2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
48 if (!(q = strstr(p, "\n")))
60 static void shader_arb_dump_program_source(const char *source)
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
72 memcpy(tmp, source, source_size);
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
78 HeapFree(GetProcessHeap(), 0, tmp);
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
94 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
96 ERR("Geometry shaders are unsupported\n");
100 if (shader == WINED3D_SHADER_TYPE_PIXEL)
104 case ARB_ZERO: return "ps_helper_const.x";
105 case ARB_ONE: return "ps_helper_const.y";
106 case ARB_TWO: return "coefmul.x";
107 case ARB_0001: return "ps_helper_const.xxxy";
108 case ARB_EPS: return "ps_helper_const.z";
116 case ARB_ZERO: return "helper_const.x";
117 case ARB_ONE: return "helper_const.y";
118 case ARB_TWO: return "helper_const.z";
119 case ARB_EPS: return "helper_const.w";
120 case ARB_0001: return "helper_const.xxxy";
121 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
124 FIXME("Unmanaged %s shader helper constant requested: %u\n",
125 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
128 case ARB_ZERO: return "0.0";
129 case ARB_ONE: return "1.0";
130 case ARB_TWO: return "2.0";
131 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
132 case ARB_EPS: return "1e-8";
133 default: return "bad";
137 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
139 return state->lowest_disabled_stage < 7;
142 /* ARB_program_shader private data */
161 struct wined3d_shader_loop_control loop_control;
165 struct arb_ps_np2fixup_info
167 struct ps_np2fixup_info super;
168 /* For ARB we need a offset value:
169 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171 * array we need an offset to the index inside the program local parameter array. */
175 struct arb_ps_compile_args
177 struct ps_compile_args super;
179 WORD clip; /* only a boolean, use a WORD for alignment */
180 unsigned char loop_ctrl[MAX_CONST_I][3];
183 struct stb_const_desc
185 unsigned char texunit;
189 struct arb_ps_compiled_shader
191 struct arb_ps_compile_args args;
192 struct arb_ps_np2fixup_info np2fixup_info;
193 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
194 struct stb_const_desc luminanceconst[MAX_TEXTURES];
195 UINT int_consts[MAX_CONST_I];
198 unsigned char numbumpenvmatconsts;
202 struct arb_vs_compile_args
204 struct vs_compile_args super;
210 unsigned char clip_texcoord;
211 unsigned char clipplane_mask;
213 DWORD boolclip_compare;
218 unsigned char samplers[4];
219 DWORD samplers_compare;
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct arb_vs_compiled_shader
226 struct arb_vs_compile_args args;
228 UINT int_consts[MAX_CONST_I];
230 char need_color_unclamp;
234 struct recorded_instruction
236 struct wined3d_shader_instruction ins;
240 struct shader_arb_ctx_priv
245 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
247 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
249 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
253 const struct arb_vs_compile_args *cur_vs_args;
254 const struct arb_ps_compile_args *cur_ps_args;
255 const struct arb_ps_compiled_shader *compiled_fprog;
256 const struct arb_vs_compiled_shader *compiled_vprog;
257 struct arb_ps_np2fixup_info *cur_np2fixup_info;
258 struct list control_frames;
262 unsigned int num_loops, loop_depth, num_ifcs;
265 unsigned int vs_clipplanes;
269 /* For 3.0 vertex shaders */
270 const char *vs_output[MAX_REG_OUTPUT];
271 /* For 2.x and earlier vertex shaders */
272 const char *texcrd_output[8], *color_output[2], *fog_output;
274 /* 3.0 pshader input for compatibility with fixed function */
275 const char *ps_input[MAX_REG_INPUT];
280 struct wined3d_shader_signature_element *sig;
282 struct wine_rb_entry entry;
285 struct arb_pshader_private {
286 struct arb_ps_compiled_shader *gl_shaders;
287 UINT num_gl_shaders, shader_array_size;
288 DWORD input_signature_idx;
289 DWORD clipplane_emulation;
293 struct arb_vshader_private {
294 struct arb_vs_compiled_shader *gl_shaders;
295 UINT num_gl_shaders, shader_array_size;
299 struct shader_arb_priv
301 GLuint current_vprogram_id;
302 GLuint current_fprogram_id;
303 const struct arb_ps_compiled_shader *compiled_fprog;
304 const struct arb_vs_compiled_shader *compiled_vprog;
305 GLuint depth_blt_vprogram_id;
306 GLuint depth_blt_fprogram_id_full[tex_type_count];
307 GLuint depth_blt_fprogram_id_masked[tex_type_count];
308 BOOL use_arbfp_fixed_func;
309 struct wine_rb_tree fragment_shaders;
310 BOOL last_ps_const_clamped;
311 BOOL last_vs_color_unclamp;
313 struct wine_rb_tree signature_tree;
317 /* GL locking for state handlers is done by the caller. */
318 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
319 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
321 if (shader_data->rel_offset) return TRUE;
322 if (!reg_maps->usesmova) return FALSE;
323 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
326 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
327 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
329 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
330 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
333 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
334 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
336 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
337 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
338 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
339 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
340 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
341 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
342 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
346 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
347 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
349 unsigned int ret = 1;
350 /* We use one PARAM for the pos fixup, and in some cases one to load
351 * some immediate values into the shader. */
352 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
353 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
357 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
358 * When constant_list == NULL, it will load all the constants.
360 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
361 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
363 /* GL locking is done by the caller */
364 static unsigned int shader_arb_load_constantsF(struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
365 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
367 local_constant* lconst;
371 if (TRACE_ON(d3d_constants))
373 for(i = 0; i < max_constants; i++) {
374 if(!dirty_consts[i]) continue;
375 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
376 constants[i * 4 + 0], constants[i * 4 + 1],
377 constants[i * 4 + 2], constants[i * 4 + 3]);
383 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
384 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
387 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
388 * shaders, the first 8 constants are marked dirty for reload
390 for(; i < min(8, max_constants); i++) {
391 if(!dirty_consts[i]) continue;
395 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
396 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
397 else lcl_const[0] = constants[j + 0];
399 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
400 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
401 else lcl_const[1] = constants[j + 1];
403 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
404 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
405 else lcl_const[2] = constants[j + 2];
407 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
408 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
409 else lcl_const[3] = constants[j + 3];
411 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
414 /* If further constants are dirty, reload them without clamping.
416 * The alternative is not to touch them, but then we cannot reset the dirty constant count
417 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
418 * above would always re-check the first 8 constants since max_constant remains at the init
423 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
425 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
426 * or just reloading *all* constants at once
428 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
430 for(; i < max_constants; i++) {
431 if(!dirty_consts[i]) continue;
433 /* Find the next block of dirty constants */
436 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
440 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
443 for(; i < max_constants; i++) {
444 if(dirty_consts[i]) {
446 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
450 checkGLcall("glProgramEnvParameter4fvARB()");
452 /* Load immediate constants */
453 if (shader->load_local_constsF)
455 if (TRACE_ON(d3d_shader))
457 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
459 GLfloat* values = (GLfloat*)lconst->value;
460 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
461 values[0], values[1], values[2], values[3]);
464 /* Immediate constants are clamped for 1.X shaders at loading times */
466 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
468 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
469 ret = max(ret, lconst->idx + 1);
470 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
472 checkGLcall("glProgramEnvParameter4fvARB()");
473 return ret; /* The loaded immediate constants need reloading for the next shader */
475 return 0; /* No constants are dirty now */
480 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
482 static void shader_arb_load_np2fixup_constants(void *shader_priv,
483 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
485 const struct shader_arb_priv * priv = shader_priv;
487 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
488 if (!use_ps(state)) return;
490 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
491 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
493 WORD active = fixup->super.active;
494 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
496 for (i = 0; active; active >>= 1, ++i)
498 const struct wined3d_texture *tex = state->textures[i];
499 const unsigned char idx = fixup->super.idx[i];
500 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
502 if (!(active & 1)) continue;
505 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
511 tex_dim[2] = tex->pow2_matrix[0];
512 tex_dim[3] = tex->pow2_matrix[5];
516 tex_dim[0] = tex->pow2_matrix[0];
517 tex_dim[1] = tex->pow2_matrix[5];
521 for (i = 0; i < fixup->super.num_consts; ++i) {
522 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
523 fixup->offset + i, &np2fixup_constants[i * 4]));
528 /* GL locking is done by the caller. */
529 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
530 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
532 const struct wined3d_gl_info *gl_info = context->gl_info;
535 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
537 int texunit = gl_shader->bumpenvmatconst[i].texunit;
539 /* The state manager takes care that this function is always called if the bump env matrix changes */
540 const float *data = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
541 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
542 gl_shader->bumpenvmatconst[i].const_num, data));
544 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
546 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
547 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
548 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
549 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
551 const float *scale = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
552 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
553 gl_shader->luminanceconst[i].const_num, scale));
556 checkGLcall("Load bumpmap consts");
558 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
560 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
561 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
566 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
567 val[1] = context->render_offscreen ? 1.0f : -1.0f;
570 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
571 checkGLcall("y correction loading");
574 if (!gl_shader->num_int_consts) return;
576 for(i = 0; i < MAX_CONST_I; i++)
578 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
581 val[0] = (float)state->ps_consts_i[4 * i];
582 val[1] = (float)state->ps_consts_i[4 * i + 1];
583 val[2] = (float)state->ps_consts_i[4 * i + 2];
586 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
589 checkGLcall("Load ps int consts");
592 /* GL locking is done by the caller. */
593 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
594 const struct wined3d_context *context, const struct wined3d_state *state)
596 const struct wined3d_gl_info *gl_info = context->gl_info;
597 float position_fixup[4];
600 /* Upload the position fixup */
601 shader_get_position_fixup(context, state, position_fixup);
602 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
604 if (!gl_shader->num_int_consts) return;
606 for(i = 0; i < MAX_CONST_I; i++)
608 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
611 val[0] = (float)state->vs_consts_i[4 * i];
612 val[1] = (float)state->vs_consts_i[4 * i + 1];
613 val[2] = (float)state->vs_consts_i[4 * i + 2];
616 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
619 checkGLcall("Load vs int consts");
623 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
625 * We only support float constants in ARB at the moment, so don't
626 * worry about the Integers or Booleans
628 /* GL locking is done by the caller (state handler) */
629 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
631 struct wined3d_device *device = context->swapchain->device;
632 const struct wined3d_state *state = &device->stateBlock->state;
633 const struct wined3d_gl_info *gl_info = context->gl_info;
634 struct shader_arb_priv *priv = device->shader_priv;
638 struct wined3d_shader *vshader = state->vertex_shader;
639 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
641 /* Load DirectX 9 float constants for vertex shader */
642 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
643 device->highest_dirty_vs_const, state->vs_consts_f, context->vshader_const_dirty);
644 shader_arb_vs_local_constants(gl_shader, context, state);
649 struct wined3d_shader *pshader = state->pixel_shader;
650 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
651 UINT rt_height = state->fb->render_targets[0]->resource.height;
653 /* Load DirectX 9 float constants for pixel shader */
654 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
655 device->highest_dirty_ps_const, state->ps_consts_f, context->pshader_const_dirty);
656 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
660 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
662 struct wined3d_context *context = context_get_current();
664 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
665 * context. On a context switch the old context will be fully dirtified */
666 if (!context || context->swapchain->device != device) return;
668 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
669 device->highest_dirty_vs_const = max(device->highest_dirty_vs_const, start + count);
672 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
674 struct wined3d_context *context = context_get_current();
676 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
677 * context. On a context switch the old context will be fully dirtified */
678 if (!context || context->swapchain->device != device) return;
680 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
681 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, start + count);
684 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
688 const local_constant *lconst;
690 if (shader->load_local_constsF || list_empty(&shader->constantsF))
693 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
696 ERR("Out of memory\n");
700 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
702 ret[lconst->idx] = idx++;
707 /* Generate the variable & register declarations for the ARB_vertex_program output target */
708 static DWORD shader_generate_arb_declarations(struct wined3d_shader *shader,
709 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
710 const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
711 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
713 DWORD i, next_local = 0;
714 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
715 unsigned max_constantsF;
716 const local_constant *lconst;
719 /* In pixel shaders, all private constants are program local, we don't need anything
720 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
721 * If we need a private constant the GL implementation will squeeze it in somewhere
723 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
724 * immediate values. The posFixup is loaded using program.env for now, so always
725 * subtract one from the number of constants. If the shader uses indirect addressing,
726 * account for the helper const too because we have to declare all availabke d3d constants
727 * and don't know which are actually used.
731 max_constantsF = gl_info->limits.arb_ps_native_constants;
732 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
733 if (max_constantsF < 24)
734 max_constantsF = gl_info->limits.arb_ps_float_constants;
738 const struct arb_vshader_private *shader_data = shader->backend_data;
739 max_constantsF = gl_info->limits.arb_vs_native_constants;
740 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
741 * Also prevents max_constantsF from becoming less than 0 and
743 if (max_constantsF < 96)
744 max_constantsF = gl_info->limits.arb_vs_float_constants;
746 if (reg_maps->usesrelconstF)
748 DWORD highest_constf = 0, clip_limit;
750 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
751 max_constantsF -= count_bits(reg_maps->integer_constants);
753 for (i = 0; i < shader->limits.constant_float; ++i)
756 DWORD shift = i & 0x1f;
757 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
760 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
762 if(ctx->cur_vs_args->super.clip_enabled)
763 clip_limit = gl_info->limits.clipplanes;
769 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
770 clip_limit = min(count_bits(mask), 4);
772 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
773 max_constantsF -= *num_clipplanes;
774 if(*num_clipplanes < clip_limit)
776 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
781 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
782 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
786 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
788 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
791 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
793 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
796 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
798 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
800 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
804 /* Load local constants using the program-local space,
805 * this avoids reloading them each time the shader is used
809 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
811 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
812 lconst_map[lconst->idx]);
813 next_local = max(next_local, lconst_map[lconst->idx] + 1);
817 /* After subtracting privately used constants from the hardware limit(they are loaded as
818 * local constants), make sure the shader doesn't violate the env constant limit
822 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
826 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
829 /* Avoid declaring more constants than needed */
830 max_constantsF = min(max_constantsF, shader->limits.constant_float);
832 /* we use the array-based constants array if the local constants are marked for loading,
833 * because then we use indirect addressing, or when the local constant list is empty,
834 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
835 * local constants do not declare the loaded constants as an array because ARB compilers usually
836 * do not optimize unused constants away
838 if (reg_maps->usesrelconstF)
840 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
841 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
842 max_constantsF, max_constantsF - 1);
844 for(i = 0; i < max_constantsF; i++) {
847 mask = 1 << (i & 0x1f);
848 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
850 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
858 static const char * const shift_tab[] = {
859 "dummy", /* 0 (none) */
860 "coefmul.x", /* 1 (x2) */
861 "coefmul.y", /* 2 (x4) */
862 "coefmul.z", /* 3 (x8) */
863 "coefmul.w", /* 4 (x16) */
864 "dummy", /* 5 (x32) */
865 "dummy", /* 6 (x64) */
866 "dummy", /* 7 (x128) */
867 "dummy", /* 8 (d256) */
868 "dummy", /* 9 (d128) */
869 "dummy", /* 10 (d64) */
870 "dummy", /* 11 (d32) */
871 "coefdiv.w", /* 12 (d16) */
872 "coefdiv.z", /* 13 (d8) */
873 "coefdiv.y", /* 14 (d4) */
874 "coefdiv.x" /* 15 (d2) */
877 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
878 const struct wined3d_shader_dst_param *dst, char *write_mask)
880 char *ptr = write_mask;
882 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
885 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
886 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
887 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
888 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
894 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
896 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
897 * but addressed as "rgba". To fix this we need to swap the register's x
898 * and z components. */
899 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
900 char *ptr = swizzle_str;
902 /* swizzle bits fields: wwzzyyxx */
903 DWORD swizzle = param->swizzle;
904 DWORD swizzle_x = swizzle & 0x03;
905 DWORD swizzle_y = (swizzle >> 2) & 0x03;
906 DWORD swizzle_z = (swizzle >> 4) & 0x03;
907 DWORD swizzle_w = (swizzle >> 6) & 0x03;
909 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
910 * generate a swizzle string. Unless we need to our own swizzling. */
911 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
914 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
915 *ptr++ = swizzle_chars[swizzle_x];
917 *ptr++ = swizzle_chars[swizzle_x];
918 *ptr++ = swizzle_chars[swizzle_y];
919 *ptr++ = swizzle_chars[swizzle_z];
920 *ptr++ = swizzle_chars[swizzle_w];
927 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
929 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
930 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
932 if (!strcmp(priv->addr_reg, src)) return;
934 strcpy(priv->addr_reg, src);
935 shader_addline(buffer, "ARL A0.x, %s;\n", src);
938 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
939 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
941 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
942 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
944 /* oPos, oFog and oPts in D3D */
945 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
946 const struct wined3d_shader *shader = ins->ctx->shader;
947 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
948 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
949 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
955 case WINED3DSPR_TEMP:
956 sprintf(register_name, "R%u", reg->idx);
959 case WINED3DSPR_INPUT:
962 if (reg_maps->shader_version.major < 3)
964 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
965 else strcpy(register_name, "fragment.color.secondary");
972 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
974 if (!strcmp(rel_reg, "**aL_emul**"))
976 DWORD idx = ctx->aL + reg->idx;
977 if(idx < MAX_REG_INPUT)
979 strcpy(register_name, ctx->ps_input[idx]);
983 ERR("Pixel shader input register out of bounds: %u\n", idx);
984 sprintf(register_name, "out_of_bounds_%u", idx);
987 else if (reg_maps->input_registers & 0x0300)
989 /* There are two ways basically:
991 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
992 * That means trouble if the loop also contains a breakc or if the control values
993 * aren't local constants.
