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
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 #define GLINFO_LOCATION (*gl_info)
40 /********************************************************
41 * ARB_[vertex/fragment]_program helper functions follow
42 ********************************************************/
45 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
46 * When constant_list == NULL, it will load all the constants.
48 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
49 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
51 static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
52 unsigned int max_constants, float* constants, struct list *constant_list) {
53 constants_entry *constant;
54 local_constant* lconst;
58 if (TRACE_ON(d3d_shader)) {
59 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
64 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
65 constants[i * 4 + 0], constants[i * 4 + 1],
66 constants[i * 4 + 2], constants[i * 4 + 3]);
70 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
71 if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
72 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
74 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
80 if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
81 else if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
82 else lcl_const[0] = constants[k + 0];
84 if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
85 else if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
86 else lcl_const[1] = constants[k + 1];
88 if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
89 else if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
90 else lcl_const[2] = constants[k + 2];
92 if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
93 else if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
94 else lcl_const[3] = constants[k + 3];
96 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
100 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
105 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
109 checkGLcall("glProgramEnvParameter4fvARB()");
111 /* Load immediate constants */
112 if (TRACE_ON(d3d_shader)) {
113 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
114 GLfloat* values = (GLfloat*)lconst->value;
115 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
116 values[0], values[1], values[2], values[3]);
119 /* Immediate constants are clamped for 1.X shaders at loading times */
120 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
121 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
123 checkGLcall("glProgramEnvParameter4fvARB()");
127 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
129 * We only support float constants in ARB at the moment, so don't
130 * worry about the Integers or Booleans
132 void shader_arb_load_constants(
133 IWineD3DDevice* device,
135 char useVertexShader) {
137 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
138 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
139 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
141 if (useVertexShader) {
142 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
144 /* Load DirectX 9 float constants for vertex shader */
145 shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
146 GL_LIMITS(vshader_constantsF),
147 stateBlock->vertexShaderConstantF,
148 &stateBlock->set_vconstantsF);
150 /* Upload the position fixup */
151 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
154 if (usePixelShader) {
156 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
158 /* Load DirectX 9 float constants for pixel shader */
159 shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
160 GL_LIMITS(pshader_constantsF),
161 stateBlock->pixelShaderConstantF,
162 &stateBlock->set_pconstantsF);
163 if(((IWineD3DPixelShaderImpl *) pshader)->bumpenvmatconst) {
164 /* needsbumpmat stores the stage number from where to load the matrix. bumpenvmatconst stores the
165 * number of the constant to load the matrix into.
166 * The state manager takes care that this function is always called if the bump env matrix changes
168 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
169 float *data = (float *) &stateBlock->textureState[(int) psi->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
170 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst, data));
175 /* Generate the variable & register declarations for the ARB_vertex_program output target */
176 void shader_generate_arb_declarations(
177 IWineD3DBaseShader *iface,
178 shader_reg_maps* reg_maps,
179 SHADER_BUFFER* buffer,
180 WineD3D_GL_Info* gl_info) {
182 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
184 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
185 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
186 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
188 /* Temporary Output register */
189 shader_addline(buffer, "TEMP TMP_OUT;\n");
191 for(i = 0; i < This->baseShader.limits.temporary; i++) {
