2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* We have to subtract any other PARAMs that we might use in our shader programs.
45 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
46 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
47 #define ARB_SHADER_RESERVED_VS_CONSTS 3
49 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
50 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
52 #define ARB_SHADER_RESERVED_PS_CONSTS 2
54 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
55 * so upload them above that
57 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
58 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
60 /* ARB_program_shader private data */
61 struct shader_arb_priv {
62 GLuint current_vprogram_id;
63 GLuint current_fprogram_id;
64 GLuint depth_blt_vprogram_id;
65 GLuint depth_blt_fprogram_id[tex_type_count];
66 BOOL use_arbfp_fixed_func;
67 struct hash_table_t *fragment_shaders;
70 /********************************************************
71 * ARB_[vertex/fragment]_program helper functions follow
72 ********************************************************/
75 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
76 * When constant_list == NULL, it will load all the constants.
78 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
79 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
81 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
82 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
84 local_constant* lconst;
88 if (TRACE_ON(d3d_shader)) {
89 for(i = 0; i < max_constants; i++) {
90 if(!dirty_consts[i]) continue;
91 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
92 constants[i * 4 + 0], constants[i * 4 + 1],
93 constants[i * 4 + 2], constants[i * 4 + 3]);
96 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
97 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
100 for(i = 0; i < max_constants; i++) {
101 if(!dirty_consts[i]) continue;
105 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
106 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
107 else lcl_const[0] = constants[j + 0];
109 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
110 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
111 else lcl_const[1] = constants[j + 1];
113 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
114 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
115 else lcl_const[2] = constants[j + 2];
117 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
118 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
119 else lcl_const[3] = constants[j + 3];
121 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
124 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
125 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
126 * or just reloading *all* constants at once
128 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
130 for(i = 0; i < max_constants; i++) {
131 if(!dirty_consts[i]) continue;
133 /* Find the next block of dirty constants */
136 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
140 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
143 for(i = 0; i < max_constants; i++) {
144 if(dirty_consts[i]) {
146 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
151 checkGLcall("glProgramEnvParameter4fvARB()");
153 /* Load immediate constants */
154 if(This->baseShader.load_local_constsF) {
155 if (TRACE_ON(d3d_shader)) {
156 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
157 GLfloat* values = (GLfloat*)lconst->value;
158 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
159 values[0], values[1], values[2], values[3]);
162 /* Immediate constants are clamped for 1.X shaders at loading times */
164 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
165 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
166 ret = max(ret, lconst->idx + 1);
167 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
169 checkGLcall("glProgramEnvParameter4fvARB()");
170 return ret; /* The loaded immediate constants need reloading for the next shader */
172 return 0; /* No constants are dirty now */
177 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
179 static void shader_arb_load_np2fixup_constants(
180 IWineD3DDevice* device,
182 char useVertexShader) {
183 /* not implemented */
187 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
189 * We only support float constants in ARB at the moment, so don't
190 * worry about the Integers or Booleans
192 static void shader_arb_load_constants(
193 IWineD3DDevice* device,
195 char useVertexShader) {
197 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
198 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
199 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
202 if (useVertexShader) {
203 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
205 /* Load DirectX 9 float constants for vertex shader */
206 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
207 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
208 deviceImpl->highest_dirty_vs_const,
209 stateBlock->vertexShaderConstantF,
210 deviceImpl->activeContext->vshader_const_dirty);
212 /* Upload the position fixup */
213 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
216 if (usePixelShader) {
218 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
219 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
221 /* Load DirectX 9 float constants for pixel shader */
222 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
223 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
224 deviceImpl->highest_dirty_ps_const,
225 stateBlock->pixelShaderConstantF,
226 deviceImpl->activeContext->pshader_const_dirty);
228 for(i = 0; i < psi->numbumpenvmatconsts; i++) {
229 /* The state manager takes care that this function is always called if the bump env matrix changes
231 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
232 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
233 deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
235 if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
237 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
238 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
239 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
240 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
242 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
243 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
244 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
250 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
252 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
254 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
255 * context. On a context switch the old context will be fully dirtified */
256 memset(This->activeContext->vshader_const_dirty + start, 1,
257 sizeof(*This->activeContext->vshader_const_dirty) * count);
258 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
261 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
265 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
266 * context. On a context switch the old context will be fully dirtified */
267 memset(This->activeContext->pshader_const_dirty + start, 1,
268 sizeof(*This->activeContext->pshader_const_dirty) * count);
269 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
272 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
276 const local_constant *lconst;
278 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
280 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
282 ERR("Out of memory\n");
286 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
287 ret[lconst->idx] = idx++;
292 /* Generate the variable & register declarations for the ARB_vertex_program output target */
293 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
294 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
296 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
297 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
299 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
300 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
301 (pshader ? GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS :
302 GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS));
303 UINT extra_constants_needed = 0;