994 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
995 * source dynamically. The trouble is that we cannot simply read aL.y because it
996 * is an ADDRESS register. We could however push it, load .zw with a value and use
997 * ADAC to load the condition code register and pop it again afterwards
999 FIXME("Relative input register addressing with more than 8 registers\n");
1001 /* This is better than nothing for now */
1002 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1004 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1006 /* This is problematic because we'd have to consult the ctx->ps_input strings
1007 * for where to find the varying. Some may be "0.0", others can be texcoords or
1008 * colors. This needs either a pipeline replacement to make the vertex shader feed
1009 * proper varyings, or loop unrolling
1011 * For now use the texcoords and hope for the best
1013 FIXME("Non-vertex shader varying input with indirect addressing\n");
1014 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1018 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1019 * pulls GL_NV_fragment_program2 in
1021 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1026 if(reg->idx < MAX_REG_INPUT)
1028 strcpy(register_name, ctx->ps_input[reg->idx]);
1032 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1033 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1040 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1041 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1045 case WINED3DSPR_CONST:
1046 if (!pshader && reg->rel_addr)
1048 const struct arb_vshader_private *shader_data = shader->backend_data;
1049 UINT rel_offset = shader_data->rel_offset;
1052 if (reg_maps->shader_version.major < 2)
1054 sprintf(rel_reg, "A0.x");
1056 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1057 if(ctx->target_version == ARB) {
1058 if (!strcmp(rel_reg, "**aL_emul**"))
1062 shader_arb_request_a0(ins, rel_reg);
1063 sprintf(rel_reg, "A0.x");
1068 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1069 else if (reg->idx >= rel_offset)
1070 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1072 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1076 if (reg_maps->usesrelconstF)
1077 sprintf(register_name, "C[%u]", reg->idx);
1079 sprintf(register_name, "C%u", reg->idx);
1083 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1086 if (reg_maps->shader_version.major == 1
1087 && reg_maps->shader_version.minor <= 3)
1089 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1090 * and as source to most instructions. For some instructions it is the texcoord
1091 * input. Those instructions know about the special use
1093 sprintf(register_name, "T%u", reg->idx);
1095 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1096 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1101 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1103 sprintf(register_name, "A%u", reg->idx);
1107 sprintf(register_name, "A%u_SHADOW", reg->idx);
1112 case WINED3DSPR_COLOROUT:
1113 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1115 strcpy(register_name, "TMP_COLOR");
1119 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1120 if (reg_maps->rt_mask > 1)
1122 sprintf(register_name, "result.color[%u]", reg->idx);
1126 strcpy(register_name, "result.color");
1131 case WINED3DSPR_RASTOUT:
1132 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1133 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1136 case WINED3DSPR_DEPTHOUT:
1137 strcpy(register_name, "result.depth");
1140 case WINED3DSPR_ATTROUT:
1141 /* case WINED3DSPR_OUTPUT: */
1142 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1143 else strcpy(register_name, ctx->color_output[reg->idx]);
1146 case WINED3DSPR_TEXCRDOUT:
1149 sprintf(register_name, "oT[%u]", reg->idx);
1153 if (reg_maps->shader_version.major < 3)
1155 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1159 strcpy(register_name, ctx->vs_output[reg->idx]);
1164 case WINED3DSPR_LOOP:
1165 if(ctx->target_version >= NV2)
1167 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1168 if(pshader) sprintf(register_name, "A0.x");
1169 else sprintf(register_name, "aL.y");
1173 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1174 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1175 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1176 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1179 sprintf(register_name, "**aL_emul**");
1184 case WINED3DSPR_CONSTINT:
1185 sprintf(register_name, "I%u", reg->idx);
1188 case WINED3DSPR_MISCTYPE:
1191 sprintf(register_name, "vpos");
1193 else if(reg->idx == 1)
1195 sprintf(register_name, "fragment.facing.x");
1199 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1204 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1205 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1210 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1211 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1213 char register_name[255];
1217 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1218 strcpy(str, register_name);
1220 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1221 strcat(str, write_mask);
1224 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1226 switch(channel_source)
1228 case CHANNEL_SOURCE_ZERO: return "0";
1229 case CHANNEL_SOURCE_ONE: return "1";
1230 case CHANNEL_SOURCE_X: return "x";
1231 case CHANNEL_SOURCE_Y: return "y";
1232 case CHANNEL_SOURCE_Z: return "z";
1233 case CHANNEL_SOURCE_W: return "w";
1235 FIXME("Unhandled channel source %#x\n", channel_source);
1240 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1241 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1245 if (is_complex_fixup(fixup))
1247 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1248 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1253 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1254 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1255 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1256 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1261 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1262 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1263 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1267 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1268 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1269 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1270 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1276 char *ptr = reg_mask;
1278 if (mask != WINED3DSP_WRITEMASK_ALL)
1281 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1282 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1283 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1284 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1288 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1292 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1295 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1296 if (!ins->dst_count) return "";
1298 mod = ins->dst[0].modifiers;
1300 /* Silently ignore PARTIALPRECISION if its not supported */
1301 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1303 if(mod & WINED3DSPDM_MSAMPCENTROID)
1305 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1306 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1311 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1314 case WINED3DSPDM_SATURATE:
1317 case WINED3DSPDM_PARTIALPRECISION:
1324 FIXME("Unknown modifiers 0x%08x\n", mod);
1329 #define TEX_PROJ 0x1
1330 #define TEX_BIAS 0x2
1332 #define TEX_DERIV 0x10
1334 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1335 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1337 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1338 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1339 const struct wined3d_shader *shader = ins->ctx->shader;
1340 const struct wined3d_texture *texture;
1341 const char *tex_type;
1342 BOOL np2_fixup = FALSE;
1343 struct wined3d_device *device = shader->device;
1344 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1346 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1348 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1349 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1351 switch(sampler_type) {
1357 texture = device->stateBlock->state.textures[sampler_idx];
1358 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1364 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1366 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1368 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1369 else np2_fixup = TRUE;
1374 case WINED3DSTT_VOLUME:
1378 case WINED3DSTT_CUBE:
1383 ERR("Unexpected texture type %d\n", sampler_type);
1387 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1388 * so don't use shader_arb_get_modifier
1390 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1393 /* Fragment samplers always have indentity mapping */
1394 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1396 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1399 if (flags & TEX_DERIV)
1401 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1402 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1403 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1404 dsx, dsy,sampler_idx, tex_type);
1406 else if(flags & TEX_LOD)
1408 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1409 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1410 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1411 sampler_idx, tex_type);
1413 else if (flags & TEX_BIAS)
1415 /* Shouldn't be possible, but let's check for it */
1416 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1417 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1418 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1420 else if (flags & TEX_PROJ)
1422 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1428 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1429 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1430 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1432 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1435 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1440 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1441 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1442 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1443 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1447 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1448 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1450 /* Generate a line that does the input modifier computation and return the input register to use */
1451 BOOL is_color = FALSE;
1455 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1456 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1457 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1458 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1460 /* Assume a new line will be added */
1463 /* Get register name */
1464 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1465 shader_arb_get_swizzle(src, is_color, swzstr);
1467 switch (src->modifiers)
1469 case WINED3DSPSM_NONE:
1470 sprintf(outregstr, "%s%s", regstr, swzstr);
1473 case WINED3DSPSM_NEG:
1474 sprintf(outregstr, "-%s%s", regstr, swzstr);
1477 case WINED3DSPSM_BIAS:
1478 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1480 case WINED3DSPSM_BIASNEG:
1481 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1483 case WINED3DSPSM_SIGN:
1484 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1486 case WINED3DSPSM_SIGNNEG:
1487 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1489 case WINED3DSPSM_COMP:
1490 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1492 case WINED3DSPSM_X2:
1493 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1495 case WINED3DSPSM_X2NEG:
1496 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1498 case WINED3DSPSM_DZ:
1499 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1500 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1502 case WINED3DSPSM_DW:
1503 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1504 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1506 case WINED3DSPSM_ABS:
1507 if(ctx->target_version >= NV2) {
1508 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1511 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1514 case WINED3DSPSM_ABSNEG:
1515 if(ctx->target_version >= NV2) {
1516 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1518 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1519 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1524 sprintf(outregstr, "%s%s", regstr, swzstr);
1528 /* Return modified or original register, with swizzle */
1530 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1533 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1535 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1536 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1538 char src_name[2][50];
1539 DWORD sampler_code = dst->reg.idx;
1541 shader_arb_get_dst_param(ins, dst, dst_name);
1543 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1545 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1546 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1549 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1550 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1551 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1552 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1553 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1555 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1556 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1559 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1564 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1565 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1566 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1567 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1568 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1569 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1570 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1571 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1572 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1573 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1574 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1575 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1576 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1578 FIXME("Unknown modifier %u\n", mod);
1582 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1584 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1585 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1587 char src_name[3][50];
1588 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1589 ins->ctx->reg_maps->shader_version.minor);
1591 shader_arb_get_dst_param(ins, dst, dst_name);
1592 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1594 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1595 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1597 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1601 struct wined3d_shader_src_param src0_copy = ins->src[0];
1604 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1605 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1607 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1608 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1609 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1610 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1611 dst_name, src_name[1], src_name[2]);
1615 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1617 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1618 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1620 char src_name[3][50];
1622 shader_arb_get_dst_param(ins, dst, dst_name);
1624 /* Generate input register names (with modifiers) */
1625 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1626 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1627 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1629 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1630 dst_name, src_name[0], src_name[2], src_name[1]);
1633 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1634 * dst = dot2(src0, src1) + src2 */
1635 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1637 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1638 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1640 char src_name[3][50];
1641 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1643 shader_arb_get_dst_param(ins, dst, dst_name);
1644 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1645 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1647 if(ctx->target_version >= NV3)
1649 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1650 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1651 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1652 dst_name, src_name[0], src_name[1], src_name[2]);
1654 else if(ctx->target_version >= NV2)
1656 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1657 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1658 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1659 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1661 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1663 * .xyxy and other swizzles that we could get with this are not valid in
1664 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1666 struct wined3d_shader_src_param tmp_param = ins->src[1];
1667 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1668 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1670 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1672 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1673 dst_name, src_name[2], src_name[0], src_name[1]);
1677 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1678 /* 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]
1679 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1681 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1682 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1683 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1684 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1688 /* Map the opcode 1-to-1 to the GL code */
1689 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1691 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1692 const char *instruction;
1693 char arguments[256], dst_str[50];
1695 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1697 switch (ins->handler_idx)
1699 case WINED3DSIH_ABS: instruction = "ABS"; break;
1700 case WINED3DSIH_ADD: instruction = "ADD"; break;
1701 case WINED3DSIH_CRS: instruction = "XPD"; break;
1702 case WINED3DSIH_DP3: instruction = "DP3"; break;
1703 case WINED3DSIH_DP4: instruction = "DP4"; break;
1704 case WINED3DSIH_DST: instruction = "DST"; break;
1705 case WINED3DSIH_FRC: instruction = "FRC"; break;
1706 case WINED3DSIH_LIT: instruction = "LIT"; break;
1707 case WINED3DSIH_LRP: instruction = "LRP"; break;
1708 case WINED3DSIH_MAD: instruction = "MAD"; break;
1709 case WINED3DSIH_MAX: instruction = "MAX"; break;
1710 case WINED3DSIH_MIN: instruction = "MIN"; break;
1711 case WINED3DSIH_MOV: instruction = "MOV"; break;
1712 case WINED3DSIH_MUL: instruction = "MUL"; break;
1713 case WINED3DSIH_SGE: instruction = "SGE"; break;
1714 case WINED3DSIH_SLT: instruction = "SLT"; break;
1715 case WINED3DSIH_SUB: instruction = "SUB"; break;
1716 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1717 case WINED3DSIH_DSX: instruction = "DDX"; break;
1718 default: instruction = "";
1719 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1723 /* Note that shader_arb_add_dst_param() adds spaces. */
1724 arguments[0] = '\0';
1725 shader_arb_get_dst_param(ins, dst, dst_str);
1726 for (i = 0; i < ins->src_count; ++i)
1729 strcat(arguments, ", ");
1730 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1731 strcat(arguments, operand);
1733 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1736 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1738 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1739 shader_addline(buffer, "NOP;\n");
1742 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1744 const struct wined3d_shader *shader = ins->ctx->shader;
1745 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1746 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1747 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1748 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1749 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1750 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1752 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1753 char src0_param[256];
1755 if (ins->handler_idx == WINED3DSIH_MOVA)
1757 const struct arb_vshader_private *shader_data = shader->backend_data;
1759 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1761 if(ctx->target_version >= NV2) {
1762 shader_hw_map2gl(ins);
1765 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1766 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1768 /* This implements the mova formula used in GLSL. The first two instructions
1769 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1773 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1775 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1776 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1778 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1779 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1781 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1782 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1783 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1784 if (shader_data->rel_offset)
1786 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1788 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1790 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1792 else if (reg_maps->shader_version.major == 1
1793 && !shader_is_pshader_version(reg_maps->shader_version.type)
1794 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1796 const struct arb_vshader_private *shader_data = shader->backend_data;
1797 src0_param[0] = '\0';
1799 if (shader_data->rel_offset)
1801 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1802 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1803 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1804 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1808 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1809 * with more than one component. Thus replicate the first source argument over all
1810 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1811 struct wined3d_shader_src_param tmp_src = ins->src[0];
1812 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1813 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1814 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1817 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1819 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1821 shader_addline(buffer, "#mov handled in srgb write code\n");
1824 shader_hw_map2gl(ins);
1828 shader_hw_map2gl(ins);
1832 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1834 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1835 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1838 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1839 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1841 shader_arb_get_dst_param(ins, dst, reg_dest);
1843 if (ins->ctx->reg_maps->shader_version.major >= 2)
1845 const char *kilsrc = "TA";
1848 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1849 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1855 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1856 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1857 * masked out components to 0(won't kill)
1859 char x = '0', y = '0', z = '0', w = '0';
1860 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1861 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1862 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1863 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1864 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1866 shader_addline(buffer, "KIL %s;\n", kilsrc);
1868 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1869 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1871 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1872 * or pass in any temporary register(in shader phase 2)
1874 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1875 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1877 shader_arb_get_dst_param(ins, dst, reg_dest);
1879 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1880 shader_addline(buffer, "KIL TA;\n");
1884 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1886 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1887 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1888 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1889 ins->ctx->reg_maps->shader_version.minor);
1890 struct wined3d_shader_src_param src;
1894 DWORD reg_sampler_code;
1897 /* All versions have a destination register */
1898 shader_arb_get_dst_param(ins, dst, reg_dest);
1900 /* 1.0-1.4: Use destination register number as texture code.