192 if (reg_maps->temporary[i])
193 shader_addline(buffer, "TEMP R%u;\n", i);
196 for (i = 0; i < This->baseShader.limits.address; i++) {
197 if (reg_maps->address[i])
198 shader_addline(buffer, "ADDRESS A%d;\n", i);
201 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
202 if (reg_maps->texcoord[i])
203 shader_addline(buffer,"TEMP T%u;\n", i);
206 /* Texture coordinate registers must be pre-loaded */
207 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
208 if (reg_maps->texcoord[i])
209 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
212 if(reg_maps->bumpmat != -1 /* Only a pshader can use texbem */) {
213 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
214 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
217 if(max_constantsF < GL_LIMITS(pshader_constantsF)) {
218 ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst = max_constantsF;
219 shader_addline(buffer, "PARAM bumpenvmat = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst);
221 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
225 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
226 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
227 max_constantsF, max_constantsF - 1);
230 static const char * const shift_tab[] = {
231 "dummy", /* 0 (none) */
232 "coefmul.x", /* 1 (x2) */
233 "coefmul.y", /* 2 (x4) */
234 "coefmul.z", /* 3 (x8) */
235 "coefmul.w", /* 4 (x16) */
236 "dummy", /* 5 (x32) */
237 "dummy", /* 6 (x64) */
238 "dummy", /* 7 (x128) */
239 "dummy", /* 8 (d256) */
240 "dummy", /* 9 (d128) */
241 "dummy", /* 10 (d64) */
242 "dummy", /* 11 (d32) */
243 "coefdiv.w", /* 12 (d16) */
244 "coefdiv.z", /* 13 (d8) */
245 "coefdiv.y", /* 14 (d4) */
246 "coefdiv.x" /* 15 (d2) */
249 static void shader_arb_get_write_mask(const DWORD param, char *write_mask) {
250 char *ptr = write_mask;
252 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
254 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
255 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
256 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
257 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
263 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
264 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
265 * but addressed as "rgba". To fix this we need to swap the register's x
266 * and z components. */
267 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
268 char *ptr = swizzle_str;
270 /* swizzle bits fields: wwzzyyxx */
271 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
272 DWORD swizzle_x = swizzle & 0x03;
273 DWORD swizzle_y = (swizzle >> 2) & 0x03;
274 DWORD swizzle_z = (swizzle >> 4) & 0x03;
275 DWORD swizzle_w = (swizzle >> 6) & 0x03;
277 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
278 * generate a swizzle string. Unless we need to our own swizzling. */
279 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
281 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
282 *ptr++ = swizzle_chars[swizzle_x];
284 *ptr++ = swizzle_chars[swizzle_x];
285 *ptr++ = swizzle_chars[swizzle_y];
286 *ptr++ = swizzle_chars[swizzle_z];
287 *ptr++ = swizzle_chars[swizzle_w];
294 static void pshader_get_register_name(
295 const DWORD param, char* regstr) {
297 DWORD reg = param & WINED3DSP_REGNUM_MASK;
298 DWORD regtype = shader_get_regtype(param);
301 case WINED3DSPR_TEMP:
302 sprintf(regstr, "R%u", reg);
304 case WINED3DSPR_INPUT:
306 strcpy(regstr, "fragment.color.primary");
308 strcpy(regstr, "fragment.color.secondary");
311 case WINED3DSPR_CONST:
312 sprintf(regstr, "C[%u]", reg);
314 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
315 sprintf(regstr,"T%u", reg);
317 case WINED3DSPR_COLOROUT:
319 sprintf(regstr, "TMP_COLOR");
321 /* TODO: See GL_ARB_draw_buffers */
322 FIXME("Unsupported write to render target %u\n", reg);
323 sprintf(regstr, "unsupported_register");
326 case WINED3DSPR_DEPTHOUT:
327 sprintf(regstr, "result.depth");
329 case WINED3DSPR_ATTROUT:
330 sprintf(regstr, "oD[%u]", reg);
332 case WINED3DSPR_TEXCRDOUT:
333 sprintf(regstr, "oT[%u]", reg);
336 FIXME("Unhandled register name Type(%d)\n", regtype);
337 sprintf(regstr, "unrecognized_register");
342 /* TODO: merge with pixel shader */
343 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
345 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
347 /* oPos, oFog and oPts in D3D */
348 static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
350 DWORD reg = param & WINED3DSP_REGNUM_MASK;
351 DWORD regtype = shader_get_regtype(param);
353 BOOL is_color = FALSE;
355 if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
356 strcat(hwLine, " -");
362 case WINED3DSPR_TEMP:
363 sprintf(tmpReg, "R%u", reg);
364 strcat(hwLine, tmpReg);
366 case WINED3DSPR_INPUT:
368 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
371 sprintf(tmpReg, "vertex.attrib[%u]", reg);
372 strcat(hwLine, tmpReg);
374 case WINED3DSPR_CONST:
375 sprintf(tmpReg, "C[%s%u]", (param & WINED3DSHADER_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