304 const local_constant *lconst;
306 /* Temporary Output register */
307 shader_addline(buffer, "TEMP TMP_OUT;\n");
309 for(i = 0; i < This->baseShader.limits.temporary; i++) {
310 if (reg_maps->temporary[i])
311 shader_addline(buffer, "TEMP R%u;\n", i);
314 for (i = 0; i < This->baseShader.limits.address; i++) {
315 if (reg_maps->address[i])
316 shader_addline(buffer, "ADDRESS A%d;\n", i);
319 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
320 if (reg_maps->texcoord[i])
321 shader_addline(buffer,"TEMP T%u;\n", i);
324 /* Texture coordinate registers must be pre-loaded */
325 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
326 if (reg_maps->texcoord[i])
327 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
330 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
331 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
332 if(!reg_maps->bumpmat[i]) continue;
334 cur = ps->numbumpenvmatconsts;
335 ps->bumpenvmatconst[cur].const_num = -1;
336 ps->bumpenvmatconst[cur].texunit = i;
337 ps->luminanceconst[cur].const_num = -1;
338 ps->luminanceconst[cur].texunit = i;
340 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
341 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
344 if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
345 ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
346 shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
347 i, ps->bumpenvmatconst[cur].const_num);
348 extra_constants_needed++;
350 if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
351 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
352 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
353 i, ps->luminanceconst[cur].const_num);
354 extra_constants_needed++;
355 } else if(reg_maps->luminanceparams) {
356 FIXME("No free constant to load the luminance parameters\n");
359 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
362 ps->numbumpenvmatconsts = cur + 1;
365 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
366 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
367 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
368 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
369 srgb_sub_high, 0.0, 0.0, 0.0);
372 /* Load local constants using the program-local space,
373 * this avoids reloading them each time the shader is used
376 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
377 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
378 lconst_map[lconst->idx]);
382 /* we use the array-based constants array if the local constants are marked for loading,
383 * because then we use indirect addressing, or when the local constant list is empty,
384 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
385 * local constants do not declare the loaded constants as an array because ARB compilers usually
386 * do not optimize unused constants away
388 if(!lconst_map || list_empty(&This->baseShader.constantsF)) {
389 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
390 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
391 max_constantsF, max_constantsF - 1);
393 for(i = 0; i < max_constantsF; i++) {
394 if(!shader_constant_is_local(This, i)) {
395 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
401 static const char * const shift_tab[] = {
402 "dummy", /* 0 (none) */
403 "coefmul.x", /* 1 (x2) */
404 "coefmul.y", /* 2 (x4) */
405 "coefmul.z", /* 3 (x8) */
406 "coefmul.w", /* 4 (x16) */
407 "dummy", /* 5 (x32) */
408 "dummy", /* 6 (x64) */
409 "dummy", /* 7 (x128) */
410 "dummy", /* 8 (d256) */
411 "dummy", /* 9 (d128) */
412 "dummy", /* 10 (d64) */
413 "dummy", /* 11 (d32) */
414 "coefdiv.w", /* 12 (d16) */
415 "coefdiv.z", /* 13 (d8) */
416 "coefdiv.y", /* 14 (d4) */
417 "coefdiv.x" /* 15 (d2) */
420 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
421 const struct wined3d_shader_dst_param *dst, char *write_mask)
423 char *ptr = write_mask;
424 char vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
426 if (vshader && dst->reg.type == WINED3DSPR_ADDR)
431 else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
434 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
435 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
436 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
437 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
443 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
445 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
446 * but addressed as "rgba". To fix this we need to swap the register's x
447 * and z components. */
448 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
449 char *ptr = swizzle_str;
451 /* swizzle bits fields: wwzzyyxx */
452 DWORD swizzle = param->swizzle;
453 DWORD swizzle_x = swizzle & 0x03;
454 DWORD swizzle_y = (swizzle >> 2) & 0x03;
455 DWORD swizzle_z = (swizzle >> 4) & 0x03;
456 DWORD swizzle_w = (swizzle >> 6) & 0x03;
458 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
459 * generate a swizzle string. Unless we need to our own swizzling. */
460 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
463 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
464 *ptr++ = swizzle_chars[swizzle_x];
466 *ptr++ = swizzle_chars[swizzle_x];
467 *ptr++ = swizzle_chars[swizzle_y];
468 *ptr++ = swizzle_chars[swizzle_z];
469 *ptr++ = swizzle_chars[swizzle_w];
476 static void shader_arb_get_register_name(IWineD3DBaseShader *iface, WINED3DSHADER_PARAM_REGISTER_TYPE register_type,
477 UINT register_idx, BOOL rel_addr, char *register_name, BOOL *is_color)
479 /* oPos, oFog and oPts in D3D */
480 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
481 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
482 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
486 switch (register_type)
488 case WINED3DSPR_TEMP:
489 sprintf(register_name, "R%u", register_idx);
492 case WINED3DSPR_INPUT:
495 if (register_idx == 0) strcpy(register_name, "fragment.color.primary");
496 else strcpy(register_name, "fragment.color.secondary");
500 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
501 sprintf(register_name, "vertex.attrib[%u]", register_idx);
505 case WINED3DSPR_CONST:
506 if (!pshader && rel_addr)
508 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
509 if (register_idx >= rel_offset)
510 sprintf(register_name, "C[A0.x + %u]", register_idx - rel_offset);
512 sprintf(register_name, "C[A0.x - %u]", -register_idx + rel_offset);
516 if (This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF))
517 sprintf(register_name, "C[%u]", register_idx);
519 sprintf(register_name, "C%u", register_idx);
523 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
524 if (pshader) sprintf(register_name, "T%u", register_idx);
525 else sprintf(register_name, "A%u", register_idx);
528 case WINED3DSPR_COLOROUT:
529 if (register_idx == 0)
531 strcpy(register_name, "TMP_COLOR");
535 /* TODO: See GL_ARB_draw_buffers */
536 FIXME("Unsupported write to render target %u\n", register_idx);
537 sprintf(register_name, "unsupported_register");
541 case WINED3DSPR_RASTOUT:
542 sprintf(register_name, "%s", rastout_reg_names[register_idx]);
545 case WINED3DSPR_DEPTHOUT:
546 strcpy(register_name, "result.depth");
549 case WINED3DSPR_ATTROUT:
550 if (pshader) sprintf(register_name, "oD[%u]", register_idx);
551 else if (register_idx == 0) strcpy(register_name, "result.color.primary");
552 else strcpy(register_name, "result.color.secondary");
555 case WINED3DSPR_TEXCRDOUT:
556 if (pshader) sprintf(register_name, "oT[%u]", register_idx);
557 else sprintf(register_name, "result.texcoord[%u]", register_idx);
561 FIXME("Unhandled register type %#x[%u]\n", register_type, register_idx);
562 sprintf(register_name, "unrecognized_register[%u]", register_idx);
567 static void shader_arb_add_src_param(const struct wined3d_shader_instruction *ins,
568 const struct wined3d_shader_src_param *wined3d_src, char *str)
570 char register_name[255];
574 if (wined3d_src->modifiers == WINED3DSPSM_NEG) strcat(str, " -");
575 else strcat(str, " ");
577 shader_arb_get_register_name(ins->ctx->shader, wined3d_src->reg.type,
578 wined3d_src->reg.idx, !!wined3d_src->reg.rel_addr, register_name, &is_color);
579 strcat(str, register_name);
581 shader_arb_get_swizzle(wined3d_src, is_color, swizzle);