1901 2.0+: Use provided sampler number as texure code. */
1902 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1903 reg_sampler_code = dst->reg.idx;
1905 reg_sampler_code = ins->src[1].reg.idx;
1907 /* 1.0-1.3: Use the texcoord varying.
1908 1.4+: Use provided coordinate source register. */
1909 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1910 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1912 /* TEX is the only instruction that can handle DW and DZ natively */
1914 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1915 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1916 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1920 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1921 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1922 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1924 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1927 if (reg_sampler_code < MAX_TEXTURES)
1928 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1929 if (flags & WINED3D_PSARGS_PROJECTED)
1930 myflags |= TEX_PROJ;
1932 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1934 DWORD src_mod = ins->src[0].modifiers;
1935 if (src_mod == WINED3DSPSM_DZ) {
1936 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1937 * varying register, so we need a temp reg
1939 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1940 strcpy(reg_coord, "TA");
1941 myflags |= TEX_PROJ;
1942 } else if(src_mod == WINED3DSPSM_DW) {
1943 myflags |= TEX_PROJ;
1946 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1947 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1949 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1952 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1954 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1955 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1956 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1957 ins->ctx->reg_maps->shader_version.minor);
1960 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1962 DWORD reg = dst->reg.idx;
1964 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1965 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1969 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1970 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1971 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1975 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1977 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1980 DWORD reg1 = ins->dst[0].reg.idx;
1984 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1985 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1986 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1987 /* Move .x first in case src_str is "TA" */
1988 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1989 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1990 if (reg1 < MAX_TEXTURES)
1992 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1993 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1995 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1998 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2000 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2002 DWORD reg1 = ins->dst[0].reg.idx;
2006 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2007 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2008 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2009 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2010 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2011 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2014 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2016 DWORD reg1 = ins->dst[0].reg.idx;
2020 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2021 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2022 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2023 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2026 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2028 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2029 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2030 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2031 char reg_coord[40], dst_reg[50], src_reg[50];
2032 DWORD reg_dest_code;
2034 /* All versions have a destination register. The Tx where the texture coordinates come
2035 * from is the varying incarnation of the texture register
2037 reg_dest_code = dst->reg.idx;
2038 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2039 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2040 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2042 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2043 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2045 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2046 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2048 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2049 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2052 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2053 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2054 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2055 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2057 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2058 * so we can't let the GL handle this.
2060 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2061 & WINED3D_PSARGS_PROJECTED)
2063 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2064 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2065 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2067 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2070 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2072 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2074 /* No src swizzles are allowed, so this is ok */
2075 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2076 src_reg, reg_dest_code, reg_dest_code);
2077 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2081 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2083 DWORD reg = ins->dst[0].reg.idx;
2084 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2085 char src0_name[50], dst_name[50];
2087 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2089 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2090 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2091 * T<reg+1> register. Use this register to store the calculated vector
2093 tmp_reg.idx = reg + 1;
2094 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2095 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2098 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2100 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2102 DWORD reg = ins->dst[0].reg.idx;
2103 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2109 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2110 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2112 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2113 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2114 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2115 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2116 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2119 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2121 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2122 DWORD reg = ins->dst[0].reg.idx;
2123 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2124 char src0_name[50], dst_name[50];
2125 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2128 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2129 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2130 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2132 tmp_reg.idx = reg + 2 - tex_mx->current_row;
2133 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2135 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2136 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2137 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2138 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2141 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2143 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2144 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2146 DWORD reg = ins->dst[0].reg.idx;
2147 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2149 char src0_name[50], dst_name[50];
2152 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2153 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2154 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2156 /* Sample the texture using the calculated coordinates */
2157 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2158 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2159 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2160 tex_mx->current_row = 0;
2163 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2165 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2166 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2168 DWORD reg = ins->dst[0].reg.idx;
2169 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2175 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2176 * components for temporary data storage
2178 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2179 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2180 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2182 /* Construct the eye-ray vector from w coordinates */
2183 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2184 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2185 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2187 /* Calculate reflection vector
2189 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2190 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2191 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2192 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2193 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2194 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2195 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2197 /* Sample the texture using the calculated coordinates */
2198 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2199 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2200 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2201 tex_mx->current_row = 0;
2204 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2206 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2207 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2209 DWORD reg = ins->dst[0].reg.idx;
2210 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2217 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2218 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2219 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2220 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2221 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2223 /* Calculate reflection vector.
2226 * dst_reg.xyz = 2 * --------- * N - E
2229 * Which normalizes the normal vector
2231 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2232 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2233 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2234 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2235 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2236 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2238 /* Sample the texture using the calculated coordinates */
2239 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2240 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2241 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2242 tex_mx->current_row = 0;
2245 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2247 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2248 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2250 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2251 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2253 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2254 * which is essentially an input, is the destination register because it is the first
2255 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2256 * here(writemasks/swizzles are not valid on texdepth)
2258 shader_arb_get_dst_param(ins, dst, dst_name);
2260 /* According to the msdn, the source register(must be r5) is unusable after
2261 * the texdepth instruction, so we're free to modify it
2263 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2265 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2266 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2267 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2269 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2270 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2271 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2272 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2275 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2276 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2277 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2278 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2280 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2281 DWORD sampler_idx = ins->dst[0].reg.idx;
2285 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2286 shader_addline(buffer, "MOV TB, 0.0;\n");
2287 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2289 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2290 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2293 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2294 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2295 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2297 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2300 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2302 /* Handle output register */
2303 shader_arb_get_dst_param(ins, dst, dst_str);
2304 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2305 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2308 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2309 * Perform the 3rd row of a 3x3 matrix multiply */
2310 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2312 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2313 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2314 char dst_str[50], dst_name[50];
2318 shader_arb_get_dst_param(ins, dst, dst_str);
2319 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2320 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2321 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2322 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2325 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2326 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2327 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2328 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2330 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2332 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2333 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2334 char src0[50], dst_name[50];
2336 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2337 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2339 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2340 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2341 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2343 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2344 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2345 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2347 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2348 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2349 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2350 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2353 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2354 Vertex/Pixel shaders to ARB_vertex_program codes */
2355 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2358 int nComponents = 0;
2359 struct wined3d_shader_dst_param tmp_dst = {{0}};
2360 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2361 struct wined3d_shader_instruction tmp_ins;
2363 memset(&tmp_ins, 0, sizeof(tmp_ins));
2365 /* Set constants for the temporary argument */
2366 tmp_ins.ctx = ins->ctx;
2367 tmp_ins.dst_count = 1;
2368 tmp_ins.dst = &tmp_dst;
2369 tmp_ins.src_count = 2;
2370 tmp_ins.src = tmp_src;
2372 switch(ins->handler_idx)
2374 case WINED3DSIH_M4x4:
2376 tmp_ins.handler_idx = WINED3DSIH_DP4;
2378 case WINED3DSIH_M4x3:
2380 tmp_ins.handler_idx = WINED3DSIH_DP4;
2382 case WINED3DSIH_M3x4:
2384 tmp_ins.handler_idx = WINED3DSIH_DP3;
2386 case WINED3DSIH_M3x3:
2388 tmp_ins.handler_idx = WINED3DSIH_DP3;
2390 case WINED3DSIH_M3x2:
2392 tmp_ins.handler_idx = WINED3DSIH_DP3;
2395 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2399 tmp_dst = ins->dst[0];
2400 tmp_src[0] = ins->src[0];
2401 tmp_src[1] = ins->src[1];
2402 for (i = 0; i < nComponents; i++) {
2403 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2404 shader_hw_map2gl(&tmp_ins);
2405 ++tmp_src[1].reg.idx;
2409 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2411 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2416 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2417 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2418 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2420 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2426 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2429 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2431 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2432 const char *instruction;
2437 switch(ins->handler_idx)
2439 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2440 case WINED3DSIH_RCP: instruction = "RCP"; break;
2441 case WINED3DSIH_EXP: instruction = "EX2"; break;
2442 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2443 default: instruction = "";
2444 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2448 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2449 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2450 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2452 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2458 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2461 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2463 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2466 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2467 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2468 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2470 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2471 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2473 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2474 * otherwise NRM or RSQ would return NaN */
2475 if(pshader && priv->target_version >= NV3)
2477 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2479 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2481 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2482 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2483 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2485 else if(priv->target_version >= NV2)
2487 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2488 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2489 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2494 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2496 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2497 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2498 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2500 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2501 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2503 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2504 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2505 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2510 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2512 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2514 char src_name[3][50];
2516 /* ARB_fragment_program has a convenient LRP instruction */
2517 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2518 shader_hw_map2gl(ins);
2522 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2523 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2524 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2525 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2527 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2528 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2529 dst_name, src_name[0], src_name[2]);
2532 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2534 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2535 * must contain fixed constants. So we need a separate function to filter those constants and
2538 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2539 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2540 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2542 char src_name0[50], src_name1[50], src_name2[50];
2545 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2546 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2547 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2548 /* No modifiers are supported on SCS */
2549 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2551 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2553 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2554 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2556 } else if(priv->target_version >= NV2) {
2557 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2559 /* Sincos writemask must be .x, .y or .xy */
2560 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2561 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2562 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2563 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2565 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2566 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2568 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2569 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2571 * The constants we get are:
2573 * +1 +1, -1 -1 +1 +1 -1 -1
2574 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2575 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2577 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2581 * (x/2)^4 = x^4 / 16
2582 * (x/2)^5 = x^5 / 32
2585 * To get the final result:
2586 * sin(x) = 2 * sin(x/2) * cos(x/2)
2587 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2588 * (from sin(x+y) and cos(x+y) rules)
2590 * As per MSDN, dst.z is undefined after the operation, and so is
2591 * dst.x and dst.y if they're masked out by the writemask. Ie
2592 * sincos dst.y, src1, c0, c1
2593 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2594 * vsa.exe also stops with an error if the dest register is the same register as the source
2595 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2596 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2598 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2599 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2600 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2602 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2603 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2604 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2605 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2606 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2607 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2611 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2612 * properly merge that with MULs in the code above?
2613 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2614 * we can merge the sine and cosine MAD rows to calculate them together.
2616 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2617 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2618 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2619 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2622 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2623 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2624 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2626 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2628 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2629 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2631 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2633 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2634 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2639 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2641 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2644 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2646 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2647 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2649 /* SGN is only valid in vertex shaders */
2650 if(ctx->target_version >= NV2) {
2651 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2655 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2656 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2658 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2659 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2661 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2662 * Then use TA, and calculate the final result
2664 * Not reading from TA? Store the first result in TA to avoid overwriting the
2665 * destination if src reg = dst reg
2667 if(strstr(src_name, "TA"))
2669 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2670 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2671 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2675 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2676 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2677 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2682 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2684 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2690 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2691 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2692 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2694 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2695 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2698 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2704 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2705 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2706 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2707 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2708 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2709 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2710 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2711 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2712 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2713 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2714 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2715 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2716 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2718 FIXME("Unknown modifier %u\n", mod);
2722 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2724 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2725 char src0[50], dst[50];
2726 struct wined3d_shader_src_param src0_copy = ins->src[0];
2727 BOOL need_abs = FALSE;
2730 switch(ins->handler_idx)
2732 case WINED3DSIH_LOG: instr = "LG2"; break;
2733 case WINED3DSIH_LOGP: instr = "LOG"; break;
2735 ERR("Unexpected instruction %d\n", ins->handler_idx);
2739 /* LOG and LOGP operate on the absolute value of the input */
2740 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2742 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2743 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2747 shader_addline(buffer, "ABS TA, %s;\n", src0);
2748 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2752 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2756 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2758 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2759 char src0[50], src1[50], dst[50];
2760 struct wined3d_shader_src_param src0_copy = ins->src[0];
2761 BOOL need_abs = FALSE;
2762 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2763 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2765 /* POW operates on the absolute value of the input */
2766 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2768 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2769 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2770 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2773 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2775 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2777 if (priv->target_version >= NV2)
2779 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2780 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2781 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2785 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2786 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2788 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2789 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2790 /* Possibly add flt_eps to avoid getting float special values */
2791 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2792 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2793 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2794 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2798 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2800 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2802 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2805 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2809 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2810 struct list *e = list_head(&priv->control_frames);
2811 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2813 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2814 /* The constant loader makes sure to load -1 into iX.w */
2815 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2816 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2817 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2821 shader_addline(buffer, "LOOP %s;\n", src_name);
2825 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2827 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2829 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2831 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2833 /* The constant loader makes sure to load -1 into iX.w */
2836 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2837 struct list *e = list_head(&priv->control_frames);
2838 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2840 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2842 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2843 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2844 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2848 shader_addline(buffer, "REP %s;\n", src_name);
2852 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2854 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2855 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2859 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2860 struct list *e = list_head(&priv->control_frames);
2861 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2863 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2864 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2865 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2867 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2871 shader_addline(buffer, "ENDLOOP;\n");
2875 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2877 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2878 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2882 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2883 struct list *e = list_head(&priv->control_frames);
2884 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2886 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2887 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2888 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2890 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2894 shader_addline(buffer, "ENDREP;\n");
2898 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2900 struct control_frame *control_frame;
2902 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2904 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2906 ERR("Could not find loop for break\n");
2910 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2912 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2913 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2914 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2918 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2922 shader_addline(buffer, "BRK;\n");
2926 static const char *get_compare(COMPARISON_TYPE flags)
2930 case COMPARISON_GT: return "GT";
2931 case COMPARISON_EQ: return "EQ";
2932 case COMPARISON_GE: return "GE";
2933 case COMPARISON_LT: return "LT";
2934 case COMPARISON_NE: return "NE";
2935 case COMPARISON_LE: return "LE";
2937 FIXME("Unrecognized comparison value: %u\n", flags);
2942 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2946 case COMPARISON_GT: return COMPARISON_LE;
2947 case COMPARISON_EQ: return COMPARISON_NE;
2948 case COMPARISON_GE: return COMPARISON_LT;
2949 case COMPARISON_LT: return COMPARISON_GE;
2950 case COMPARISON_NE: return COMPARISON_EQ;
2951 case COMPARISON_LE: return COMPARISON_GT;
2953 FIXME("Unrecognized comparison value: %u\n", flags);
2958 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2960 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2961 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2962 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2965 const char *comp = get_compare(ins->flags);
2967 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2968 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2972 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2973 * away the subtraction result
2975 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2976 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2980 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2981 shader_addline(buffer, "BRK (%s.x);\n", comp);
2985 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2987 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2988 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2989 struct list *e = list_head(&priv->control_frames);
2990 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2994 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2996 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2997 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3001 /* Invert the flag. We jump to the else label if the condition is NOT true */
3002 comp = get_compare(invert_compare(ins->flags));
3003 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3004 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3008 comp = get_compare(ins->flags);
3009 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3010 shader_addline(buffer, "IF %s.x;\n", comp);
3014 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3016 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3017 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3018 struct list *e = list_head(&priv->control_frames);
3019 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3020 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3024 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3025 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3026 control_frame->had_else = TRUE;
3030 shader_addline(buffer, "ELSE;\n");
3034 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3036 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3037 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3038 struct list *e = list_head(&priv->control_frames);
3039 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3040 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3044 if(control_frame->had_else)
3046 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3050 shader_addline(buffer, "#No else branch. else is endif\n");
3051 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3056 shader_addline(buffer, "ENDIF;\n");
3060 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3062 DWORD sampler_idx = ins->src[1].reg.idx;
3064 char reg_src[3][40];
3065 WORD flags = TEX_DERIV;
3067 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3068 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3069 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3070 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3072 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3073 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3075 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3078 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3080 DWORD sampler_idx = ins->src[1].reg.idx;
3083 WORD flags = TEX_LOD;
3085 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3086 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3088 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3089 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3091 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3094 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3096 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3097 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3099 priv->in_main_func = FALSE;
3100 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3101 * subroutine, don't generate a label that will make GL complain
3103 if(priv->target_version == ARB) return;
3105 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3108 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3109 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3110 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3111 struct wined3d_shader_buffer *buffer)
3115 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3116 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3117 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3118 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3120 if (args->super.fog_src == VS_FOG_Z)
3121 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3122 else if (!reg_maps->fog)
3123 /* posFixup.x is always 1.0, so we can safely use it */
3124 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3126 /* Clipplanes are always stored without y inversion */
3127 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3129 if (args->super.clip_enabled)
3131 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3133 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3137 else if (args->clip.boolclip.clip_texcoord)
3139 unsigned int cur_clip = 0;
3140 char component[4] = {'x', 'y', 'z', 'w'};
3141 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3143 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3145 if (args->clip.boolclip.clipplane_mask & (1 << i))
3147 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3148 component[cur_clip++], i);
3154 shader_addline(buffer, "MOV TA, %s;\n", zero);
3157 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3160 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3163 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3166 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3167 args->clip.boolclip.clip_texcoord - 1);
3170 /* Write the final position.
