertex pipeline links them to FOGENABLE. A different linking in different
6436 * pipeline parts can't be expressed in the combined state table, so we need
6437 * to handle that with a forwarding function. The other invisible side effect
6438 * is that changing the fog start and fog end (which links to FOGENABLE in
6439 * vertex) results in the fragment_prog_arbfp function being called because
6440 * FOGENABLE is dirty, which calls this function here. */
6441 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6443 enum fogsource new_source;
6445 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6447 if (!isStateDirty(context, STATE_PIXELSHADER))
6448 fragment_prog_arbfp(context, state, state_id);
6450 if (!state->render_states[WINED3D_RS_FOGENABLE])
6453 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6457 new_source = FOGSOURCE_VS;
6461 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6462 new_source = FOGSOURCE_COORD;
6464 new_source = FOGSOURCE_FFP;
6469 new_source = FOGSOURCE_FFP;
6472 if (new_source != context->fog_source)
6474 context->fog_source = new_source;
6475 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6479 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6481 if (!isStateDirty(context, STATE_PIXELSHADER))
6482 fragment_prog_arbfp(context, state, state_id);
6485 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6487 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6488 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6489 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6490 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6491 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6492 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6493 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6494 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6495 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6496 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6497 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6498 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6499 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6500 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6501 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6502 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6503 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6504 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6505 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6506 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6507 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6508 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6509 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6510 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6511 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6512 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6513 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6514 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6515 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6516 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6517 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6518 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6519 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6520 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6521 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6522 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6523 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6524 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6525 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6526 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6527 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6528 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6529 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6530 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6531 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6532 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6533 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6534 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6535 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6536 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6537 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6538 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6539 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6540 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6541 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6542 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6543 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6544 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6545 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6609 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6610 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6613 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6615 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6617 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6626 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6627 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6630 const struct fragment_pipeline arbfp_fragment_pipeline = {
6635 shader_arb_color_fixup_supported,
6636 arbfp_fragmentstate_template,
6639 struct arbfp_blit_priv {
6640 GLenum yuy2_rect_shader, yuy2_2d_shader;
6641 GLenum uyvy_rect_shader, uyvy_2d_shader;
6642 GLenum yv12_rect_shader, yv12_2d_shader;
6643 GLenum p8_rect_shader, p8_2d_shader;
6644 GLuint palette_texture;
6647 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6649 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6650 if(!device->blit_priv) {
6651 ERR("Out of memory\n");
6652 return E_OUTOFMEMORY;
6657 /* Context activation is done by the caller. */
6658 static void arbfp_blit_free(struct wined3d_device *device)
6660 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6661 struct arbfp_blit_priv *priv = device->blit_priv;
6663 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6664 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6665 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6666 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6667 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6668 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6669 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6670 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6671 checkGLcall("Delete yuv and p8 programs");
6673 if (priv->palette_texture)
6674 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6676 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6677 device->blit_priv = NULL;
6680 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6681 GLenum textype, char *luminance)
6684 const char *tex, *texinstr;
6686 if (fixup == COMPLEX_FIXUP_UYVY) {
6694 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6695 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6697 /* This is more tricky than just replacing the texture type - we have to navigate
6698 * properly in the texture to find the correct chroma values
6700 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6704 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6705 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6706 * filtering when we sample the texture.
6708 * These are the rules for reading the chroma:
6714 * So we have to get the sampling x position in non-normalized coordinates in integers
6716 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6717 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6718 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6720 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6722 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6723 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6726 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6727 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6729 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6730 * even and odd pixels respectively
6732 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6733 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6735 /* Sample Pixel 1 */
6736 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6738 /* Put the value into either of the chroma values */
6739 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6740 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6741 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6742 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6744 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6745 * the pixel right to the current one. Otherwise, sample the left pixel.