582 strcat(str, swizzle);
585 static void shader_arb_add_dst_param(const struct wined3d_shader_instruction *ins,
586 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
588 char register_name[255];
594 shader_arb_get_register_name(ins->ctx->shader, wined3d_dst->reg.type,
595 wined3d_dst->reg.idx, !!wined3d_dst->reg.rel_addr, register_name, &is_color);
596 strcat(str, register_name);
598 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
599 strcat(str, write_mask);
602 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
604 switch(channel_source)
606 case CHANNEL_SOURCE_ZERO: return "0";
607 case CHANNEL_SOURCE_ONE: return "1";
608 case CHANNEL_SOURCE_X: return "x";
609 case CHANNEL_SOURCE_Y: return "y";
610 case CHANNEL_SOURCE_Z: return "z";
611 case CHANNEL_SOURCE_W: return "w";
613 FIXME("Unhandled channel source %#x\n", channel_source);
618 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
619 const char *one, const char *two, struct color_fixup_desc fixup)
623 if (is_yuv_fixup(fixup))
625 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
626 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
631 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
632 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
633 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
634 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
639 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
640 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
641 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
645 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
646 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
647 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
648 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
654 char *ptr = reg_mask;
656 if (mask != WINED3DSP_WRITEMASK_ALL)
659 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
660 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
661 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
662 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
666 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
670 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
671 const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
673 SHADER_BUFFER *buffer = ins->ctx->buffer;
674 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
675 const char *tex_type;
676 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
677 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
679 switch(sampler_type) {
685 if(device->stateBlock->textures[sampler_idx] &&
686 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
691 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
693 const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
694 if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
695 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
700 case WINED3DSTT_VOLUME:
704 case WINED3DSTT_CUBE:
709 ERR("Unexpected texture type %d\n", sampler_type);
714 /* Shouldn't be possible, but let's check for it */
715 if(projected) FIXME("Biased and Projected texture sampling\n");
716 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
717 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
718 } else if (projected) {
719 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
721 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
724 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
726 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
727 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
728 "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
732 static void pshader_gen_input_modifier_line(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
733 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
735 /* Generate a line that does the input modifier computation and return the input register to use */
736 BOOL is_color = FALSE;
741 /* Assume a new line will be added */
744 /* Get register name */
745 shader_arb_get_register_name(iface, src->reg.type,
746 src->reg.idx, !!src->reg.rel_addr, regstr, &is_color);
747 shader_arb_get_swizzle(src, is_color, swzstr);
749 switch (src->modifiers)
751 case WINED3DSPSM_NONE:
752 sprintf(outregstr, "%s%s", regstr, swzstr);
755 case WINED3DSPSM_NEG:
756 sprintf(outregstr, "-%s%s", regstr, swzstr);
759 case WINED3DSPSM_BIAS:
760 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
762 case WINED3DSPSM_BIASNEG:
763 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
765 case WINED3DSPSM_SIGN:
766 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
768 case WINED3DSPSM_SIGNNEG:
769 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
771 case WINED3DSPSM_COMP:
772 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
775 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
777 case WINED3DSPSM_X2NEG:
778 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
781 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
782 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
785 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
786 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
789 sprintf(outregstr, "%s%s", regstr, swzstr);
793 /* Return modified or original register, with swizzle */
795 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
798 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask,
799 int shift, const char *regstr)
801 /* Generate a line that does the output modifier computation */
802 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
803 regstr, write_mask, regstr, shift_tab[shift]);
806 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
808 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
809 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
810 SHADER_BUFFER *buffer = ins->ctx->buffer;
812 char src_name[2][50];
814 DWORD sampler_code = dst->reg.idx;
815 BOOL has_bumpmat = FALSE;
819 for(i = 0; i < This->numbumpenvmatconsts; i++) {
820 if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
821 && This->bumpenvmatconst[i].texunit == sampler_code)
828 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
829 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
830 shader_arb_get_write_mask(ins, dst, dst_wmask);
831 strcat(dst_name, dst_wmask);
833 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
834 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
837 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
838 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
839 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
840 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
841 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
843 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
845 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
849 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
851 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
852 SHADER_BUFFER *buffer = ins->ctx->buffer;
855 char src_name[3][50];
856 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
857 DWORD shift = dst->shift;
859 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
860 ins->ctx->reg_maps->shader_version.minor);
862 /* FIXME: support output modifiers */
864 /* Handle output register */
865 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
866 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
867 shader_arb_get_write_mask(ins, dst, dst_wmask);
869 /* Generate input register names (with modifiers) */
870 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
871 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
872 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[2], 2, src_name[2]);
874 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
875 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
877 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
879 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
880 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
881 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
884 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
887 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
889 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