376 strcat(hwLine, tmpReg);
378 case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
379 sprintf(tmpReg, "A%u", reg);
380 strcat(hwLine, tmpReg);
382 case WINED3DSPR_RASTOUT:
383 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
384 strcat(hwLine, tmpReg);
386 case WINED3DSPR_ATTROUT:
388 strcat(hwLine, "result.color.primary");
390 strcat(hwLine, "result.color.secondary");
393 case WINED3DSPR_TEXCRDOUT:
394 sprintf(tmpReg, "result.texcoord[%u]", reg);
395 strcat(hwLine, tmpReg);
398 FIXME("Unknown reg type %d %d\n", regtype, reg);
399 strcat(hwLine, "unrecognized_register");
405 shader_arb_get_write_mask(param, write_mask);
406 strcat(hwLine, write_mask);
409 shader_arb_get_swizzle(param, is_color, swizzle);
410 strcat(hwLine, swizzle);
414 static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projective) {
415 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
416 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
417 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
418 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
420 SHADER_BUFFER* buffer = arg->buffer;
421 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
422 const char *tex_type;
424 switch(sampler_type) {
433 case WINED3DSTT_VOLUME:
437 case WINED3DSTT_CUBE:
442 ERR("Unexpected texture type %d\n", sampler_type);
446 if (projective && deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
447 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
449 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
452 /* Signedness correction */
453 if(!GL_SUPPORT(NV_TEXTURE_SHADER3) /* Provides signed formats */ && texture) {
454 WINED3DFORMAT format = texture->resource.format;
456 if((format == WINED3DFMT_V8U8 && !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) ||
457 format == WINED3DFMT_Q8W8V8U8 ||
458 format == WINED3DFMT_V16U16) {
459 shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", dst_str, dst_str);
460 } else if(format == WINED3DFMT_X8L8V8U8) {
461 shader_addline(buffer, "MAD %s.rg, %s, coefmul.x, -one;\n", dst_str, dst_str);
467 static void pshader_gen_input_modifier_line (
468 SHADER_BUFFER* buffer,
473 /* Generate a line that does the input modifier computation and return the input register to use */
478 /* Assume a new line will be added */
481 /* Get register name */
482 pshader_get_register_name(instr, regstr);
483 shader_arb_get_swizzle(instr, FALSE, swzstr);
485 switch (instr & WINED3DSP_SRCMOD_MASK) {
486 case WINED3DSPSM_NONE:
487 sprintf(outregstr, "%s%s", regstr, swzstr);
490 case WINED3DSPSM_NEG:
491 sprintf(outregstr, "-%s%s", regstr, swzstr);
494 case WINED3DSPSM_BIAS:
495 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
497 case WINED3DSPSM_BIASNEG:
498 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
500 case WINED3DSPSM_SIGN:
501 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
503 case WINED3DSPSM_SIGNNEG:
504 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
506 case WINED3DSPSM_COMP:
507 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
510 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
512 case WINED3DSPSM_X2NEG:
513 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
516 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
517 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
520 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
521 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
524 sprintf(outregstr, "%s%s", regstr, swzstr);
528 /* Return modified or original register, with swizzle */
530 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
533 static inline void pshader_gen_output_modifier_line(
534 SHADER_BUFFER* buffer,
540 /* Generate a line that does the output modifier computation */
541 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
542 regstr, write_mask, regstr, shift_tab[shift]);
545 void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
546 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
548 SHADER_BUFFER* buffer = arg->buffer;
550 char src_name[2][50];
553 pshader_get_register_name(arg->dst, dst_name);
554 shader_arb_get_write_mask(arg->dst, dst_wmask);
555 strcat(dst_name, dst_wmask);
557 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
558 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
560 if(This->bumpenvmatconst != -1) {
561 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
562 shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
563 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
564 shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
565 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
567 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
569 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
573 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
575 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
576 SHADER_BUFFER* buffer = arg->buffer;
579 char src_name[3][50];