3172 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3173 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3174 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3175 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3177 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3178 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3179 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3181 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3182 * and the glsl equivalent
3184 if (need_helper_const(shader_data, reg_maps, gl_info))
3186 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3187 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3191 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3192 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3195 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3197 priv_ctx->footer_written = TRUE;
3200 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3202 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3203 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3204 const struct wined3d_shader *shader = ins->ctx->shader;
3205 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3207 if(priv->target_version == ARB) return;
3211 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3212 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3215 shader_addline(buffer, "RET;\n");
3218 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3220 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3221 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3224 /* GL locking is done by the caller */
3225 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3227 GLuint program_id = 0;
3230 const char *blt_vprogram =
3232 "PARAM c[1] = { { 1, 0.5 } };\n"
3233 "MOV result.position, vertex.position;\n"
3234 "MOV result.color, c[0].x;\n"
3235 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3238 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3239 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3240 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3241 strlen(blt_vprogram), blt_vprogram));
3242 checkGLcall("glProgramStringARB()");
3244 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3247 FIXME("Vertex program error at position %d: %s\n\n", pos,
3248 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3249 shader_arb_dump_program_source(blt_vprogram);
3255 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3256 checkGLcall("glGetProgramivARB()");
3257 if (!native) WARN("Program exceeds native resource limits.\n");
3263 /* GL locking is done by the caller */
3264 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3265 enum tex_types tex_type, BOOL masked)
3267 GLuint program_id = 0;
3268 const char *fprogram;
3271 static const char * const blt_fprograms_full[tex_type_count] =
3278 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3279 "MOV result.depth.z, R0.x;\n"
3286 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3287 "MOV result.depth.z, R0.x;\n"
3292 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3293 "MOV result.depth.z, R0.x;\n"
3297 static const char * const blt_fprograms_masked[tex_type_count] =
3303 "PARAM mask = program.local[0];\n"
3305 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3306 "MUL R0.x, R0.x, R0.y;\n"
3308 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3309 "MOV result.depth.z, R0.x;\n"
3315 "PARAM mask = program.local[0];\n"
3317 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3318 "MUL R0.x, R0.x, R0.y;\n"
3320 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3321 "MOV result.depth.z, R0.x;\n"
3325 "PARAM mask = program.local[0];\n"
3327 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3328 "MUL R0.x, R0.x, R0.y;\n"
3330 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3331 "MOV result.depth.z, R0.x;\n"
3335 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3338 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3340 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3343 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3344 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3345 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3346 checkGLcall("glProgramStringARB()");
3348 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3351 FIXME("Fragment program error at position %d: %s\n\n", pos,
3352 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3353 shader_arb_dump_program_source(fprogram);
3359 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3360 checkGLcall("glGetProgramivARB()");
3361 if (!native) WARN("Program exceeds native resource limits.\n");
3367 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3368 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3370 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3374 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3375 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3376 /* Calculate the > 0.0031308 case */
3377 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3378 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3379 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3380 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3381 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3382 /* Calculate the < case */
3383 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3387 /* Calculate the > 0.0031308 case */
3388 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3389 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3390 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3391 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3392 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3393 /* Calculate the < case */
3394 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3395 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3396 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3397 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3398 /* Store the components > 0.0031308 in the destination */
3399 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3400 /* Add the components that are < 0.0031308 */
3401 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3402 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3403 * result.color writes(.rgb first, then .a), or handle overwriting already written
3404 * components. The assembler uses a temporary register in this case, which is usually
3405 * not allocated from one of our registers that were used earlier.
3408 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3411 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3413 const local_constant *constant;
3415 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry)
3417 if (constant->idx == idx)
3419 return constant->value;
3425 static void init_ps_input(const struct wined3d_shader *shader,
3426 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3428 static const char * const texcoords[8] =
3430 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3431 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3434 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3435 const char *semantic_name;
3438 switch(args->super.vp_mode)
3440 case pretransformed:
3442 /* The pixelshader has to collect the varyings on its own. In any case properly load
3443 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3444 * other attribs to 0.0.
3446 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3447 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3448 * load the texcoord attrib pointers to match the pixel shader signature
3450 for(i = 0; i < MAX_REG_INPUT; i++)
3452 semantic_name = sig[i].semantic_name;
3453 semantic_idx = sig[i].semantic_idx;
3454 if (!semantic_name) continue;
3456 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3458 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3459 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3460 else priv->ps_input[i] = "0.0";
3462 else if(args->super.vp_mode == fixedfunction)
3464 priv->ps_input[i] = "0.0";
3466 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3468 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3469 else priv->ps_input[i] = "0.0";
3471 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3473 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3474 else priv->ps_input[i] = "0.0";
3478 priv->ps_input[i] = "0.0";
3481 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3486 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3489 for(i = 0; i < 8; i++)
3491 priv->ps_input[i] = texcoords[i];
3493 priv->ps_input[8] = "fragment.color.primary";
3494 priv->ps_input[9] = "fragment.color.secondary";
3499 /* GL locking is done by the caller */
3500 static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader,
3501 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3502 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3504 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3505 const DWORD *function = shader->function;
3506 const local_constant *lconst;
3509 DWORD *lconst_map = local_const_mapping(shader), next_local;
3510 struct shader_arb_ctx_priv priv_ctx;
3511 BOOL dcl_td = FALSE;
3512 BOOL want_nv_prog = FALSE;
3513 struct arb_pshader_private *shader_priv = shader->backend_data;
3518 unsigned int i, found = 0;
3520 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3523 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3524 || (reg_maps->shader_version.major < 2 && !i))
3527 sprintf(srgbtmp[found], "R%u", i);
3529 if (found == 4) break;
3534 sprintf(srgbtmp[0], "TA");
3535 sprintf(srgbtmp[1], "TB");
3536 sprintf(srgbtmp[2], "TC");
3537 sprintf(srgbtmp[3], "TD");
3541 sprintf(srgbtmp[1], "TA");
3542 sprintf(srgbtmp[2], "TB");
3543 sprintf(srgbtmp[3], "TC");
3546 sprintf(srgbtmp[2], "TA");
3547 sprintf(srgbtmp[3], "TB");
3550 sprintf(srgbtmp[3], "TA");
3556 /* Create the hw ARB shader */
3557 memset(&priv_ctx, 0, sizeof(priv_ctx));
3558 priv_ctx.cur_ps_args = args;
3559 priv_ctx.compiled_fprog = compiled;
3560 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3561 init_ps_input(shader, args, &priv_ctx);
3562 list_init(&priv_ctx.control_frames);
3564 /* Avoid enabling NV_fragment_program* if we do not need it.
3566 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3567 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3568 * is faster than what we gain from using higher native instructions. There are some things though
3569 * that cannot be emulated. In that case enable the extensions.
3570 * If the extension is enabled, instruction handlers that support both ways will use it.
3572 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3573 * So enable the best we can get.
3575 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3576 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3578 want_nv_prog = TRUE;
3581 shader_addline(buffer, "!!ARBfp1.0\n");
3582 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3584 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3585 priv_ctx.target_version = NV3;
3587 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3589 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3590 priv_ctx.target_version = NV2;
3594 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3597 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3600 priv_ctx.target_version = ARB;
3603 if (reg_maps->rt_mask > 1)
3605 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3608 if (reg_maps->shader_version.major < 3)
3610 switch(args->super.fog) {
3614 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3617 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3620 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3625 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3626 * unused temps away(but occupies them for the whole shader if they're used once). Always
3627 * declaring them avoids tricky bookkeeping work
3629 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3630 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3631 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3632 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3633 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3634 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3635 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3637 if (reg_maps->shader_version.major < 2)
3639 strcpy(fragcolor, "R0");
3643 if (args->super.srgb_correction)
3645 if (shader->u.ps.color0_mov)
3647 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3651 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3652 strcpy(fragcolor, "TMP_COLOR");
3655 strcpy(fragcolor, "result.color");
3659 if(args->super.srgb_correction) {
3660 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3661 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3662 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3663 srgb_sub_high, 0.0, 0.0, 0.0);
3666 /* Base Declarations */
3667 next_local = shader_generate_arb_declarations(shader, reg_maps,
3668 buffer, gl_info, lconst_map, NULL, &priv_ctx);
3670 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3672 unsigned char bump_const;
3674 if (!(map & 1)) continue;
3676 bump_const = compiled->numbumpenvmatconsts;
3677 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3678 compiled->bumpenvmatconst[bump_const].texunit = i;
3679 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3680 compiled->luminanceconst[bump_const].texunit = i;
3682 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3683 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3684 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3685 * textures due to conditional NP2 restrictions)
3687 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3688 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3689 * their location is shader dependent anyway and they cannot be loaded globally.
3691 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3692 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3693 i, compiled->bumpenvmatconst[bump_const].const_num);
3694 compiled->numbumpenvmatconsts = bump_const + 1;
3696 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3698 compiled->luminanceconst[bump_const].const_num = next_local++;
3699 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3700 i, compiled->luminanceconst[bump_const].const_num);
3703 for(i = 0; i < MAX_CONST_I; i++)
3705 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3706 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3708 const DWORD *control_values = find_loop_control_values(shader, i);
3712 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3713 control_values[0], control_values[1], control_values[2]);
3717 compiled->int_consts[i] = next_local;
3718 compiled->num_int_consts++;
3719 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3724 if(reg_maps->vpos || reg_maps->usesdsy)
3726 compiled->ycorrection = next_local;
3727 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3731 shader_addline(buffer, "TEMP vpos;\n");
3732 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3733 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3734 * ycorrection.z: 1.0
3735 * ycorrection.w: 0.0
3737 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3738 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3743 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3746 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3747 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3748 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3749 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3750 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3751 * shader compilation errors and the subsequent errors when drawing with this shader. */
3752 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3753 unsigned char cur_fixup_sampler = 0;
3755 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3756 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3757 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3759 fixup->offset = next_local;
3760 fixup->super.active = 0;
3762 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3763 if (!(map & (1 << i))) continue;
3765 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3766 fixup->super.active |= (1 << i);
3767 fixup->super.idx[i] = cur_fixup_sampler++;
3769 FIXME("No free constant found to load NP2 fixup data into shader. "
3770 "Sampling from this texture will probably look wrong.\n");
3775 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3776 if (fixup->super.num_consts) {
3777 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3778 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3782 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3784 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3787 /* Base Shader Body */
3788 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3790 if(args->super.srgb_correction) {
3791 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3792 priv_ctx.target_version >= NV2);
3795 if(strcmp(fragcolor, "result.color")) {
3796 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3798 shader_addline(buffer, "END\n");
3800 /* TODO: change to resource.glObjectHandle or something like that */
3801 GL_EXTCALL(glGenProgramsARB(1, &retval));
3803 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3804 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3806 TRACE("Created hw pixel shader, prg=%d\n", retval);
3807 /* Create the program and check for errors */
3808 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3809 buffer->bsize, buffer->buffer));
3810 checkGLcall("glProgramStringARB()");
3812 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3815 FIXME("HW PixelShader Error at position %d: %s\n\n",
3816 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3817 shader_arb_dump_program_source(buffer->buffer);
3824 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3825 checkGLcall("glGetProgramivARB()");
3826 if (!native) WARN("Program exceeds native resource limits.\n");
3829 /* Load immediate constants */
3832 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
3834 const float *value = (const float *)lconst->value;
3835 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3836 checkGLcall("glProgramLocalParameter4fvARB");
3838 HeapFree(GetProcessHeap(), 0, lconst_map);
3844 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3849 for(i = 0; i < MAX_REG_INPUT; i++)
3851 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3853 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3854 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3858 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3859 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3860 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3861 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3862 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3863 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3868 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3870 struct wined3d_shader_signature_element *new;
3874 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3875 for(i = 0; i < MAX_REG_INPUT; i++)
3877 if (!sig[i].semantic_name) continue;
3880 /* Clone the semantic string */
3881 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3882 strcpy(name, sig[i].semantic_name);
3883 new[i].semantic_name = name;
3888 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3890 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3891 struct ps_signature *found_sig;
3895 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3896 TRACE("Found existing signature %u\n", found_sig->idx);
3897 return found_sig->idx;
3899 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3900 found_sig->sig = clone_sig(sig);
3901 found_sig->idx = priv->ps_sig_number++;
3902 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3903 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3905 ERR("Failed to insert program entry.\n");
3907 return found_sig->idx;
3910 static void init_output_registers(struct wined3d_shader *shader, DWORD sig_num,
3911 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3914 static const char * const texcoords[8] =
3916 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3917 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3919 struct wined3d_device *device = shader->device;
3920 const struct wined3d_shader_signature_element *sig;
3921 const char *semantic_name;
3922 DWORD semantic_idx, reg_idx;
3924 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3925 * and varying 9 to result.color.secondary
3927 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3929 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3930 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3931 "result.color.primary", "result.color.secondary"
3936 TRACE("Pixel shader uses builtin varyings\n");
3937 /* Map builtins to builtins */
3938 for(i = 0; i < 8; i++)
3940 priv_ctx->texcrd_output[i] = texcoords[i];
3942 priv_ctx->color_output[0] = "result.color.primary";
3943 priv_ctx->color_output[1] = "result.color.secondary";
3944 priv_ctx->fog_output = "result.fogcoord";
3946 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3947 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
3949 semantic_name = shader->output_signature[i].semantic_name;
3950 if (!semantic_name) continue;
3952 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3954 TRACE("o%u is TMP_OUT\n", i);
3955 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3956 else priv_ctx->vs_output[i] = "TA";
3958 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3960 TRACE("o%u is result.pointsize\n", i);
3961 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3962 else priv_ctx->vs_output[i] = "TA";
3964 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3966 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3967 if (!shader->output_signature[i].semantic_idx)
3968 priv_ctx->vs_output[i] = "result.color.primary";
3969 else if (shader->output_signature[i].semantic_idx == 1)
3970 priv_ctx->vs_output[i] = "result.color.secondary";
3971 else priv_ctx->vs_output[i] = "TA";
3973 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3975 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3976 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3977 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3979 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3981 TRACE("o%u is result.fogcoord\n", i);
3982 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3983 else priv_ctx->vs_output[i] = "result.fogcoord";
3987 priv_ctx->vs_output[i] = "TA";
3993 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3994 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3996 sig = device->stateBlock->state.pixel_shader->input_signature;
3997 TRACE("Pixel shader uses declared varyings\n");
3999 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4000 for(i = 0; i < 8; i++)
4002 priv_ctx->texcrd_output[i] = "TA";
4004 priv_ctx->color_output[0] = "TA";
4005 priv_ctx->color_output[1] = "TA";
4006 priv_ctx->fog_output = "TA";
4008 for(i = 0; i < MAX_REG_INPUT; i++)
4010 semantic_name = sig[i].semantic_name;
4011 semantic_idx = sig[i].semantic_idx;
4012 reg_idx = sig[i].register_idx;
4013 if (!semantic_name) continue;
4015 /* If a declared input register is not written by builtin arguments, don't write to it.