890 SHADER_BUFFER *buffer = ins->ctx->buffer;
893 char src_name[3][50];
894 DWORD shift = dst->shift;
895 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
898 /* FIXME: support output modifiers */
900 /* Handle output register */
901 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
902 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
903 shader_arb_get_write_mask(ins, dst, dst_wmask);
905 /* Generate input register names (with modifiers) */
906 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
907 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
908 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[2], 2, src_name[2]);
910 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
911 src_name[0], src_name[2], src_name[1]);
914 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
917 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
918 * dst = dot2(src0, src1) + src2 */
919 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
921 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
922 SHADER_BUFFER *buffer = ins->ctx->buffer;
925 char src_name[3][50];
926 DWORD shift = dst->shift;
927 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
930 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
931 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
932 shader_arb_get_write_mask(ins, dst, dst_wmask);
934 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
935 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
936 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[2], 2, src_name[2]);
938 /* Emulate a DP2 with a DP3 and 0.0 */
939 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
940 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
941 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
942 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
945 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
948 /* Map the opcode 1-to-1 to the GL code */
949 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
951 SHADER_BUFFER *buffer = ins->ctx->buffer;
952 const char *instruction;
956 switch (ins->handler_idx)
958 case WINED3DSIH_ABS: instruction = "ABS"; break;
959 case WINED3DSIH_ADD: instruction = "ADD"; break;
960 case WINED3DSIH_CRS: instruction = "XPD"; break;
961 case WINED3DSIH_DP3: instruction = "DP3"; break;
962 case WINED3DSIH_DP4: instruction = "DP4"; break;
963 case WINED3DSIH_DST: instruction = "DST"; break;
964 case WINED3DSIH_EXP: instruction = "EX2"; break;
965 case WINED3DSIH_EXPP: instruction = "EXP"; break;
966 case WINED3DSIH_FRC: instruction = "FRC"; break;
967 case WINED3DSIH_LIT: instruction = "LIT"; break;
968 case WINED3DSIH_LOG: instruction = "LG2"; break;
969 case WINED3DSIH_LOGP: instruction = "LOG"; break;
970 case WINED3DSIH_LRP: instruction = "LRP"; break;
971 case WINED3DSIH_MAD: instruction = "MAD"; break;
972 case WINED3DSIH_MAX: instruction = "MAX"; break;
973 case WINED3DSIH_MIN: instruction = "MIN"; break;
974 case WINED3DSIH_MOV: instruction = "MOV"; break;
975 case WINED3DSIH_MUL: instruction = "MUL"; break;
976 case WINED3DSIH_NOP: instruction = "NOP"; break;
977 case WINED3DSIH_POW: instruction = "POW"; break;
978 case WINED3DSIH_SGE: instruction = "SGE"; break;
979 case WINED3DSIH_SLT: instruction = "SLT"; break;
980 case WINED3DSIH_SUB: instruction = "SUB"; break;
981 default: instruction = "";
982 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
986 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
988 /* Output token related */
989 const struct wined3d_shader_dst_param *dst;
990 char output_rname[256];
991 char output_wmask[20];
992 char operands[4][100];
993 BOOL saturate = FALSE;
994 BOOL centroid = FALSE;
995 BOOL partialprecision = FALSE;
996 const char *modifier;
1000 if (!(ins->dst_count + ins->src_count))
1002 ERR("Opcode \"%#x\" has no parameters\n", ins->handler_idx);
1007 /* Process modifiers */
1010 DWORD mask = dst->modifiers;
1012 saturate = mask & WINED3DSPDM_SATURATE;
1013 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
1014 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
1015 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
1017 FIXME("Unrecognized modifier(%#x)\n", mask);
1020 FIXME("Unhandled modifier(%#x)\n", mask);
1023 modifier = (saturate && !shift) ? "_SAT" : "";
1025 /* Generate input register names (with modifiers) */
1026 for (i = 0; i < ins->src_count; ++i)
1028 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[i], i, operands[i + 1]);
1031 /* Handle output register */
1032 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1033 dst->reg.idx, !!dst->reg.rel_addr, output_rname, &is_color);
1034 strcpy(operands[0], output_rname);
1035 shader_arb_get_write_mask(ins, dst, output_wmask);
1036 strcat(operands[0], output_wmask);
1038 arguments[0] = '\0';
1039 strcat(arguments, operands[0]);
1040 for (i = 0; i < ins->src_count; ++i)
1042 strcat(arguments, ", ");
1043 strcat(arguments, operands[i + 1]);
1045 shader_addline(buffer, "%s%s %s;\n", instruction, modifier, arguments);
1047 /* A shift requires another line. */
1048 if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1050 /* Note that shader_arb_add_*_param() adds spaces. */
1052 arguments[0] = '\0';
1055 shader_arb_add_dst_param(ins, &ins->dst[0], arguments);
1056 for (i = 0; i < ins->src_count; ++i)
1058 strcat(arguments, ",");
1059 shader_arb_add_src_param(ins, &ins->src[i], arguments);
1062 shader_addline(buffer, "%s%s;\n", instruction, arguments);
1066 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1068 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1070 if ((ins->ctx->reg_maps->shader_version.major == 1
1071 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1072 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1073 || ins->handler_idx == WINED3DSIH_MOVA)
1075 SHADER_BUFFER *buffer = ins->ctx->buffer;
1076 char src0_param[256];
1078 if (ins->handler_idx == WINED3DSIH_MOVA)
1079 FIXME("mova should round\n");
1081 src0_param[0] = '\0';
1082 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1084 shader_arb_add_src_param(ins, &ins->src[0], src0_param);
1085 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
1086 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1090 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1091 * with more than one component. Thus replicate the first source argument over all
1092 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1093 struct wined3d_shader_src_param tmp_src = ins->src[0];
1094 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1095 shader_arb_add_src_param(ins, &tmp_src, src0_param);
1096 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1101 shader_hw_map2gl(ins);
1105 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1107 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1108 SHADER_BUFFER *buffer = ins->ctx->buffer;
1112 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1113 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1115 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1116 dst->reg.idx, !!dst->reg.rel_addr, reg_dest, &is_color);
1118 if (ins->ctx->reg_maps->shader_version.major >= 2)
1120 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1121 shader_addline(buffer, "KIL %s;\n", reg_dest);
1123 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1124 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1126 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1127 shader_addline(buffer, "MOV TMP.w, one.w;\n");
1128 shader_addline(buffer, "KIL TMP;\n");
1132 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1134 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1135 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1136 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1138 SHADER_BUFFER *buffer = ins->ctx->buffer;
1139 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1140 ins->ctx->reg_maps->shader_version.minor);
1141 BOOL projected = FALSE, bias = FALSE;
1145 DWORD reg_sampler_code;
1147 /* All versions have a destination register */
1148 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1149 dst->reg.idx, !!dst->reg.rel_addr, reg_dest, &is_color);
1151 /* 1.0-1.3: Use destination register as coordinate source.