581 /* FIXME: support output modifiers */
583 /* Handle output register */
584 pshader_get_register_name(arg->dst, dst_name);
585 shader_arb_get_write_mask(arg->dst, dst_wmask);
586 strcat(dst_name, dst_wmask);
588 /* Generate input register names (with modifiers) */
589 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
590 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
591 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
593 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
594 if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
595 arg->opcode_token & WINED3DSI_COISSUE) {
596 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[1]);
598 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
599 shader_addline(buffer, "CMP %s, TMP, %s, %s;\n", dst_name, src_name[1], src_name[2]);
603 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
605 SHADER_BUFFER* buffer = arg->buffer;
608 char src_name[3][50];
610 /* FIXME: support output modifiers */
612 /* Handle output register */
613 pshader_get_register_name(arg->dst, dst_name);
614 shader_arb_get_write_mask(arg->dst, dst_wmask);
615 strcat(dst_name, dst_wmask);
617 /* Generate input register names (with modifiers) */
618 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
619 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
620 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
622 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
623 src_name[0], src_name[2], src_name[1]);
626 /* Map the opcode 1-to-1 to the GL code */
627 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
629 CONST SHADER_OPCODE* curOpcode = arg->opcode;
630 SHADER_BUFFER* buffer = arg->buffer;
631 DWORD dst = arg->dst;
632 DWORD* src = arg->src;
637 /* Output token related */
638 char output_rname[256];
639 char output_wmask[20];
640 BOOL saturate = FALSE;
641 BOOL centroid = FALSE;
642 BOOL partialprecision = FALSE;
645 strcpy(tmpLine, curOpcode->glname);
647 /* Process modifiers */
648 if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
649 DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
651 saturate = mask & WINED3DSPDM_SATURATE;
652 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
653 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
654 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
656 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
659 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
661 shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
663 /* Generate input and output registers */
664 if (curOpcode->num_params > 0) {
665 char operands[4][100];
667 /* Generate input register names (with modifiers) */
668 for (i = 1; i < curOpcode->num_params; ++i)
669 pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i]);
671 /* Handle output register */
672 pshader_get_register_name(dst, output_rname);
673 strcpy(operands[0], output_rname);
674 shader_arb_get_write_mask(dst, output_wmask);
675 strcat(operands[0], output_wmask);
677 if (saturate && (shift == 0))
678 strcat(tmpLine, "_SAT");
679 strcat(tmpLine, " ");
680 strcat(tmpLine, operands[0]);
681 for (i = 1; i < curOpcode->num_params; i++) {
682 strcat(tmpLine, ", ");
683 strcat(tmpLine, operands[i]);
685 strcat(tmpLine,";\n");
686 shader_addline(buffer, tmpLine);
688 /* A shift requires another line. */
690 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
694 void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
695 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
696 DWORD hex_version = This->baseShader.hex_version;
697 SHADER_BUFFER* buffer = arg->buffer;
700 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
701 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
703 pshader_get_register_name(arg->dst, reg_dest);
705 if(hex_version >= WINED3DPS_VERSION(2,0)) {
706 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
707 shader_addline(buffer, "KIL %s;\n", reg_dest);
709 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
710 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
712 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
713 shader_addline(buffer, "MOV TMP.w, one.w;\n", reg_dest);
714 shader_addline(buffer, "KIL TMP;\n", reg_dest);
718 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
719 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
721 DWORD dst = arg->dst;
722 DWORD* src = arg->src;
723 SHADER_BUFFER* buffer = arg->buffer;
724 DWORD hex_version = This->baseShader.hex_version;
729 DWORD reg_sampler_code;
731 /* All versions have a destination register */
732 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
733 pshader_get_register_name(dst, reg_dest);
735 /* 1.0-1.3: Use destination register as coordinate source.
736 1.4+: Use provided coordinate source register. */
737 if (hex_version < WINED3DPS_VERSION(1,4))
738 strcpy(reg_coord, reg_dest);
740 pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord);
742 /* 1.0-1.4: Use destination register number as texture code.