6746 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6748 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6749 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6750 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6752 /* Put the value into the other chroma */
6753 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6754 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6755 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6756 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6758 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6759 * the current one and lerp the two U and V values
6762 /* This gives the correctly filtered luminance value */
6763 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6768 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6773 case GL_TEXTURE_2D: tex = "2D"; break;
6774 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6776 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6780 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6781 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6782 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6783 * pitch of the luminance plane, the packing into the gl texture is a bit
6784 * unfortunate. If the whole texture is interpreted as luminance data it looks
6785 * approximately like this:
6787 * +----------------------------------+----
6799 * +----------------+-----------------+----
6801 * | U even rows | U odd rows |
6803 * +----------------+------------------ -
6805 * | V even rows | V odd rows |
6807 * +----------------+-----------------+----
6811 * So it appears as if there are 4 chroma images, but in fact the odd rows
6812 * in the chroma images are in the same row as the even ones. So its is
6813 * kinda tricky to read
6815 * When reading from rectangle textures, keep in mind that the input y coordinates
6816 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6818 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6819 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6821 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6822 /* the chroma planes have only half the width */
6823 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6825 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6826 * the coordinate. Also read the right side of the image when reading odd lines
6828 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6831 if(textype == GL_TEXTURE_2D) {
6833 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6835 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6837 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6838 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6840 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6841 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6842 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6843 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6844 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6846 /* clamp, keep the half pixel origin in mind */
6847 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6848 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6849 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6850 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6852 /* Read from [size - size+size/4] */
6853 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6854 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6856 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6857 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6858 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6859 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6860 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6861 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6863 /* Make sure to read exactly from the pixel center */
6864 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6865 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6868 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6869 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6870 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6871 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6872 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6874 /* Read the texture, put the result into the output register */
6875 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6876 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6878 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6879 * No need to clamp because we're just reusing the already clamped value from above
6881 if(textype == GL_TEXTURE_2D) {
6882 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6884 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6886 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6887 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6889 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6890 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6891 * values due to filtering
6893 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6894 if(textype == GL_TEXTURE_2D) {
6895 /* Multiply the y coordinate by 2/3 and clamp it */
6896 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6897 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6898 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6899 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6901 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6902 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6905 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6906 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6907 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6914 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6915 const struct wined3d_gl_info *gl_info, GLenum textype)
6918 struct wined3d_shader_buffer buffer;
6922 if (!shader_buffer_init(&buffer))
6924 ERR("Failed to initialize shader buffer.\n");
6928 GL_EXTCALL(glGenProgramsARB(1, &shader));
6929 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6932 shader_buffer_free(&buffer);
6936 shader_addline(&buffer, "!!ARBfp1.0\n");
6937 shader_addline(&buffer, "TEMP index;\n");
6939 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6940 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6942 /* The alpha-component contains the palette index */
6943 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6944 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6946 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6948 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6949 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6951 /* Use the alpha-component as an index in the palette to get the final color */
6952 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6953 shader_addline(&buffer, "END\n");
6955 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6956 strlen(buffer.buffer), buffer.buffer));
6957 checkGLcall("glProgramStringARB()");
6959 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6962 FIXME("Fragment program error at position %d: %s\n\n", pos,
6963 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6964 shader_arb_dump_program_source(buffer.buffer);
6967 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6968 priv->p8_rect_shader = shader;
6970 priv->p8_2d_shader = shader;
6972 shader_buffer_free(&buffer);
6977 /* Context activation is done by the caller. */
6978 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
6981 struct wined3d_device *device = surface->resource.device;
6982 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6983 struct arbfp_blit_priv *priv = device->blit_priv;
6984 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
6986 d3dfmt_p8_init_palette(surface, table, colorkey);
6988 if (gl_info->supported[APPLE_CLIENT_STORAGE])
6990 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
6991 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6994 if (!priv->palette_texture)
6995 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
6997 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6998 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7000 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7002 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7003 /* Make sure we have discrete color levels. */
7004 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7005 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7006 /* Upload the palette */
7007 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7008 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7010 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7012 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7013 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7016 /* Switch back to unit 0 in which the 2D texture will be stored. */
7017 context_active_texture(context, gl_info, 0);
7020 /* Context activation is done by the caller. */
7021 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7022 enum complex_fixup yuv_fixup, GLenum textype)
7025 struct wined3d_shader_buffer buffer;
7026 char luminance_component;
7030 if (!shader_buffer_init(&buffer))
7032 ERR("Failed to initialize shader buffer.\n");
7036 GL_EXTCALL(glGenProgramsARB(1, &shader));
7037 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7038 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7039 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7042 shader_buffer_free(&buffer);
7046 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7047 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7048 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7049 * each single pixel it contains, and one U and one V value shared between both
7052 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7053 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7054 * take the format into account when generating the read swizzles
7056 * Reading the Y value is straightforward - just sample the texture. The hardware
7057 * takes care of filtering in the horizontal and vertical direction.