4016 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4018 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4019 * to TMP_OUT in any case
4021 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4023 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4025 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4027 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4029 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4031 if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4038 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4039 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4041 compiled->need_color_unclamp = TRUE;
4045 /* Map declared to declared */
4046 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4048 /* Write unread output to TA to throw them away */
4049 priv_ctx->vs_output[i] = "TA";
4050 semantic_name = shader->output_signature[i].semantic_name;
4051 if (!semantic_name) continue;
4053 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4054 && !shader->output_signature[i].semantic_idx)
4056 priv_ctx->vs_output[i] = "TMP_OUT";
4059 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4060 && !shader->output_signature[i].semantic_idx)
4062 priv_ctx->vs_output[i] = "result.pointsize";
4066 for(j = 0; j < MAX_REG_INPUT; j++)
4068 if (!sig[j].semantic_name) continue;
4070 if (!strcmp(sig[j].semantic_name, semantic_name)
4071 && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4073 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4075 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4076 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4078 compiled->need_color_unclamp = TRUE;
4085 /* GL locking is done by the caller */
4086 static GLuint shader_arb_generate_vshader(struct wined3d_shader *shader,
4087 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4088 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4090 const struct arb_vshader_private *shader_data = shader->backend_data;
4091 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4092 const DWORD *function = shader->function;
4093 const local_constant *lconst;
4095 DWORD next_local, *lconst_map = local_const_mapping(shader);
4096 struct shader_arb_ctx_priv priv_ctx;
4100 memset(&priv_ctx, 0, sizeof(priv_ctx));
4101 priv_ctx.cur_vs_args = args;
4102 list_init(&priv_ctx.control_frames);
4103 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4105 /* Create the hw ARB shader */
4106 shader_addline(buffer, "!!ARBvp1.0\n");
4108 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4109 * mesurable performance penalty, and we can always make use of it for clipplanes.
4111 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4113 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4114 priv_ctx.target_version = NV3;
4115 shader_addline(buffer, "ADDRESS aL;\n");
4117 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4119 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4120 priv_ctx.target_version = NV2;
4121 shader_addline(buffer, "ADDRESS aL;\n");
4123 priv_ctx.target_version = ARB;
4126 shader_addline(buffer, "TEMP TMP_OUT;\n");
4127 if (need_helper_const(shader_data, reg_maps, gl_info))
4129 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4131 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4133 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4134 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4137 shader_addline(buffer, "TEMP TA;\n");
4138 shader_addline(buffer, "TEMP TB;\n");
4140 /* Base Declarations */
4141 next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4142 gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4144 for(i = 0; i < MAX_CONST_I; i++)
4146 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4147 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4149 const DWORD *control_values = find_loop_control_values(shader, i);
4153 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4154 control_values[0], control_values[1], control_values[2]);
4158 compiled->int_consts[i] = next_local;
4159 compiled->num_int_consts++;
4160 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4165 /* We need a constant to fixup the final position */
4166 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4167 compiled->pos_fixup = next_local++;
4169 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4170 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4171 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4172 * a replacement shader depend on the texcoord.w being set properly.
4174 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4175 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4176 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4177 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4178 * this can eat a number of instructions, so skip it unless this cap is set as well
4180 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4182 struct wined3d_device *device = shader->device;
4183 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4184 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4186 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4189 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4190 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4192 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4193 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4198 /* The shader starts with the main function */
4199 priv_ctx.in_main_func = TRUE;
4200 /* Base Shader Body */
4201 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4203 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4204 shader_data, args, reg_maps, gl_info, buffer);
4206 shader_addline(buffer, "END\n");
4208 /* TODO: change to resource.glObjectHandle or something like that */
4209 GL_EXTCALL(glGenProgramsARB(1, &ret));
4211 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4212 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4214 TRACE("Created hw vertex shader, prg=%d\n", ret);
4215 /* Create the program and check for errors */
4216 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4217 buffer->bsize, buffer->buffer));
4218 checkGLcall("glProgramStringARB()");
4220 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4223 FIXME("HW VertexShader Error at position %d: %s\n\n",
4224 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4225 shader_arb_dump_program_source(buffer->buffer);
4232 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4233 checkGLcall("glGetProgramivARB()");
4234 if (!native) WARN("Program exceeds native resource limits.\n");
4236 /* Load immediate constants */
4239 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
4241 const float *value = (const float *)lconst->value;
4242 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4246 HeapFree(GetProcessHeap(), 0, lconst_map);
4251 /* GL locking is done by the caller */
4252 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4253 const struct arb_ps_compile_args *args)
4255 struct wined3d_device *device = shader->device;
4256 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4259 struct arb_ps_compiled_shader *new_array;
4260 struct wined3d_shader_buffer buffer;
4261 struct arb_pshader_private *shader_data;
4264 if (!shader->backend_data)
4266 struct shader_arb_priv *priv = device->shader_priv;
4268 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4269 shader_data = shader->backend_data;
4270 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4272 if (shader->reg_maps.shader_version.major < 3)
4273 shader_data->input_signature_idx = ~0;
4275 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4277 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4279 if (!device->vs_clipping)
4280 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4281 gl_info->limits.texture_stages - 1);
4283 shader_data->clipplane_emulation = ~0U;
4285 shader_data = shader->backend_data;
4287 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4288 * so a linear search is more performant than a hashmap or a binary search
4289 * (cache coherency etc)
4291 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4293 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4294 return &shader_data->gl_shaders[i];
4297 TRACE("No matching GL shader found, compiling a new shader\n");
4298 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4299 if (shader_data->num_gl_shaders)
4301 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4302 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4303 new_size * sizeof(*shader_data->gl_shaders));
4305 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4310 ERR("Out of memory\n");
4313 shader_data->gl_shaders = new_array;
4314 shader_data->shader_array_size = new_size;
4317 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4319 pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4321 if (!shader_buffer_init(&buffer))
4323 ERR("Failed to initialize shader buffer.\n");
4327 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4328 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4329 shader_buffer_free(&buffer);
4330 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4332 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4335 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4336 const DWORD use_map, BOOL skip_int) {
4337 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4338 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4339 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4340 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4341 if(stored->ps_signature != new->ps_signature) return FALSE;
4342 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4343 if(skip_int) return TRUE;
4345 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4348 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4349 const struct arb_vs_compile_args *args)
4351 struct wined3d_device *device = shader->device;
4352 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4353 DWORD use_map = device->strided_streams.use_map;
4356 struct arb_vs_compiled_shader *new_array;
4357 struct wined3d_shader_buffer buffer;
4358 struct arb_vshader_private *shader_data;
4361 if (!shader->backend_data)
4363 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4365 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4366 shader_data = shader->backend_data;
4368 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4369 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4371 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4373 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4374 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4375 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4377 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4378 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4379 else if (reg_maps->max_rel_offset > 63)
4380 shader_data->rel_offset = reg_maps->min_rel_offset;
4383 shader_data = shader->backend_data;
4385 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4386 * so a linear search is more performant than a hashmap or a binary search
4387 * (cache coherency etc)
4389 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4390 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4391 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4393 return &shader_data->gl_shaders[i];
4397 TRACE("No matching GL shader found, compiling a new shader\n");
4399 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4400 if (shader_data->num_gl_shaders)
4402 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4403 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4404 new_size * sizeof(*shader_data->gl_shaders));
4406 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4411 ERR("Out of memory\n");
4414 shader_data->gl_shaders = new_array;
4415 shader_data->shader_array_size = new_size;
4418 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4420 if (!shader_buffer_init(&buffer))
4422 ERR("Failed to initialize shader buffer.\n");
4426 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4427 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4428 shader_buffer_free(&buffer);
4429 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4431 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4434 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4435 const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4437 struct wined3d_device *device = shader->device;
4438 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4442 find_ps_compile_args(state, shader, &args->super);
4444 /* This forces all local boolean constants to 1 to make them stateblock independent */
4445 args->bools = shader->reg_maps.local_bool_consts;
4447 for(i = 0; i < MAX_CONST_B; i++)
4449 if (state->ps_consts_b[i])
4450 args->bools |= ( 1 << i);
4453 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4454 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4455 * duplicate the shader than have a no-op KIL instruction in every shader
4457 if (!device->vs_clipping && use_vs(state)
4458 && state->render_states[WINED3DRS_CLIPPING]
4459 && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4464 /* Skip if unused or local, or supported natively */
4465 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4466 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4468 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4472 for(i = 0; i < MAX_CONST_I; i++)
4474 if(int_skip & (1 << i))
4476 args->loop_ctrl[i][0] = 0;
4477 args->loop_ctrl[i][1] = 0;
4478 args->loop_ctrl[i][2] = 0;
4482 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4483 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4484 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4489 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4490 const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4492 struct wined3d_device *device = shader->device;
4493 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4497 find_vs_compile_args(state, shader, &args->super);
4499 args->clip.boolclip_compare = 0;
4502 const struct wined3d_shader *ps = state->pixel_shader;
4503 const struct arb_pshader_private *shader_priv = ps->backend_data;
4504 args->ps_signature = shader_priv->input_signature_idx;
4506 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4510 args->ps_signature = ~0;
4511 if (!device->vs_clipping)
4513 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4515 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4518 if (args->clip.boolclip.clip_texcoord)
4520 if (state->render_states[WINED3DRS_CLIPPING])
4521 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE];
4522 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4525 /* This forces all local boolean constants to 1 to make them stateblock independent */
4526 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4527 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4528 for(i = 0; i < MAX_CONST_B; i++)
4530 if (state->vs_consts_b[i])
4531 args->clip.boolclip.bools |= ( 1 << i);
4534 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4535 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4536 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4537 args->vertex.samplers[3] = 0;
4539 /* Skip if unused or local */
4540 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4541 /* This is about flow control, not clipping. */
4542 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4544 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4548 for(i = 0; i < MAX_CONST_I; i++)
4550 if(int_skip & (1 << i))
4552 args->loop_ctrl[i][0] = 0;
4553 args->loop_ctrl[i][1] = 0;
4554 args->loop_ctrl[i][2] = 0;
4558 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4559 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4560 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4565 /* GL locking is done by the caller */
4566 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4568 struct wined3d_device *device = context->swapchain->device;
4569 struct shader_arb_priv *priv = device->shader_priv;
4570 const struct wined3d_gl_info *gl_info = context->gl_info;
4571 const struct wined3d_state *state = &device->stateBlock->state;
4574 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4577 struct wined3d_shader *ps = state->pixel_shader;
4578 struct arb_ps_compile_args compile_args;
4579 struct arb_ps_compiled_shader *compiled;
4581 TRACE("Using pixel shader %p.\n", ps);
4582 find_arb_ps_compile_args(state, ps, &compile_args);
4583 compiled = find_arb_pshader(ps, &compile_args);
4584 priv->current_fprogram_id = compiled->prgId;
4585 priv->compiled_fprog = compiled;
4587 /* Bind the fragment program */
4588 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4589 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4591 if(!priv->use_arbfp_fixed_func) {
4592 /* Enable OpenGL fragment programs */
4593 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4594 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4596 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4597 device, priv->current_fprogram_id);
4599 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4600 * a 1.x and newer shader, reload the first 8 constants
4602 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4604 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4605 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, 8);
4606 for(i = 0; i < 8; i++)
4608 context->pshader_const_dirty[i] = 1;
4610 /* Also takes care of loading local constants */
4611 shader_arb_load_constants(context, TRUE, FALSE);
4615 UINT rt_height = state->fb->render_targets[0]->resource.height;
4616 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4619 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4620 if (compiled->np2fixup_info.super.active)
4621 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4623 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4625 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4626 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4627 * replacement shader
4629 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4630 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4631 priv->current_fprogram_id = 0;
4636 struct wined3d_shader *vs = state->vertex_shader;
4637 struct arb_vs_compile_args compile_args;
4638 struct arb_vs_compiled_shader *compiled;
4640 TRACE("Using vertex shader %p\n", vs);
4641 find_arb_vs_compile_args(state, vs, &compile_args);
4642 compiled = find_arb_vshader(vs, &compile_args);
4643 priv->current_vprogram_id = compiled->prgId;
4644 priv->compiled_vprog = compiled;
4646 /* Bind the vertex program */
4647 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4648 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4650 /* Enable OpenGL vertex programs */
4651 glEnable(GL_VERTEX_PROGRAM_ARB);
4652 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4653 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4654 shader_arb_vs_local_constants(compiled, context, state);
4656 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4657 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4659 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4661 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4662 checkGLcall("glClampColorARB");
4664 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4668 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4670 priv->current_vprogram_id = 0;
4671 glDisable(GL_VERTEX_PROGRAM_ARB);
4672 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4676 /* GL locking is done by the caller */
4677 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4678 enum tex_types tex_type, const SIZE *ds_mask_size)
4680 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4681 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4682 struct shader_arb_priv *priv = shader_priv;
4683 GLuint *blt_fprogram;
4685 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4686 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4687 glEnable(GL_VERTEX_PROGRAM_ARB);
4689 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4690 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4691 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4692 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4693 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4696 /* GL locking is done by the caller */
4697 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4699 struct shader_arb_priv *priv = shader_priv;
4701 if (priv->current_vprogram_id) {
4702 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4703 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4705 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4709 glDisable(GL_VERTEX_PROGRAM_ARB);
4710 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4713 if (priv->current_fprogram_id) {
4714 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4715 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4717 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4719 else if(!priv->use_arbfp_fixed_func)
4721 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4722 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4726 static void shader_arb_destroy(struct wined3d_shader *shader)
4728 struct wined3d_device *device = shader->device;
4729 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4731 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4733 struct arb_pshader_private *shader_data = shader->backend_data;
4736 if(!shader_data) return; /* This can happen if a shader was never compiled */
4738 if (shader_data->num_gl_shaders)
4740 struct wined3d_context *context = context_acquire(device, NULL);
4743 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4745 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4746 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4750 context_release(context);
4753 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4754 HeapFree(GetProcessHeap(), 0, shader_data);
4755 shader->backend_data = NULL;
4759 struct arb_vshader_private *shader_data = shader->backend_data;
4762 if(!shader_data) return; /* This can happen if a shader was never compiled */
4764 if (shader_data->num_gl_shaders)
4766 struct wined3d_context *context = context_acquire(device, NULL);
4769 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4771 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4772 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4776 context_release(context);
4779 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4780 HeapFree(GetProcessHeap(), 0, shader_data);
4781 shader->backend_data = NULL;
4785 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4787 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4788 return compare_sig(key, e->sig);
4791 static const struct wine_rb_functions sig_tree_functions =
4799 static HRESULT shader_arb_alloc(struct wined3d_device *device)
4801 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4802 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4804 ERR("RB tree init failed\n");
4805 HeapFree(GetProcessHeap(), 0, priv);
4806 return E_OUTOFMEMORY;
4808 device->shader_priv = priv;
4812 static void release_signature(struct wine_rb_entry *entry, void *context)
4814 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4816 for(i = 0; i < MAX_REG_INPUT; i++)
4818 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4820 HeapFree(GetProcessHeap(), 0, sig->sig);
4821 HeapFree(GetProcessHeap(), 0, sig);
4824 /* Context activation is done by the caller. */
4825 static void shader_arb_free(struct wined3d_device *device)
4827 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4828 struct shader_arb_priv *priv = device->shader_priv;
4832 if(priv->depth_blt_vprogram_id) {
4833 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4835 for (i = 0; i < tex_type_count; ++i)
4837 if (priv->depth_blt_fprogram_id_full[i])
4839 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4841 if (priv->depth_blt_fprogram_id_masked[i])
4843 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4848 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4849 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4852 static BOOL shader_arb_dirty_const(void)
4857 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4859 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4863 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4864 * for vertex programs. If the native limit is less than that it's
4865 * not very useful, and e.g. Mesa swrast returns 0, probably to
4866 * indicate it's a software implementation. */
4867 if (gl_info->limits.arb_vs_native_constants < 96)
4868 vs_consts = gl_info->limits.arb_vs_float_constants;
4870 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4872 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4874 caps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4875 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4877 else if (vs_consts >= 256)
4879 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4880 caps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4881 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4885 caps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4886 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4888 caps->MaxVertexShaderConst = vs_consts;
4892 caps->VertexShaderVersion = 0;
4893 caps->MaxVertexShaderConst = 0;
4896 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4900 /* Similar as above for vertex programs, but the minimum for fragment
4901 * programs is 24. */
4902 if (gl_info->limits.arb_ps_native_constants < 24)
4903 ps_consts = gl_info->limits.arb_ps_float_constants;
4905 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4907 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4909 caps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4910 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4912 else if (ps_consts >= 32)
4914 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4915 caps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4916 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4920 caps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4921 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4923 caps->PixelShader1xMaxValue = 8.0f;
4924 caps->MaxPixelShaderConst = ps_consts;
4928 caps->PixelShaderVersion = 0;
4929 caps->PixelShader1xMaxValue = 0.0f;
4930 caps->MaxPixelShaderConst = 0;
4933 caps->VSClipping = use_nv_clip(gl_info);
4936 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4938 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4940 TRACE("Checking support for color_fixup:\n");
4941 dump_color_fixup_desc(fixup);
4944 /* We support everything except complex conversions. */
4945 if (!is_complex_fixup(fixup))
4951 TRACE("[FAILED]\n");
4955 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4957 char write_mask[20], regstr[50];