743 2.0+: Use provided sampler number as texure code. */
744 if (hex_version < WINED3DPS_VERSION(2,0))
745 reg_sampler_code = reg_dest_code;
747 reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
749 shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, TRUE);
752 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
754 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
755 DWORD dst = arg->dst;
756 SHADER_BUFFER* buffer = arg->buffer;
757 DWORD hex_version = This->baseShader.hex_version;
760 shader_arb_get_write_mask(dst, tmp);
761 if (hex_version != WINED3DPS_VERSION(1,4)) {
762 DWORD reg = dst & WINED3DSP_REGNUM_MASK;
763 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
765 DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
768 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, reg_src);
769 shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
773 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
775 SHADER_BUFFER* buffer = arg->buffer;
777 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
778 DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
781 sprintf(dst_str, "T%u", reg1);
782 shader_addline(buffer, "MOV TMP.r, T%u.a;\n", reg2);
783 shader_addline(buffer, "MOV TMP.g, T%u.r;\n", reg2);
784 shader_hw_sample(arg, reg1, dst_str, "TMP", TRUE);
787 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
789 SHADER_BUFFER* buffer = arg->buffer;
791 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
792 DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
795 sprintf(dst_str, "T%u", reg1);
796 shader_addline(buffer, "MOV TMP.r, T%u.g;\n", reg2);
797 shader_addline(buffer, "MOV TMP.g, T%u.b;\n", reg2);
798 shader_hw_sample(arg, reg1, dst_str, "TMP", TRUE);
801 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
802 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
804 DWORD dst = arg->dst;
805 DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
806 SHADER_BUFFER* buffer = arg->buffer;
811 /* All versions have a destination register */
812 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
813 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
814 pshader_get_register_name(dst, reg_coord);
816 if(This->bumpenvmatconst != -1) {
817 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
819 shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
820 shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
821 shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
822 shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
824 /* with projective textures, texbem only divides the static texture coord, not the displacement,
825 * so we can't let the GL handle this.
827 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
828 & WINED3DTTFF_PROJECTED) {
829 shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
830 shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
831 shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
833 shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
836 shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE);
838 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
839 shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, TRUE);
843 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
845 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
846 SHADER_BUFFER* buffer = arg->buffer;
849 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
850 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
853 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
855 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
856 SHADER_BUFFER* buffer = arg->buffer;
860 sprintf(dst_str, "T%u", reg);
861 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
862 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
863 shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
866 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
868 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
869 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
870 SHADER_BUFFER* buffer = arg->buffer;
871 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
874 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
875 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
876 current_state->texcoord_w[current_state->current_row++] = reg;
879 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
881 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
882 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
883 SHADER_BUFFER* buffer = arg->buffer;
884 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
888 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
889 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
891 /* Sample the texture using the calculated coordinates */
892 sprintf(dst_str, "T%u", reg);
893 shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
894 current_state->current_row = 0;
897 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
899 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
900 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
901 SHADER_BUFFER* buffer = arg->buffer;
902 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
906 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
907 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
909 /* Construct the eye-ray vector from w coordinates */
910 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
911 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
912 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
914 /* Calculate reflection vector
916 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
917 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
918 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
919 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
920 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
921 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
922 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
924 /* Sample the texture using the calculated coordinates */
925 sprintf(dst_str, "T%u", reg);
926 shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
927 current_state->current_row = 0;
930 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
932 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
933 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
934 DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
935 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
936 SHADER_BUFFER* buffer = arg->buffer;
940 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
941 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
943 /* Calculate reflection vector.
946 * TMP.xyz = 2 * --------- * N - E
949 * Which normalizes the normal vector
951 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
952 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
953 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
954 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
955 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
956 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
958 /* Sample the texture using the calculated coordinates */
959 sprintf(dst_str, "T%u", reg);
960 shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
961 current_state->current_row = 0;
964 void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
965 SHADER_BUFFER* buffer = arg->buffer;
968 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