1152 1.4+: Use provided coordinate source register. */
1153 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1154 strcpy(reg_coord, reg_dest);
1156 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, reg_coord);
1158 /* 1.0-1.4: Use destination register number as texture code.
1159 2.0+: Use provided sampler number as texure code. */
1160 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1161 reg_sampler_code = dst->reg.idx;
1163 reg_sampler_code = ins->src[1].reg.idx;
1166 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1167 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1168 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1170 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1173 if(reg_sampler_code < MAX_TEXTURES) {
1174 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1176 if (flags & WINED3DTTFF_PROJECTED) {
1180 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1182 DWORD src_mod = ins->src[0].modifiers;
1183 if (src_mod == WINED3DSPSM_DZ) {
1185 } else if(src_mod == WINED3DSPSM_DW) {
1189 if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1190 if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1192 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1195 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1197 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1198 SHADER_BUFFER *buffer = ins->ctx->buffer;
1199 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1200 ins->ctx->reg_maps->shader_version.minor);
1203 shader_arb_get_write_mask(ins, dst, tmp);
1204 if (shader_version != WINED3D_SHADER_VERSION(1,4))
1206 DWORD reg = dst->reg.idx;
1207 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1211 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, reg_src);
1212 shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
1216 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1218 SHADER_BUFFER *buffer = ins->ctx->buffer;
1219 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1220 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1223 DWORD reg1 = ins->dst[0].reg.idx;
1227 sprintf(dst_str, "T%u", reg1);
1228 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_str);
1229 shader_addline(buffer, "MOV TMP.x, %s.w;\n", src_str);
1230 shader_addline(buffer, "MOV TMP.y, %s.x;\n", src_str);
1231 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1232 shader_hw_sample(ins, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1235 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1237 SHADER_BUFFER *buffer = ins->ctx->buffer;
1239 DWORD reg1 = ins->dst[0].reg.idx;
1243 sprintf(dst_str, "T%u", reg1);
1244 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_str);
1245 shader_addline(buffer, "MOV TMP.x, %s.y;\n", src_str);
1246 shader_addline(buffer, "MOV TMP.y, %s.z;\n", src_str);
1247 shader_hw_sample(ins, reg1, dst_str, "TMP", FALSE, FALSE);
1250 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1252 SHADER_BUFFER *buffer = ins->ctx->buffer;
1253 DWORD reg1 = ins->dst[0].reg.idx;
1257 sprintf(dst_str, "T%u", reg1);
1258 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_str);
1259 shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1262 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1264 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1265 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1266 BOOL has_bumpmat = FALSE;
1267 BOOL has_luminance = FALSE;
1271 SHADER_BUFFER *buffer = ins->ctx->buffer;
1274 DWORD reg_dest_code;
1276 /* All versions have a destination register */
1277 reg_dest_code = dst->reg.idx;
1278 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1279 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1280 dst->reg.idx, !!dst->reg.rel_addr, reg_coord, &is_color);
1282 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1283 if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1284 && reg_dest_code == This->bumpenvmatconst[i].texunit)
1290 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1291 if (This->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1292 && reg_dest_code == This->luminanceconst[i].texunit)
1294 has_luminance = TRUE;
1300 DWORD src = ins->src[0].reg.idx;
1302 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1304 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1305 shader_addline(buffer, "DP3 TMP.x, TMP2, T%u;\n", src);
1306 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1307 shader_addline(buffer, "DP3 TMP.y, TMP2, T%u;\n", src);
1309 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1310 * so we can't let the GL handle this.