4958 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4959 BOOL is_color = FALSE;
4960 const struct wined3d_shader_dst_param *dst;
4962 if (!ins->dst_count) return;
4966 if (!shift) return; /* Saturate alone is handled by the instructions */
4968 shader_arb_get_write_mask(ins, dst, write_mask);
4969 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4971 /* Generate a line that does the output modifier computation
4972 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4973 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4975 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4976 regstr, write_mask, regstr, shift_tab[shift]);
4979 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4981 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4982 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4983 /* WINED3DSIH_AND */ NULL,
4984 /* WINED3DSIH_BEM */ pshader_hw_bem,
4985 /* WINED3DSIH_BREAK */ shader_hw_break,
4986 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4987 /* WINED3DSIH_BREAKP */ NULL,
4988 /* WINED3DSIH_CALL */ shader_hw_call,
4989 /* WINED3DSIH_CALLNZ */ NULL,
4990 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4991 /* WINED3DSIH_CND */ pshader_hw_cnd,
4992 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4993 /* WINED3DSIH_CUT */ NULL,
4994 /* WINED3DSIH_DCL */ NULL,
4995 /* WINED3DSIH_DEF */ NULL,
4996 /* WINED3DSIH_DEFB */ NULL,
4997 /* WINED3DSIH_DEFI */ NULL,
4998 /* WINED3DSIH_DIV */ NULL,
4999 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5000 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5001 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5002 /* WINED3DSIH_DST */ shader_hw_map2gl,
5003 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5004 /* WINED3DSIH_DSY */ shader_hw_dsy,
5005 /* WINED3DSIH_ELSE */ shader_hw_else,
5006 /* WINED3DSIH_EMIT */ NULL,
5007 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5008 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5009 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5010 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5011 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5012 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5013 /* WINED3DSIH_FTOI */ NULL,
5014 /* WINED3DSIH_IADD */ NULL,
5015 /* WINED3DSIH_IEQ */ NULL,
5016 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5017 /* WINED3DSIH_IFC */ shader_hw_ifc,
5018 /* WINED3DSIH_IGE */ NULL,
5019 /* WINED3DSIH_IMUL */ NULL,
5020 /* WINED3DSIH_ITOF */ NULL,
5021 /* WINED3DSIH_LABEL */ shader_hw_label,
5022 /* WINED3DSIH_LD */ NULL,
5023 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5024 /* WINED3DSIH_LOG */ shader_hw_log,
5025 /* WINED3DSIH_LOGP */ shader_hw_log,
5026 /* WINED3DSIH_LOOP */ shader_hw_loop,
5027 /* WINED3DSIH_LRP */ shader_hw_lrp,
5028 /* WINED3DSIH_LT */ NULL,
5029 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5030 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5031 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5032 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5033 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5034 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5035 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5036 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5037 /* WINED3DSIH_MOV */ shader_hw_mov,
5038 /* WINED3DSIH_MOVA */ shader_hw_mov,
5039 /* WINED3DSIH_MOVC */ NULL,
5040 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5041 /* WINED3DSIH_NOP */ shader_hw_nop,
5042 /* WINED3DSIH_NRM */ shader_hw_nrm,
5043 /* WINED3DSIH_PHASE */ NULL,
5044 /* WINED3DSIH_POW */ shader_hw_pow,
5045 /* WINED3DSIH_RCP */ shader_hw_rcp,
5046 /* WINED3DSIH_REP */ shader_hw_rep,
5047 /* WINED3DSIH_RET */ shader_hw_ret,
5048 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5049 /* WINED3DSIH_SAMPLE */ NULL,
5050 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5051 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5052 /* WINED3DSIH_SETP */ NULL,
5053 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5054 /* WINED3DSIH_SGN */ shader_hw_sgn,
5055 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5056 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5057 /* WINED3DSIH_SQRT */ NULL,
5058 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5059 /* WINED3DSIH_TEX */ pshader_hw_tex,
5060 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5061 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5062 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5063 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5064 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5065 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5066 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5067 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5068 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5069 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5070 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5071 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5072 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5073 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5074 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5075 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5076 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5077 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5078 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5079 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5080 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5081 /* WINED3DSIH_UTOF */ NULL,
5084 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5085 const struct wined3d_shader *shader, DWORD idx)
5087 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5088 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5090 WORD flag = (1 << idx);
5091 const local_constant *constant;
5092 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5094 if (reg_maps->local_bool_consts & flag)
5096 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5097 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, local_constant, entry)
5099 if (constant->idx == idx)
5101 return constant->value[0];
5104 ERR("Local constant not found\n");
5109 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5110 else bools = priv->cur_ps_args->bools;
5111 return bools & flag;
5115 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5116 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5118 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5119 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5121 /* Integer constants can either be a local constant, or they can be stored in the shader
5122 * type specific compile args. */
5123 if (reg_maps->local_int_consts & (1 << idx))
5125 const local_constant *constant;
5127 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry)
5129 if (constant->idx == idx)
5131 loop_control->count = constant->value[0];
5132 loop_control->start = constant->value[1];
5133 /* Step is signed. */
5134 loop_control->step = (int)constant->value[2];
5138 /* If this happens the flag was set incorrectly */
5139 ERR("Local constant not found\n");
5140 loop_control->count = 0;
5141 loop_control->start = 0;
5142 loop_control->step = 0;
5146 switch (reg_maps->shader_version.type)
5148 case WINED3D_SHADER_TYPE_VERTEX:
5149 /* Count and aL start value are unsigned */
5150 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5151 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5152 /* Step is signed. */
5153 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5156 case WINED3D_SHADER_TYPE_PIXEL:
5157 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5158 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5159 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5163 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5168 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5171 struct wined3d_shader_dst_param *dst_param = NULL;
5172 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5173 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5176 ERR("Out of memory\n");
5181 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5182 if(!dst_param) goto free;
5183 *dst_param = *ins->dst;
5184 if(ins->dst->reg.rel_addr)
5186 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5187 if(!rel_addr) goto free;
5188 *rel_addr = *ins->dst->reg.rel_addr;
5189 dst_param->reg.rel_addr = rel_addr;
5191 rec->ins.dst = dst_param;
5193 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5194 if(!src_param) goto free;
5195 for(i = 0; i < ins->src_count; i++)
5197 src_param[i] = ins->src[i];
5198 if(ins->src[i].reg.rel_addr)
5200 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5201 if(!rel_addr) goto free;
5202 *rel_addr = *ins->src[i].reg.rel_addr;
5203 src_param[i].reg.rel_addr = rel_addr;
5206 rec->ins.src = src_param;
5207 list_add_tail(list, &rec->entry);
5211 ERR("Out of memory\n");
5214 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5215 HeapFree(GetProcessHeap(), 0, dst_param);
5219 for(i = 0; i < ins->src_count; i++)
5221 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5223 HeapFree(GetProcessHeap(), 0, src_param);
5225 HeapFree(GetProcessHeap(), 0, rec);
5228 static void free_recorded_instruction(struct list *list)
5230 struct recorded_instruction *rec_ins, *entry2;
5233 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5235 list_remove(&rec_ins->entry);
5236 if(rec_ins->ins.dst)
5238 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5239 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5241 if(rec_ins->ins.src)
5243 for(i = 0; i < rec_ins->ins.src_count; i++)
5245 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5247 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5249 HeapFree(GetProcessHeap(), 0, rec_ins);
5253 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5254 SHADER_HANDLER hw_fct;
5255 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5256 const struct wined3d_shader *shader = ins->ctx->shader;
5257 struct control_frame *control_frame;
5258 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5261 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5263 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5264 list_add_head(&priv->control_frames, &control_frame->entry);
5266 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5267 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5269 if(priv->target_version >= NV2)
5271 control_frame->no.loop = priv->num_loops++;
5276 /* Don't bother recording when we're in a not used if branch */
5282 if(!priv->recording)
5284 list_init(&priv->record);
5285 priv->recording = TRUE;
5286 control_frame->outer_loop = TRUE;
5287 get_loop_control_const(ins, shader, ins->src[0].reg.idx, &control_frame->loop_control);
5288 return; /* Instruction is handled */
5290 /* Record this loop in the outer loop's recording */
5293 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5295 if(priv->target_version >= NV2)
5297 /* Nothing to do. The control frame is popped after the HW instr handler */
5301 struct list *e = list_head(&priv->control_frames);
5302 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5303 list_remove(&control_frame->entry);
5305 if(control_frame->outer_loop)
5307 unsigned int iteration;
5311 /* Turn off recording before playback */
5312 priv->recording = FALSE;
5314 /* Move the recorded instructions to a separate list and get them out of the private data
5315 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5316 * be recorded again, thus priv->record might be overwritten
5319 list_move_tail(©, &priv->record);
5320 list_init(&priv->record);
5322 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5324 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5325 control_frame->loop_control.count, control_frame->loop_control.start,
5326 control_frame->loop_control.step);
5327 aL = control_frame->loop_control.start;
5331 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5334 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5336 struct recorded_instruction *rec_ins;
5337 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5340 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5344 shader_addline(buffer, "#Iteration %u\n", iteration);
5347 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
5349 shader_arb_handle_instruction(&rec_ins->ins);
5352 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5354 aL += control_frame->loop_control.step;
5357 shader_addline(buffer, "#end loop/rep\n");
5359 free_recorded_instruction(©);
5360 HeapFree(GetProcessHeap(), 0, control_frame);
5361 return; /* Instruction is handled */
5365 /* This is a nested loop. Proceed to the normal recording function */
5366 HeapFree(GetProcessHeap(), 0, control_frame);
5373 record_instruction(&priv->record, ins);
5378 if(ins->handler_idx == WINED3DSIH_IF)
5380 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5381 list_add_head(&priv->control_frames, &control_frame->entry);
5382 control_frame->type = IF;
5384 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx);
5385 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5386 if (!priv->muted && !bool_const)
5388 shader_addline(buffer, "#if(FALSE){\n");
5390 control_frame->muting = TRUE;
5392 else shader_addline(buffer, "#if(TRUE) {\n");
5394 return; /* Instruction is handled */
5396 else if(ins->handler_idx == WINED3DSIH_IFC)
5398 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5399 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5400 control_frame->type = IFC;
5401 control_frame->no.ifc = priv->num_ifcs++;
5402 list_add_head(&priv->control_frames, &control_frame->entry);
5404 else if(ins->handler_idx == WINED3DSIH_ELSE)
5406 struct list *e = list_head(&priv->control_frames);
5407 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5409 if(control_frame->type == IF)
5411 shader_addline(buffer, "#} else {\n");
5412 if(!priv->muted && !control_frame->muting)
5415 control_frame->muting = TRUE;
5417 else if(control_frame->muting) priv->muted = FALSE;
5418 return; /* Instruction is handled. */
5420 /* In case of an ifc, generate a HW shader instruction */
5422 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5424 struct list *e = list_head(&priv->control_frames);
5425 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5427 if(control_frame->type == IF)
5429 shader_addline(buffer, "#} endif\n");
5430 if(control_frame->muting) priv->muted = FALSE;
5431 list_remove(&control_frame->entry);
5432 HeapFree(GetProcessHeap(), 0, control_frame);
5433 return; /* Instruction is handled */
5437 if(priv->muted) return;
5439 /* Select handler */
5440 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5442 /* Unhandled opcode */
5445 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5450 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5452 struct list *e = list_head(&priv->control_frames);
5453 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5454 list_remove(&control_frame->entry);
5455 HeapFree(GetProcessHeap(), 0, control_frame);
5458 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5460 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5461 struct list *e = list_head(&priv->control_frames);
5462 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5463 list_remove(&control_frame->entry);
5464 HeapFree(GetProcessHeap(), 0, control_frame);
5468 shader_arb_add_instruction_modifiers(ins);
5471 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5473 shader_arb_handle_instruction,
5475 shader_arb_select_depth_blt,
5476 shader_arb_deselect_depth_blt,
5477 shader_arb_update_float_vertex_constants,
5478 shader_arb_update_float_pixel_constants,
5479 shader_arb_load_constants,
5480 shader_arb_load_np2fixup_constants,
5484 shader_arb_dirty_const,
5485 shader_arb_get_caps,
5486 shader_arb_color_fixup_supported,
5489 /* ARB_fragment_program fixed function pipeline replacement definitions */
5490 #define ARB_FFP_CONST_TFACTOR 0
5491 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5492 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5493 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5494 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5496 struct arbfp_ffp_desc
5498 struct ffp_frag_desc parent;
5500 unsigned int num_textures_used;
5503 /* Context activation and GL locking are done by the caller. */
5504 static void arbfp_enable(BOOL enable)
5507 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5508 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5510 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5511 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5515 static HRESULT arbfp_alloc(struct wined3d_device *device)
5517 struct shader_arb_priv *priv;
5518 /* Share private data between the shader backend and the pipeline replacement, if both
5519 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5520 * if no pixel shader is bound or not
5522 if (device->shader_backend == &arb_program_shader_backend)
5524 device->fragment_priv = device->shader_priv;
5528 device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5529 if (!device->fragment_priv) return E_OUTOFMEMORY;
5531 priv = device->fragment_priv;
5532 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5534 ERR("Failed to initialize rbtree.\n");
5535 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5536 return E_OUTOFMEMORY;
5538 priv->use_arbfp_fixed_func = TRUE;
5542 /* Context activation is done by the caller. */
5543 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5545 const struct wined3d_gl_info *gl_info = context;
5546 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5549 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5550 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5551 HeapFree(GetProcessHeap(), 0, entry_arb);
5555 /* Context activation is done by the caller. */
5556 static void arbfp_free(struct wined3d_device *device)
5558 struct shader_arb_priv *priv = device->fragment_priv;
5560 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5561 priv->use_arbfp_fixed_func = FALSE;
5563 if (device->shader_backend != &arb_program_shader_backend)
5565 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5569 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5571 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5572 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5573 WINED3DTEXOPCAPS_SELECTARG1 |
5574 WINED3DTEXOPCAPS_SELECTARG2 |
5575 WINED3DTEXOPCAPS_MODULATE4X |
5576 WINED3DTEXOPCAPS_MODULATE2X |
5577 WINED3DTEXOPCAPS_MODULATE |
5578 WINED3DTEXOPCAPS_ADDSIGNED2X |
5579 WINED3DTEXOPCAPS_ADDSIGNED |
5580 WINED3DTEXOPCAPS_ADD |
5581 WINED3DTEXOPCAPS_SUBTRACT |
5582 WINED3DTEXOPCAPS_ADDSMOOTH |
5583 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5584 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5585 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5586 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5587 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5588 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5589 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5590 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5591 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5592 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5593 WINED3DTEXOPCAPS_MULTIPLYADD |
5594 WINED3DTEXOPCAPS_LERP |
5595 WINED3DTEXOPCAPS_BUMPENVMAP |
5596 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5598 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5600 caps->MaxTextureBlendStages = 8;
5601 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5604 static void state_texfactor_arbfp(struct wined3d_context *context,
5605 const struct wined3d_state *state, DWORD state_id)
5607 struct wined3d_device *device = context->swapchain->device;
5608 const struct wined3d_gl_info *gl_info = context->gl_info;
5611 /* Don't load the parameter if we're using an arbfp pixel shader,
5612 * otherwise we'll overwrite application provided constants. */
5613 if (device->shader_backend == &arb_program_shader_backend)
5615 if (use_ps(state)) return;
5617 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5618 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5621 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
5622 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5623 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5626 static void state_arb_specularenable(struct wined3d_context *context,
5627 const struct wined3d_state *state, DWORD state_id)
5629 struct wined3d_device *device = context->swapchain->device;
5630 const struct wined3d_gl_info *gl_info = context->gl_info;
5633 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5634 * application provided constants
5636 if (device->shader_backend == &arb_program_shader_backend)
5638 if (use_ps(state)) return;
5640 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5641 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5644 if (state->render_states[WINED3DRS_SPECULARENABLE])
5646 /* The specular color has no alpha */
5647 col[0] = 1.0f; col[1] = 1.0f;
5648 col[2] = 1.0f; col[3] = 0.0f;
5650 col[0] = 0.0f; col[1] = 0.0f;
5651 col[2] = 0.0f; col[3] = 0.0f;
5653 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5654 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5657 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5659 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5660 struct wined3d_device *device = context->swapchain->device;
5661 const struct wined3d_gl_info *gl_info = context->gl_info;
5666 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5668 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5671 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5672 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5675 if(device->shader_backend == &arb_program_shader_backend) {
5676 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5679 } else if(device->shader_backend == &arb_program_shader_backend) {
5680 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5681 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5684 mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
5685 mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
5686 mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
5687 mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
5689 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5690 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5693 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5694 const struct wined3d_state *state, DWORD state_id)
5696 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5697 struct wined3d_device *device = context->swapchain->device;
5698 const struct wined3d_gl_info *gl_info = context->gl_info;
5703 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5705 /* The pixel shader has to know the luminance offset. Do a constants update if it
5706 * isn't scheduled anyway
5708 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5709 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5712 if(device->shader_backend == &arb_program_shader_backend) {
5713 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5716 } else if(device->shader_backend == &arb_program_shader_backend) {
5717 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5718 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5721 param[0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
5722 param[1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
5726 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5727 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5730 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5734 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5736 switch(arg & WINED3DTA_SELECTMASK) {
5737 case WINED3DTA_DIFFUSE:
5738 ret = "fragment.color.primary"; break;
5740 case WINED3DTA_CURRENT:
5741 if (!stage) ret = "fragment.color.primary";
5745 case WINED3DTA_TEXTURE:
5747 case 0: ret = "tex0"; break;
5748 case 1: ret = "tex1"; break;
5749 case 2: ret = "tex2"; break;
5750 case 3: ret = "tex3"; break;
5751 case 4: ret = "tex4"; break;
5752 case 5: ret = "tex5"; break;
5753 case 6: ret = "tex6"; break;
5754 case 7: ret = "tex7"; break;
5755 default: ret = "unknown texture";
5759 case WINED3DTA_TFACTOR:
5760 ret = "tfactor"; break;
5762 case WINED3DTA_SPECULAR:
5763 ret = "fragment.color.secondary"; break;
5765 case WINED3DTA_TEMP:
5766 ret = "tempreg"; break;
5768 case WINED3DTA_CONSTANT:
5769 FIXME("Implement perstage constants\n");
5771 case 0: ret = "const0"; break;
5772 case 1: ret = "const1"; break;
5773 case 2: ret = "const2"; break;
5774 case 3: ret = "const3"; break;
5775 case 4: ret = "const4"; break;
5776 case 5: ret = "const5"; break;
5777 case 6: ret = "const6"; break;
5778 case 7: ret = "const7"; break;
5779 default: ret = "unknown constant";
5787 if(arg & WINED3DTA_COMPLEMENT) {
5788 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5789 if(argnum == 0) ret = "arg0";
5790 if(argnum == 1) ret = "arg1";
5791 if(argnum == 2) ret = "arg2";
5793 if(arg & WINED3DTA_ALPHAREPLICATE) {
5794 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5795 if(argnum == 0) ret = "arg0";
5796 if(argnum == 1) ret = "arg1";
5797 if(argnum == 2) ret = "arg2";
5802 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5803 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5805 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5806 unsigned int mul = 1;
5807 BOOL mul_final_dest = FALSE;
5809 if(color && alpha) dstmask = "";
5810 else if(color) dstmask = ".xyz";
5811 else dstmask = ".w";
5813 if(dst == tempreg) dstreg = "tempreg";
5814 else dstreg = "ret";
5816 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5817 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5818 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5821 case WINED3DTOP_DISABLE:
5822 if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5825 case WINED3DTOP_SELECTARG2:
5828 case WINED3DTOP_SELECTARG1:
5829 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5832 case WINED3DTOP_MODULATE4X:
5835 case WINED3DTOP_MODULATE2X:
5837 if (!strcmp(dstreg, "result.color"))
5840 mul_final_dest = TRUE;
5843 case WINED3DTOP_MODULATE:
5844 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5847 case WINED3DTOP_ADDSIGNED2X:
5849 if (!strcmp(dstreg, "result.color"))
5852 mul_final_dest = TRUE;
5855 case WINED3DTOP_ADDSIGNED:
5856 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5859 case WINED3DTOP_ADD:
5860 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5863 case WINED3DTOP_SUBTRACT:
5864 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5867 case WINED3DTOP_ADDSMOOTH:
5868 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5869 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5872 case WINED3DTOP_BLENDCURRENTALPHA:
5873 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5874 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5876 case WINED3DTOP_BLENDFACTORALPHA:
5877 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5878 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5880 case WINED3DTOP_BLENDTEXTUREALPHA:
5881 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5882 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5884 case WINED3DTOP_BLENDDIFFUSEALPHA:
5885 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5886 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5889 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5890 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5891 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5892 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5895 /* D3DTOP_PREMODULATE ???? */
5897 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5898 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5899 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5901 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5902 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5904 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5905 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5906 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5908 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5909 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5912 case WINED3DTOP_DOTPRODUCT3:
5914 if (!strcmp(dstreg, "result.color"))
5917 mul_final_dest = TRUE;
5919 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5920 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5921 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5924 case WINED3DTOP_MULTIPLYADD:
5925 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5928 case WINED3DTOP_LERP:
5929 /* The msdn is not quite right here */
5930 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5933 case WINED3DTOP_BUMPENVMAP:
5934 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5935 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5939 FIXME("Unhandled texture op %08x\n", op);
5943 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5944 } else if(mul == 4) {
5945 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5949 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
5952 struct wined3d_shader_buffer buffer;
5953 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5954 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5955 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5956 UINT lowest_disabled_stage;
5957 const char *textype;
5958 const char *instr, *sat;
5959 char colorcor_dst[8];
5961 DWORD arg0, arg1, arg2;
5962 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5964 const char *final_combiner_src = "ret";
5967 /* Find out which textures are read */
5968 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5969 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5970 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5971 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5972 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5973 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5974 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5975 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5977 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5978 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5979 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5980 bump_used[stage] = TRUE;
5981 tex_read[stage] = TRUE;
5983 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5984 bump_used[stage] = TRUE;
5985 tex_read[stage] = TRUE;
5986 luminance_used[stage] = TRUE;
5987 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5988 tfactor_used = TRUE;
5991 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5992 tfactor_used = TRUE;
5995 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5996 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5997 tempreg_used = TRUE;
6000 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
6001 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6002 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6003 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6004 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6005 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6006 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6008 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6009 tempreg_used = TRUE;
6011 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6012 tfactor_used = TRUE;
6015 lowest_disabled_stage = stage;
6018 if (!shader_buffer_init(&buffer))
6020 ERR("Failed to initialize shader buffer.\n");
6024 shader_addline(&buffer, "!!ARBfp1.0\n");
6026 switch(settings->fog) {
6027 case FOG_OFF: break;
6028 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6029 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6030 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6031 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6034 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6035 shader_addline(&buffer, "TEMP TMP;\n");
6036 shader_addline(&buffer, "TEMP ret;\n");
6037 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6038 shader_addline(&buffer, "TEMP arg0;\n");
6039 shader_addline(&buffer, "TEMP arg1;\n");
6040 shader_addline(&buffer, "TEMP arg2;\n");
6041 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6042 if(!tex_read[stage]) continue;
6043 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6044 if(!bump_used[stage]) continue;
6045 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6046 if(!luminance_used[stage]) continue;
6047 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6050 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6052 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6054 if(settings->sRGB_write) {
6055 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6056 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6057 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6058 srgb_sub_high, 0.0, 0.0, 0.0);
6061 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6062 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6064 /* Generate texture sampling instructions) */
6065 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
6066 if(!tex_read[stage]) continue;
6068 switch(settings->op[stage].tex_type) {
6069 case tex_1d: textype = "1D"; break;
6070 case tex_2d: textype = "2D"; break;
6071 case tex_3d: textype = "3D"; break;
6072 case tex_cube: textype = "CUBE"; break;
6073 case tex_rect: textype = "RECT"; break;
6074 default: textype = "unexpected_textype"; break;
6077 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
6078 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6084 if(settings->op[stage].projected == proj_none) {
6086 } else if(settings->op[stage].projected == proj_count4 ||
6087 settings->op[stage].projected == proj_count3) {
6090 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6095 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6096 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6097 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6098 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6099 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6100 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6102 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6103 * so multiply the displacement with the dividing parameter before passing it to TXP
6105 if (settings->op[stage].projected != proj_none) {
6106 if(settings->op[stage].projected == proj_count4) {
6107 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6108 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6110 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6111 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6114 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6117 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6118 instr, sat, stage, stage, textype);
6119 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6120 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6121 stage - 1, stage - 1, stage - 1);
6122 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6124 } else if(settings->op[stage].projected == proj_count3) {
6125 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6126 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6127 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6128 instr, sat, stage, stage, textype);
6130 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6131 instr, sat, stage, stage, stage, textype);
6134 sprintf(colorcor_dst, "tex%u", stage);
6135 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6136 settings->op[stage].color_fixup);
6139 /* Generate the main shader */
6140 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6142 if (settings->op[stage].cop == WINED3DTOP_DISABLE)
6144 if (!stage) final_combiner_src = "fragment.color.primary";
6148 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6149 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6150 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6151 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6152 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6153 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6154 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6155 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6156 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6157 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6158 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6159 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6161 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
6162 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6163 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6164 settings->op[stage].carg2 == settings->op[stage].aarg2;
6167 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6168 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6169 settings->op[stage].cop, settings->op[stage].carg0,
6170 settings->op[stage].carg1, settings->op[stage].carg2);
6172 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6176 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6177 settings->op[stage].cop, settings->op[stage].carg0,
6178 settings->op[stage].carg1, settings->op[stage].carg2);
6180 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6181 settings->op[stage].cop, settings->op[stage].carg0,
6182 settings->op[stage].carg1, settings->op[stage].carg2);
6183 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6184 settings->op[stage].aop, settings->op[stage].aarg0,
6185 settings->op[stage].aarg1, settings->op[stage].aarg2);
6189 if(settings->sRGB_write) {
6190 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6191 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6192 shader_addline(&buffer, "MOV result.color, ret;\n");
6194 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6198 shader_addline(&buffer, "END\n");
6200 /* Generate the shader */
6201 GL_EXTCALL(glGenProgramsARB(1, &ret));
6202 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6203 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6204 strlen(buffer.buffer), buffer.buffer));
6205 checkGLcall("glProgramStringARB()");
6207 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6210 FIXME("Fragment program error at position %d: %s\n\n", pos,
6211 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6212 shader_arb_dump_program_source(buffer.buffer);
6218 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6219 checkGLcall("glGetProgramivARB()");
6220 if (!native) WARN("Program exceeds native resource limits.\n");
6223 shader_buffer_free(&buffer);
6227 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6229 const struct wined3d_device *device = context->swapchain->device;
6230 const struct wined3d_gl_info *gl_info = context->gl_info;
6231 struct shader_arb_priv *priv = device->fragment_priv;
6232 BOOL use_vshader = use_vs(state);
6233 BOOL use_pshader = use_ps(state);
6234 struct ffp_frag_settings settings;
6235 const struct arbfp_ffp_desc *desc;
6238 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6240 if (isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE)))
6242 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6244 /* Reload fixed function constants since they collide with the
6245 * pixel shader constants. */
6246 for (i = 0; i < MAX_TEXTURES; ++i)
6248 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00));
6250 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3DRS_TEXTUREFACTOR));
6251 state_arb_specularenable(context, state, STATE_RENDER(WINED3DRS_SPECULARENABLE));
6253 else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6255 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6262 /* Find or create a shader implementing the fixed function pipeline
6263 * settings, then activate it. */
6264 gen_ffp_frag_op(device, state, &settings, FALSE);
6265 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6267 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6270 ERR("Out of memory\n");
6273 new_desc->num_textures_used = 0;
6274 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6276 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6277 new_desc->num_textures_used = i;
6280 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6281 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6282 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6283 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6287 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6288 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6291 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6292 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6293 priv->current_fprogram_id = desc->shader;
6295 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6297 /* Reload fixed function constants since they collide with the
6298 * pixel shader constants. */
6299 for (i = 0; i < MAX_TEXTURES; ++i)
6301 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00));
6303 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3DRS_TEXTUREFACTOR));
6304 state_arb_specularenable(context, state, STATE_RENDER(WINED3DRS_SPECULARENABLE));
6306 context->last_was_pshader = FALSE;
6308 context->last_was_pshader = TRUE;
6311 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6312 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6313 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6314 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6315 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6317 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6320 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6322 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6324 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6325 context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
6328 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
6331 /* We can't link the fog states to the fragment state directly since the
6332 * vertex pipeline links them to FOGENABLE. A different linking in different
6333 * pipeline parts can't be expressed in the combined state table, so we need
6334 * to handle that with a forwarding function. The other invisible side effect
6335 * is that changing the fog start and fog end (which links to FOGENABLE in
6336 * vertex) results in the fragment_prog_arbfp function being called because
6337 * FOGENABLE is dirty, which calls this function here. */
6338 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6340 enum fogsource new_source;
6342 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6344 if (!isStateDirty(context, STATE_PIXELSHADER))
6345 fragment_prog_arbfp(context, state, state_id);
6347 if (!state->render_states[WINED3DRS_FOGENABLE])
6350 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
6354 new_source = FOGSOURCE_VS;
6358 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6359 new_source = FOGSOURCE_COORD;
6361 new_source = FOGSOURCE_FFP;
6366 new_source = FOGSOURCE_FFP;
6369 if (new_source != context->fog_source)
6371 context->fog_source = new_source;
6372 state_fogstartend(context, state, STATE_RENDER(WINED3DRS_FOGSTART));
6376 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6378 if (!isStateDirty(context, STATE_PIXELSHADER))
6379 fragment_prog_arbfp(context, state, state_id);
6382 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6383 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6384 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6385 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6386 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6387 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6388 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6389 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6390 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6391 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6392 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6393 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6394 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6395 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6396 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6397 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6398 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6399 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6400 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6401 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6402 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6403 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6404 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6405 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6406 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6407 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6408 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6409 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6410 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6411 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6412 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6413 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6414 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6415 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6416 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6417 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6418 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6419 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6420 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6421 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6422 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6423 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6424 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6425 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6426 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6427 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6428 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6429 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6430 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6431 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6432 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6433 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6434 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6435 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6436 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6437 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6438 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6439 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6440 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6441 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6442 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6443 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6444 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6445 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6446 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6447 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6448 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6449 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6450 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6451 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6452 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6453 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6454 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6455 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6456 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6457 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6458 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6459 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6460 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6461 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6462 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6463 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6464 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6465 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6466 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6467 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6468 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6469 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6470 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6471 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6472 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6473 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6474 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6475 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6476 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6477 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6478 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6479 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6480 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6481 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6482 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6483 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6484 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6485 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6486 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6487 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6488 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6489 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6490 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6491 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6492 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6493 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6494 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6495 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6496 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6497 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6498 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6499 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6500 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6501 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6502 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6503 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6504 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6505 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6506 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6507 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6508 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6509 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6510 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6511 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6512 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6513 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6514 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6515 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6516 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6517 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6518 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6519 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6520 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6521 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6522 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6525 const struct fragment_pipeline arbfp_fragment_pipeline = {
6530 shader_arb_color_fixup_supported,
6531 arbfp_fragmentstate_template,
6532 TRUE /* We can disable projected textures */
6535 struct arbfp_blit_priv {
6536 GLenum yuy2_rect_shader, yuy2_2d_shader;
6537 GLenum uyvy_rect_shader, uyvy_2d_shader;
6538 GLenum yv12_rect_shader, yv12_2d_shader;
6539 GLenum p8_rect_shader, p8_2d_shader;
6540 GLuint palette_texture;
6543 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6545 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6546 if(!device->blit_priv) {
6547 ERR("Out of memory\n");
6548 return E_OUTOFMEMORY;
6553 /* Context activation is done by the caller. */
6554 static void arbfp_blit_free(struct wined3d_device *device)
6556 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6557 struct arbfp_blit_priv *priv = device->blit_priv;
6560 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6561 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6562 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6563 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6564 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6565 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6566 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6567 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6568 checkGLcall("Delete yuv and p8 programs");
6570 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6573 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6574 device->blit_priv = NULL;
6577 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6578 GLenum textype, char *luminance)
6581 const char *tex, *texinstr;
6583 if (fixup == COMPLEX_FIXUP_UYVY) {
6591 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6592 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6594 /* This is more tricky than just replacing the texture type - we have to navigate
6595 * properly in the texture to find the correct chroma values
6597 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6601 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6602 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6603 * filtering when we sample the texture.