969 * which is essentially an input, is the destiantion register because it is the first
970 * param. According to the msdn, this must be register r5, but let's keep it more flexible
973 pshader_get_register_name(arg->dst, dst_name);
975 /* According to the msdn, the source register(must be r5) is unusable after
976 * the texdepth instruction, so we're free to modify it
978 shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
980 /* How to deal with the special case dst_name.g == 0? if r != 0, then
981 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
982 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
984 shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
985 shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
986 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n", dst_name, dst_name);
987 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n", dst_name, dst_name);
990 /** Handles transforming all WINED3DSIO_M?x? opcodes for
991 Vertex shaders to ARB_vertex_program codes */
992 void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
996 SHADER_OPCODE_ARG tmpArg;
998 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1000 /* Set constants for the temporary argument */
1001 tmpArg.shader = arg->shader;
1002 tmpArg.buffer = arg->buffer;
1003 tmpArg.src[0] = arg->src[0];
1004 tmpArg.src_addr[0] = arg->src_addr[0];
1005 tmpArg.src_addr[1] = arg->src_addr[1];
1006 tmpArg.reg_maps = arg->reg_maps;
1008 switch(arg->opcode->opcode) {
1009 case WINED3DSIO_M4x4:
1011 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1013 case WINED3DSIO_M4x3:
1015 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1017 case WINED3DSIO_M3x4:
1019 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1021 case WINED3DSIO_M3x3:
1023 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1025 case WINED3DSIO_M3x2:
1027 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1033 for (i = 0; i < nComponents; i++) {
1034 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1035 tmpArg.src[1] = arg->src[1]+i;
1036 vshader_hw_map2gl(&tmpArg);
1040 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
1041 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1042 SHADER_BUFFER* buffer = arg->buffer;
1043 DWORD dst = arg->dst;
1044 DWORD src = arg->src[0];
1045 DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1049 strcpy(tmpLine, curOpcode->glname); /* Opcode */
1050 vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1051 strcat(tmpLine, ",");
1052 vshader_program_add_param(arg, src, TRUE, tmpLine);
1053 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1054 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1057 strcat(tmpLine, ".w");
1060 shader_addline(buffer, "%s;\n", tmpLine);
1063 /* TODO: merge with pixel shader */
1064 /* Map the opcode 1-to-1 to the GL code */
1065 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1067 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1068 SHADER_BUFFER* buffer = arg->buffer;
1069 DWORD dst = arg->dst;
1070 DWORD* src = arg->src;
1072 DWORD dst_regtype = shader_get_regtype(dst);
1076 if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA)
1077 strcpy(tmpLine, "ARL");
1079 strcpy(tmpLine, curOpcode->glname);
1081 if (curOpcode->num_params > 0) {
1082 vshader_program_add_param(arg, dst, FALSE, tmpLine);
1083 for (i = 1; i < curOpcode->num_params; ++i) {
1084 strcat(tmpLine, ",");
1085 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
1088 shader_addline(buffer, "%s;\n", tmpLine);
1091 static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
1092 GLuint program_id = 0;
1093 const char *blt_vprogram =
1095 "PARAM c[1] = { { 1, 0.5 } };\n"
1096 "MOV result.position, vertex.position;\n"
1097 "MOV result.color, c[0].x;\n"
1098 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1099 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1102 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1103 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1104 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1106 if (glGetError() == GL_INVALID_OPERATION) {
1108 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1109 FIXME("Vertex program error at position %d: %s\n", pos,
1110 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1116 static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
1117 GLuint program_id = 0;
1118 const char *blt_fprogram =
1121 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1122 "MOV result.depth.z, R0.x;\n"
1125 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1126 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1127 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
1129 if (glGetError() == GL_INVALID_OPERATION) {
1131 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1132 FIXME("Fragment program error at position %d: %s\n", pos,
1133 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1139 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1141 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1144 TRACE("Using vertex shader\n");
1146 /* Bind the vertex program */
1147 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
1148 ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId));
1149 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1151 /* Enable OpenGL vertex programs */
1152 glEnable(GL_VERTEX_PROGRAM_ARB);
1153 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1154 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
1155 This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
1156 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1157 glDisable(GL_VERTEX_PROGRAM_ARB);
1158 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1162 TRACE("Using pixel shader\n");
1164 /* Bind the fragment program */
1165 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
1166 ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId));
1167 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1169 /* Enable OpenGL fragment programs */
1170 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1171 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1172 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
1173 This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
1174 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1175 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1176 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1180 static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
1181 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1182 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1183 static GLuint vprogram_id = 0;
1184 static GLuint fprogram_id = 0;
1186 if (!vprogram_id) vprogram_id = create_arb_blt_vertex_program(gl_info);
1187 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vprogram_id));
1188 glEnable(GL_VERTEX_PROGRAM_ARB);
1190 if (!fprogram_id) fprogram_id = create_arb_blt_fragment_program(gl_info);
1191 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fprogram_id));
1192 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1195 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1196 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1197 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1198 if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1199 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1202 const shader_backend_t arb_program_shader_backend = {
1204 &shader_arb_select_depth_blt,
1205 &shader_arb_load_constants,