7059 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7060 * because that would mix the U and V values of one pixel or two adjacent pixels.
7061 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7062 * regardless of the filtering setting. Vertical filtering works automatically
7063 * though - the U and V values of two rows are mixed nicely.
7065 * Apart of avoiding filtering issues, the code has to know which value it just
7066 * read, and where it can find the other one. To determine this, it checks if
7067 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7069 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7070 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7072 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7073 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7074 * in an unfiltered situation. Finding the luminance on the other hand requires
7075 * finding out if it is an odd or even pixel. The real drawback of this approach
7076 * is filtering. This would have to be emulated completely in the shader, reading
7077 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7078 * vertically. Beyond that it would require adjustments to the texture handling
7079 * code to deal with the width scaling
7081 shader_addline(&buffer, "!!ARBfp1.0\n");
7082 shader_addline(&buffer, "TEMP luminance;\n");
7083 shader_addline(&buffer, "TEMP temp;\n");
7084 shader_addline(&buffer, "TEMP chroma;\n");
7085 shader_addline(&buffer, "TEMP texcrd;\n");
7086 shader_addline(&buffer, "TEMP texcrd2;\n");
7087 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7088 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7089 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7093 case COMPLEX_FIXUP_UYVY:
7094 case COMPLEX_FIXUP_YUY2:
7095 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7097 shader_buffer_free(&buffer);
7102 case COMPLEX_FIXUP_YV12:
7103 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7105 shader_buffer_free(&buffer);
7111 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7112 shader_buffer_free(&buffer);
7116 /* Calculate the final result. Formula is taken from
7117 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7118 * ranges from -0.5 to 0.5
7120 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7122 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7123 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7124 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7125 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7126 shader_addline(&buffer, "END\n");
7128 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7129 strlen(buffer.buffer), buffer.buffer));
7130 checkGLcall("glProgramStringARB()");
7132 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7135 FIXME("Fragment program error at position %d: %s\n\n", pos,
7136 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7137 shader_arb_dump_program_source(buffer.buffer);
7143 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7144 checkGLcall("glGetProgramivARB()");
7145 if (!native) WARN("Program exceeds native resource limits.\n");
7148 shader_buffer_free(&buffer);
7152 case COMPLEX_FIXUP_YUY2:
7153 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7154 else priv->yuy2_2d_shader = shader;
7157 case COMPLEX_FIXUP_UYVY:
7158 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7159 else priv->uyvy_2d_shader = shader;
7162 case COMPLEX_FIXUP_YV12:
7163 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7164 else priv->yv12_2d_shader = shader;
7167 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7173 /* Context activation is done by the caller. */
7174 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7177 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7178 struct arbfp_blit_priv *priv = blit_priv;
7179 enum complex_fixup fixup;
7180 const struct wined3d_gl_info *gl_info = context->gl_info;
7183 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7184 textype = surface->container.u.texture->target;
7186 textype = surface->texture_target;
7188 if (surface->flags & SFLAG_CONVERTED)
7190 gl_info->gl_ops.gl.p_glEnable(textype);
7191 checkGLcall("glEnable(textype)");
7195 if (!is_complex_fixup(surface->resource.format->color_fixup))
7198 dump_color_fixup_desc(surface->resource.format->color_fixup);
7199 /* Don't bother setting up a shader for unconverted formats */
7200 gl_info->gl_ops.gl.p_glEnable(textype);
7201 checkGLcall("glEnable(textype)");
7205 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7209 case COMPLEX_FIXUP_YUY2:
7210 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7213 case COMPLEX_FIXUP_UYVY:
7214 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7217 case COMPLEX_FIXUP_YV12:
7218 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7221 case COMPLEX_FIXUP_P8:
7222 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7223 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7225 upload_palette(surface, context);