1312 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1313 & WINED3DTTFF_PROJECTED) {
1314 shader_addline(buffer, "RCP TMP2.w, %s.w;\n", reg_coord);
1315 shader_addline(buffer, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord);
1316 shader_addline(buffer, "ADD TMP.xy, TMP, TMP2;\n");
1318 shader_addline(buffer, "ADD TMP.xy, TMP, %s;\n", reg_coord);
1321 shader_hw_sample(ins, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1323 if (ins->handler_idx == WINED3DSIH_TEXBEML && has_luminance)
1325 shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1326 src, reg_dest_code, reg_dest_code);
1327 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1332 if(reg_dest_code < MAX_TEXTURES) {
1333 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1337 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1338 shader_hw_sample(ins, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1342 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1344 DWORD reg = ins->dst[0].reg.idx;
1345 SHADER_BUFFER *buffer = ins->ctx->buffer;
1348 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1349 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1352 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1354 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1355 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1357 DWORD reg = ins->dst[0].reg.idx;
1358 SHADER_BUFFER *buffer = ins->ctx->buffer;
1362 sprintf(dst_str, "T%u", reg);
1363 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1364 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1365 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1366 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1369 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1371 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1372 DWORD reg = ins->dst[0].reg.idx;
1373 SHADER_BUFFER *buffer = ins->ctx->buffer;
1374 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1377 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1378 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1379 current_state->texcoord_w[current_state->current_row++] = reg;
1382 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1384 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1385 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1387 DWORD reg = ins->dst[0].reg.idx;
1388 SHADER_BUFFER *buffer = ins->ctx->buffer;
1389 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1393 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1394 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1396 /* Sample the texture using the calculated coordinates */
1397 sprintf(dst_str, "T%u", reg);
1398 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1399 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1400 current_state->current_row = 0;
1403 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1405 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1406 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1408 DWORD reg = ins->dst[0].reg.idx;
1409 SHADER_BUFFER *buffer = ins->ctx->buffer;
1410 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1414 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1415 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1417 /* Construct the eye-ray vector from w coordinates */
1418 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1419 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1420 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1422 /* Calculate reflection vector
1424 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1425 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1426 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1427 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1428 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1429 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1430 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1432 /* Sample the texture using the calculated coordinates */
1433 sprintf(dst_str, "T%u", reg);
1434 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1435 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1436 current_state->current_row = 0;
1439 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1441 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1442 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1444 DWORD reg = ins->dst[0].reg.idx;
1445 DWORD reg3 = ins->src[1].reg.idx;
1446 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1447 SHADER_BUFFER *buffer = ins->ctx->buffer;
1451 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1452 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1454 /* Calculate reflection vector.
1457 * TMP.xyz = 2 * --------- * N - E
1460 * Which normalizes the normal vector
1462 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1463 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1464 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1465 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1466 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1467 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1469 /* Sample the texture using the calculated coordinates */
1470 sprintf(dst_str, "T%u", reg);
1471 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1472 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1473 current_state->current_row = 0;
1476 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1478 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1479 SHADER_BUFFER *buffer = ins->ctx->buffer;
1483 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1484 * which is essentially an input, is the destination register because it is the first
1485 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1488 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1489 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
1491 /* According to the msdn, the source register(must be r5) is unusable after
1492 * the texdepth instruction, so we're free to modify it
1494 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1496 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1497 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1498 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1500 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1501 shader_addline(buffer, "MUL TMP.x, %s.x, %s.y;\n", dst_name, dst_name);
1502 shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1503 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1506 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1507 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1508 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1509 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1511 SHADER_BUFFER *buffer = ins->ctx->buffer;
1512 DWORD sampler_idx = ins->dst[0].reg.idx;
1516 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
1517 shader_addline(buffer, "MOV TMP, 0.0;\n");
1518 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1520 sprintf(dst_str, "T%u", sampler_idx);
1521 shader_hw_sample(ins, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1524 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1525 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1526 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1528 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1532 SHADER_BUFFER *buffer = ins->ctx->buffer;
1535 /* Handle output register */
1536 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1537 dst->reg.idx, !!dst->reg.rel_addr, dst_str, &is_color);
1538 shader_arb_get_write_mask(ins, dst, dst_mask);
1540 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
1541 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dst->reg.idx, src0);
1543 /* TODO: Handle output modifiers */
1546 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1547 * Perform the 3rd row of a 3x3 matrix multiply */
1548 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1550 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1551 SHADER_BUFFER *buffer = ins->ctx->buffer;
1557 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1558 dst->reg.idx, !!dst->reg.rel_addr, dst_str, &is_color);
1559 shader_arb_get_write_mask(ins, dst, dst_mask);
1561 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
1562 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst->reg.idx, src0);
1563 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1565 /* TODO: Handle output modifiers */
1568 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1569 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1570 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1571 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1573 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1575 SHADER_BUFFER *buffer = ins->ctx->buffer;
1576 DWORD dst_reg = ins->dst[0].reg.idx;
1579 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
1580 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1582 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1583 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1584 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1586 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1587 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1588 shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1589 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1592 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1593 Vertex/Pixel shaders to ARB_vertex_program codes */
1594 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1597 int nComponents = 0;
1598 struct wined3d_shader_dst_param tmp_dst = {{0}};
1599 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1600 struct wined3d_shader_instruction tmp_ins;
1602 memset(&tmp_ins, 0, sizeof(tmp_ins));
1604 /* Set constants for the temporary argument */
1605 tmp_ins.ctx = ins->ctx;
1606 tmp_ins.dst_count = 1;
1607 tmp_ins.dst = &tmp_dst;
1608 tmp_ins.src_count = 2;
1609 tmp_ins.src = tmp_src;
1611 switch(ins->handler_idx)
1613 case WINED3DSIH_M4x4:
1615 tmp_ins.handler_idx = WINED3DSIH_DP4;