6605 * These are the rules for reading the chroma:
6611 * So we have to get the sampling x position in non-normalized coordinates in integers
6613 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6614 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6615 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6617 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6619 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6620 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6623 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6624 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6626 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6627 * even and odd pixels respectively
6629 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6630 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6632 /* Sample Pixel 1 */
6633 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6635 /* Put the value into either of the chroma values */
6636 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6637 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6638 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6639 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6641 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6642 * the pixel right to the current one. Otherwise, sample the left pixel.
6643 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6645 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6646 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6647 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6649 /* Put the value into the other chroma */
6650 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6651 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6652 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6653 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6655 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6656 * the current one and lerp the two U and V values
6659 /* This gives the correctly filtered luminance value */
6660 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6665 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6670 case GL_TEXTURE_2D: tex = "2D"; break;
6671 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6673 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6677 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6678 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6679 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6680 * pitch of the luminance plane, the packing into the gl texture is a bit
6681 * unfortunate. If the whole texture is interpreted as luminance data it looks
6682 * approximately like this:
6684 * +----------------------------------+----
6696 * +----------------+-----------------+----
6698 * | U even rows | U odd rows |
6700 * +----------------+------------------ -
6702 * | V even rows | V odd rows |
6704 * +----------------+-----------------+----
6708 * So it appears as if there are 4 chroma images, but in fact the odd rows
6709 * in the chroma images are in the same row as the even ones. So its is
6710 * kinda tricky to read
6712 * When reading from rectangle textures, keep in mind that the input y coordinates
6713 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6715 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6716 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6718 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6719 /* the chroma planes have only half the width */
6720 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6722 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6723 * the coordinate. Also read the right side of the image when reading odd lines
6725 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6728 if(textype == GL_TEXTURE_2D) {
6730 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6732 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6734 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6735 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6737 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6738 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6739 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6740 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6741 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6743 /* clamp, keep the half pixel origin in mind */
6744 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6745 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6746 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6747 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6749 /* Read from [size - size+size/4] */
6750 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6751 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6753 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6754 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6755 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6756 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6757 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6758 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6760 /* Make sure to read exactly from the pixel center */
6761 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6762 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6765 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6766 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6767 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6768 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6769 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6771 /* Read the texture, put the result into the output register */
6772 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6773 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6775 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6776 * No need to clamp because we're just reusing the already clamped value from above
6778 if(textype == GL_TEXTURE_2D) {
6779 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6781 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6783 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6784 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6786 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6787 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6788 * values due to filtering
6790 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6791 if(textype == GL_TEXTURE_2D) {
6792 /* Multiply the y coordinate by 2/3 and clamp it */
6793 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6794 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6795 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6796 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6798 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6799 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6802 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6803 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6804 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6811 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6812 const struct wined3d_gl_info *gl_info, GLenum textype)
6815 struct wined3d_shader_buffer buffer;
6819 if (!shader_buffer_init(&buffer))
6821 ERR("Failed to initialize shader buffer.\n");
6826 GL_EXTCALL(glGenProgramsARB(1, &shader));
6827 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6830 shader_buffer_free(&buffer);
6834 shader_addline(&buffer, "!!ARBfp1.0\n");
6835 shader_addline(&buffer, "TEMP index;\n");
6837 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6838 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6840 /* The alpha-component contains the palette index */
6841 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6842 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6844 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6846 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6847 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6849 /* Use the alpha-component as an index in the palette to get the final color */
6850 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6851 shader_addline(&buffer, "END\n");
6854 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6855 strlen(buffer.buffer), buffer.buffer));
6856 checkGLcall("glProgramStringARB()");
6858 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6861 FIXME("Fragment program error at position %d: %s\n\n", pos,
6862 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6863 shader_arb_dump_program_source(buffer.buffer);
6866 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6867 priv->p8_rect_shader = shader;
6869 priv->p8_2d_shader = shader;
6871 shader_buffer_free(&buffer);
6877 /* Context activation is done by the caller. */
6878 static void upload_palette(struct wined3d_surface *surface)
6881 struct wined3d_device *device = surface->resource.device;
6882 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6883 struct arbfp_blit_priv *priv = device->blit_priv;
6884 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6886 d3dfmt_p8_init_palette(surface, table, colorkey);
6889 if (!priv->palette_texture)
6890 glGenTextures(1, &priv->palette_texture);
6892 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6893 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6895 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6897 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6898 /* Make sure we have discrete color levels. */
6899 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6900 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6901 /* Upload the palette */
6902 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6903 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6905 /* Switch back to unit 0 in which the 2D texture will be stored. */
6906 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6910 /* Context activation is done by the caller. */
6911 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
6912 enum complex_fixup yuv_fixup, GLenum textype)
6915 struct wined3d_shader_buffer buffer;
6916 char luminance_component;
6920 if (!shader_buffer_init(&buffer))
6922 ERR("Failed to initialize shader buffer.\n");
6927 GL_EXTCALL(glGenProgramsARB(1, &shader));
6928 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6929 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6930 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6933 shader_buffer_free(&buffer);
6937 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6938 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6939 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6940 * each single pixel it contains, and one U and one V value shared between both
6943 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6944 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6945 * take the format into account when generating the read swizzles
6947 * Reading the Y value is straightforward - just sample the texture. The hardware
6948 * takes care of filtering in the horizontal and vertical direction.
6950 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6951 * because that would mix the U and V values of one pixel or two adjacent pixels.
6952 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6953 * regardless of the filtering setting. Vertical filtering works automatically
6954 * though - the U and V values of two rows are mixed nicely.
6956 * Appart of avoiding filtering issues, the code has to know which value it just
6957 * read, and where it can find the other one. To determine this, it checks if
6958 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6960 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6961 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6963 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6964 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6965 * in an unfiltered situation. Finding the luminance on the other hand requires
6966 * finding out if it is an odd or even pixel. The real drawback of this approach
6967 * is filtering. This would have to be emulated completely in the shader, reading
6968 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6969 * vertically. Beyond that it would require adjustments to the texture handling
6970 * code to deal with the width scaling
6972 shader_addline(&buffer, "!!ARBfp1.0\n");
6973 shader_addline(&buffer, "TEMP luminance;\n");
6974 shader_addline(&buffer, "TEMP temp;\n");
6975 shader_addline(&buffer, "TEMP chroma;\n");
6976 shader_addline(&buffer, "TEMP texcrd;\n");
6977 shader_addline(&buffer, "TEMP texcrd2;\n");
6978 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6979 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6980 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6984 case COMPLEX_FIXUP_UYVY:
6985 case COMPLEX_FIXUP_YUY2:
6986 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6988 shader_buffer_free(&buffer);
6993 case COMPLEX_FIXUP_YV12:
6994 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6996 shader_buffer_free(&buffer);
7002 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7003 shader_buffer_free(&buffer);
7007 /* Calculate the final result. Formula is taken from
7008 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7009 * ranges from -0.5 to 0.5
7011 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7013 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7014 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7015 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7016 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7017 shader_addline(&buffer, "END\n");
7020 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7021 strlen(buffer.buffer), buffer.buffer));
7022 checkGLcall("glProgramStringARB()");
7024 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7027 FIXME("Fragment program error at position %d: %s\n\n", pos,
7028 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7029 shader_arb_dump_program_source(buffer.buffer);
7035 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7036 checkGLcall("glGetProgramivARB()");
7037 if (!native) WARN("Program exceeds native resource limits.\n");
7040 shader_buffer_free(&buffer);
7045 case COMPLEX_FIXUP_YUY2:
7046 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7047 else priv->yuy2_2d_shader = shader;
7050 case COMPLEX_FIXUP_UYVY:
7051 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7052 else priv->uyvy_2d_shader = shader;
7055 case COMPLEX_FIXUP_YV12:
7056 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7057 else priv->yv12_2d_shader = shader;
7060 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7066 /* Context activation is done by the caller. */
7067 static HRESULT arbfp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface)
7070 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7071 struct arbfp_blit_priv *priv = blit_priv;
7072 enum complex_fixup fixup;
7073 GLenum textype = surface->texture_target;
7075 if (!is_complex_fixup(surface->resource.format->color_fixup))
7078 dump_color_fixup_desc(surface->resource.format->color_fixup);
7079 /* Don't bother setting up a shader for unconverted formats */
7082 checkGLcall("glEnable(textype)");
7087 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7091 case COMPLEX_FIXUP_YUY2:
7092 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7095 case COMPLEX_FIXUP_UYVY:
7096 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7099 case COMPLEX_FIXUP_YV12:
7100 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7103 case COMPLEX_FIXUP_P8:
7104 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7105 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7107 upload_palette(surface);
7111 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7114 checkGLcall("glEnable(textype)");
7119 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7122 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7123 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7124 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7125 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7126 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7127 checkGLcall("glProgramLocalParameter4fvARB");
7133 /* Context activation is done by the caller. */
7134 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7137 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7138 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7139 glDisable(GL_TEXTURE_2D);
7140 checkGLcall("glDisable(GL_TEXTURE_2D)");
7141 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7143 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7144 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7146 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7148 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7149 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7154 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7155 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
7156 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
7158 enum complex_fixup src_fixup;
7160 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7163 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7165 TRACE("Unsupported blit_op=%d\n", blit_op);
7169 src_fixup = get_complex_fixup(src_format->color_fixup);
7170 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7172 TRACE("Checking support for fixup:\n");
7173 dump_color_fixup_desc(src_format->color_fixup);
7176 if (!is_identity_fixup(dst_format->color_fixup))
7178 TRACE("Destination fixups are not supported\n");
7182 if (is_identity_fixup(src_format->color_fixup))
7188 /* We only support YUV conversions. */
7189 if (!is_complex_fixup(src_format->color_fixup))
7191 TRACE("[FAILED]\n");
7197 case COMPLEX_FIXUP_YUY2:
7198 case COMPLEX_FIXUP_UYVY:
7199 case COMPLEX_FIXUP_YV12:
7200 case COMPLEX_FIXUP_P8:
7205 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7206 TRACE("[FAILED]\n");
7211 HRESULT arbfp_blit_surface(struct wined3d_device *device, struct wined3d_surface *src_surface, const RECT *src_rect,
7212 struct wined3d_surface *dst_surface, const RECT *dst_rect_in, enum wined3d_blit_op blit_op, DWORD Filter)
7214 struct wined3d_context *context;
7215 RECT dst_rect = *dst_rect_in;
7217 /* Now load the surface */
7218 surface_internal_preload(src_surface, SRGB_RGB);
7220 /* Activate the destination context, set it up for blitting */
7221 context = context_acquire(device, dst_surface);
7222 context_apply_blit_state(context, device);
7224 if (!surface_is_offscreen(dst_surface))
7225 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7227 arbfp_blit_set(device->blit_priv, context->gl_info, src_surface);
7231 /* Draw a textured quad */
7232 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7236 /* Leave the opengl state valid for blitting */
7237 arbfp_blit_unset(context->gl_info);
7239 if (wined3d_settings.strict_draw_ordering
7240 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7241 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7242 wglFlush(); /* Flush to ensure ordering across contexts. */
7244 context_release(context);
7246 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7250 /* Do not call while under the GL lock. */
7251 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7252 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7254 FIXME("Color filling not implemented by arbfp_blit\n");
7255 return WINED3DERR_INVALIDCALL;
7258 /* Do not call while under the GL lock. */
7259 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7260 struct wined3d_surface *surface, const RECT *rect, float depth)
7262 FIXME("Depth filling not implemented by arbfp_blit.\n");
7263 return WINED3DERR_INVALIDCALL;
7266 const struct blit_shader arbfp_blit = {
7271 arbfp_blit_supported,
7272 arbfp_blit_color_fill,
7273 arbfp_blit_depth_fill,