7229 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7230 gl_info->gl_ops.gl.p_glEnable(textype);
7231 checkGLcall("glEnable(textype)");
7235 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7237 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7238 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7239 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7240 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7241 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7242 checkGLcall("glProgramLocalParameter4fvARB");
7247 /* Context activation is done by the caller. */
7248 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7250 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7251 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7252 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7253 checkGLcall("glDisable(GL_TEXTURE_2D)");
7254 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7256 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7257 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7259 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7261 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7262 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7266 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7267 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7268 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7270 enum complex_fixup src_fixup;
7272 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7275 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7277 TRACE("Unsupported blit_op=%d\n", blit_op);
7281 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7284 src_fixup = get_complex_fixup(src_format->color_fixup);
7285 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7287 TRACE("Checking support for fixup:\n");
7288 dump_color_fixup_desc(src_format->color_fixup);
7291 if (!is_identity_fixup(dst_format->color_fixup))
7293 TRACE("Destination fixups are not supported\n");
7297 if (is_identity_fixup(src_format->color_fixup))
7303 /* We only support YUV conversions. */
7304 if (!is_complex_fixup(src_format->color_fixup))
7306 TRACE("[FAILED]\n");
7312 case COMPLEX_FIXUP_YUY2:
7313 case COMPLEX_FIXUP_UYVY:
7314 case COMPLEX_FIXUP_YV12:
7315 case COMPLEX_FIXUP_P8:
7320 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7321 TRACE("[FAILED]\n");
7326 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7327 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7328 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7330 struct wined3d_context *context;
7331 RECT src_rect = *src_rect_in;
7332 RECT dst_rect = *dst_rect_in;
7334 /* Now load the surface */
7335 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7336 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7338 /* Without FBO blits transferring from the drawable to the texture is
7339 * expensive, because we have to flip the data in sysmem. Since we can
7340 * flip in the blitter, we don't actually need that flip anyway. So we
7341 * use the surface's texture as scratch texture, and flip the source
7342 * rectangle instead. */
7343 surface_load_fb_texture(src_surface, FALSE);
7345 src_rect.top = src_surface->resource.height - src_rect.top;
7346 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7349 surface_internal_preload(src_surface, SRGB_RGB);
7351 /* Activate the destination context, set it up for blitting */
7352 context = context_acquire(device, dst_surface);
7353 context_apply_blit_state(context, device);
7355 if (!surface_is_offscreen(dst_surface))
7356 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7358 arbfp_blit_set(device->blit_priv, context, src_surface);
7360 /* Draw a textured quad */
7361 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7363 /* Leave the opengl state valid for blitting */
7364 arbfp_blit_unset(context->gl_info);
7366 if (wined3d_settings.strict_draw_ordering
7367 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7368 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7369 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7371 context_release(context);
7373 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7377 /* Do not call while under the GL lock. */
7378 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7379 const RECT *dst_rect, const struct wined3d_color *color)
7381 FIXME("Color filling not implemented by arbfp_blit\n");
7382 return WINED3DERR_INVALIDCALL;
7385 /* Do not call while under the GL lock. */
7386 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7387 struct wined3d_surface *surface, const RECT *rect, float depth)
7389 FIXME("Depth filling not implemented by arbfp_blit.\n");
7390 return WINED3DERR_INVALIDCALL;
7393 const struct blit_shader arbfp_blit = {
7398 arbfp_blit_supported,
7399 arbfp_blit_color_fill,
7400 arbfp_blit_depth_fill,