1617 case WINED3DSIH_M4x3:
1619 tmp_ins.handler_idx = WINED3DSIH_DP4;
1621 case WINED3DSIH_M3x4:
1623 tmp_ins.handler_idx = WINED3DSIH_DP3;
1625 case WINED3DSIH_M3x3:
1627 tmp_ins.handler_idx = WINED3DSIH_DP3;
1629 case WINED3DSIH_M3x2:
1631 tmp_ins.handler_idx = WINED3DSIH_DP3;
1634 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1638 tmp_dst = ins->dst[0];
1639 tmp_src[0] = ins->src[0];
1640 tmp_src[1] = ins->src[1];
1641 for (i = 0; i < nComponents; i++) {
1642 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1643 shader_hw_map2gl(&tmp_ins);
1644 ++tmp_src[1].reg.idx;
1648 static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1650 SHADER_BUFFER *buffer = ins->ctx->buffer;
1651 const char *instruction;
1655 switch(ins->handler_idx)
1657 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1658 case WINED3DSIH_RCP: instruction = "RCP"; break;
1659 default: instruction = "";
1660 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1664 strcpy(tmpLine, instruction);
1665 shader_arb_add_dst_param(ins, &ins->dst[0], tmpLine); /* Destination */
1666 strcat(tmpLine, ",");
1667 shader_arb_add_src_param(ins, &ins->src[0], tmpLine);
1668 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1670 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1673 strcat(tmpLine, ".w");
1676 shader_addline(buffer, "%s;\n", tmpLine);
1679 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1681 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1682 SHADER_BUFFER *buffer = ins->ctx->buffer;
1686 DWORD shift = dst->shift;
1687 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1690 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1691 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
1692 shader_arb_get_write_mask(ins, dst, dst_wmask);
1694 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name);
1695 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1696 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1697 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1698 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1702 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1705 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1707 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1708 * must contain fixed constants. So we need a separate function to filter those constants and
1711 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1712 SHADER_BUFFER *buffer = ins->ctx->buffer;
1716 DWORD shift = dst->shift;
1717 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1720 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1721 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
1722 shader_arb_get_write_mask(ins, dst, dst_wmask);
1724 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name);
1725 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1729 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1733 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1735 GLuint program_id = 0;
1736 const char *blt_vprogram =
1738 "PARAM c[1] = { { 1, 0.5 } };\n"
1739 "MOV result.position, vertex.position;\n"
1740 "MOV result.color, c[0].x;\n"
1741 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1744 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1745 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1746 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1748 if (glGetError() == GL_INVALID_OPERATION) {
1750 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1751 FIXME("Vertex program error at position %d: %s\n", pos,
1752 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1758 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1760 GLuint program_id = 0;
1761 static const char * const blt_fprograms[tex_type_count] =
1768 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1769 "MOV result.depth.z, R0.x;\n"
1776 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1777 "MOV result.depth.z, R0.x;\n"
1782 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1783 "MOV result.depth.z, R0.x;\n"
1787 if (!blt_fprograms[tex_type])
1789 FIXME("tex_type %#x not supported\n", tex_type);
1793 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1794 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1795 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1797 if (glGetError() == GL_INVALID_OPERATION) {
1799 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1800 FIXME("Fragment program error at position %d: %s\n", pos,
1801 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1807 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1808 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1809 struct shader_arb_priv *priv = This->shader_priv;
1810 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1813 struct vs_compile_args compile_args;
1815 TRACE("Using vertex shader\n");
1816 find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
1817 priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
1819 /* Bind the vertex program */
1820 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1821 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1823 /* Enable OpenGL vertex programs */
1824 glEnable(GL_VERTEX_PROGRAM_ARB);
1825 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1826 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1827 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1828 priv->current_vprogram_id = 0;
1829 glDisable(GL_VERTEX_PROGRAM_ARB);
1830 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1834 struct ps_compile_args compile_args;
1835 TRACE("Using pixel shader\n");
1836 find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1837 priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1840 /* Bind the fragment program */
1841 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1842 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1844 if(!priv->use_arbfp_fixed_func) {
1845 /* Enable OpenGL fragment programs */
1846 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1847 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1849 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1850 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1851 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1852 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1853 * replacement shader
1855 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1856 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1857 priv->current_fprogram_id = 0;
1861 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1862 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1863 struct shader_arb_priv *priv = This->shader_priv;
1864 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1865 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1867 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1868 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1869 glEnable(GL_VERTEX_PROGRAM_ARB);
1871 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1872 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1873 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1876 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1877 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1878 struct shader_arb_priv *priv = This->shader_priv;
1879 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1881 if (priv->current_vprogram_id) {
1882 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1883 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1885 glEnable(GL_VERTEX_PROGRAM_ARB);
1886 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1888 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1890 glDisable(GL_VERTEX_PROGRAM_ARB);
1891 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1894 if (priv->current_fprogram_id) {
1895 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1896 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1898 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1899 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1901 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1903 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1904 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1908 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1909 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1910 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1912 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
1914 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1918 for(i = 0; i < This->num_gl_shaders; i++) {
1919 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1920 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1923 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1924 This->gl_shaders = NULL;
1925 This->num_gl_shaders = 0;
1926 This->shader_array_size = 0;
1928 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1932 for(i = 0; i < This->num_gl_shaders; i++) {
1933 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1934 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1937 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1938 This->gl_shaders = NULL;
1939 This->num_gl_shaders = 0;
1940 This->shader_array_size = 0;
1944 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1945 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1946 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1950 static void shader_arb_free(IWineD3DDevice *iface) {
1951 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1952 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1953 struct shader_arb_priv *priv = This->shader_priv;
1956 if(priv->depth_blt_vprogram_id) {
1957 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1959 for (i = 0; i < tex_type_count; ++i) {
1960 if (priv->depth_blt_fprogram_id[i]) {
1961 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1965 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1968 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1972 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1973 const char *tmp2, const char *tmp3, const char *tmp4) {
1974 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1976 /* Calculate the > 0.0031308 case */
1977 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
1978 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
1979 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
1980 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
1981 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
1982 /* Calculate the < case */
1983 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
1984 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1985 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
1986 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
1987 /* Store the components > 0.0031308 in the destination */
1988 shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1989 /* Add the components that are < 0.0031308 */
1990 shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1991 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1994 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
1995 SHADER_BUFFER *buffer, const struct ps_compile_args *args)
1997 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1998 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1999 CONST DWORD *function = This->baseShader.function;
2000 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2001 const local_constant *lconst;
2003 const char *fragcolor;
2004 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2006 /* Create the hw ARB shader */
2007 shader_addline(buffer, "!!ARBfp1.0\n");
2009 if (reg_maps->shader_version.major < 3)
2015 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2018 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2021 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2026 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
2027 shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
2028 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2029 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2030 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2031 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2032 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2033 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2035 if (reg_maps->shader_version.major < 2)
2039 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2040 fragcolor = "TMP_COLOR";
2043 /* Base Declarations */
2044 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2046 /* Base Shader Body */
2047 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
2049 if(args->srgb_correction) {
2050 arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
2052 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2053 shader_addline(buffer, "END\n");
2055 /* TODO: change to resource.glObjectHandle or something like that */
2056 GL_EXTCALL(glGenProgramsARB(1, &retval));
2058 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2059 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2061 TRACE("Created hw pixel shader, prg=%d\n", retval);
2062 /* Create the program and check for errors */
2063 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2064 buffer->bsize, buffer->buffer));
2066 if (glGetError() == GL_INVALID_OPERATION) {
2068 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2069 FIXME("HW PixelShader Error at position %d: %s\n",
2070 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2074 /* Load immediate constants */
2076 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2077 const float *value = (const float *)lconst->value;
2078 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
2079 checkGLcall("glProgramLocalParameter4fvARB");
2081 HeapFree(GetProcessHeap(), 0, lconst_map);
2087 static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
2088 SHADER_BUFFER *buffer, const struct vs_compile_args *args)
2090 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2091 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2092 CONST DWORD *function = This->baseShader.function;
2093 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2094 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2095 const local_constant *lconst;
2097 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2099 /* Create the hw ARB shader */
2100 shader_addline(buffer, "!!ARBvp1.0\n");
2101 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2103 /* Mesa supports only 95 constants */
2104 if (GL_VEND(MESA) || GL_VEND(WINE))
2105 This->baseShader.limits.constant_float =
2106 min(95, This->baseShader.limits.constant_float);
2108 shader_addline(buffer, "TEMP TMP;\n");
2110 /* Base Declarations */
2111 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2113 /* We need a constant to fixup the final position */
2114 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2116 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2117 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2118 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2119 * a replacement shader depend on the texcoord.w being set properly.
2121 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2122 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2123 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2124 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2125 * this can eat a number of instructions, so skip it unless this cap is set as well
2127 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2128 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2130 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2132 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2133 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2134 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2135 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2141 /* Base Shader Body */
2142 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
2144 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2145 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2146 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2147 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2149 if(args->fog_src == VS_FOG_Z) {
2150 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2151 } else if (!reg_maps->fog) {
2152 shader_addline(buffer, "MOV result.fogcoord, helper_const.w;\n");
2155 /* Write the final position.
2157 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2158 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2159 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2160 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2162 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2163 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2164 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2166 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2167 * and the glsl equivalent
2169 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2171 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2173 shader_addline(buffer, "END\n");
2175 /* TODO: change to resource.glObjectHandle or something like that */
2176 GL_EXTCALL(glGenProgramsARB(1, &ret));
2178 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2179 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2181 TRACE("Created hw vertex shader, prg=%d\n", ret);
2182 /* Create the program and check for errors */
2183 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2184 buffer->bsize, buffer->buffer));
2186 if (glGetError() == GL_INVALID_OPERATION) {
2188 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2189 FIXME("HW VertexShader Error at position %d: %s\n",
2190 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2193 /* Load immediate constants */
2195 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2196 const float *value = (const float *)lconst->value;
2197 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2201 HeapFree(GetProcessHeap(), 0, lconst_map);
2206 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2208 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2209 * then overwrite the shader specific ones
2211 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2213 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2214 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2215 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2216 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS;
2219 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2220 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2221 pCaps->PixelShader1xMaxValue = 8.0;
2222 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2223 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS;
2227 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2229 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2231 TRACE("Checking support for color_fixup:\n");
2232 dump_color_fixup_desc(fixup);
2235 /* We support everything except YUV conversions. */
2236 if (!is_yuv_fixup(fixup))
2242 TRACE("[FAILED]\n");
2246 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2248 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2249 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2250 /* WINED3DSIH_BEM */ pshader_hw_bem,
2251 /* WINED3DSIH_BREAK */ NULL,
2252 /* WINED3DSIH_BREAKC */ NULL,
2253 /* WINED3DSIH_BREAKP */ NULL,
2254 /* WINED3DSIH_CALL */ NULL,
2255 /* WINED3DSIH_CALLNZ */ NULL,
2256 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2257 /* WINED3DSIH_CND */ pshader_hw_cnd,
2258 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2259 /* WINED3DSIH_DCL */ NULL,
2260 /* WINED3DSIH_DEF */ NULL,
2261 /* WINED3DSIH_DEFB */ NULL,
2262 /* WINED3DSIH_DEFI */ NULL,
2263 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2264 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2265 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2266 /* WINED3DSIH_DST */ shader_hw_map2gl,
2267 /* WINED3DSIH_DSX */ NULL,
2268 /* WINED3DSIH_DSY */ NULL,
2269 /* WINED3DSIH_ELSE */ NULL,
2270 /* WINED3DSIH_ENDIF */ NULL,
2271 /* WINED3DSIH_ENDLOOP */ NULL,
2272 /* WINED3DSIH_ENDREP */ NULL,
2273 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2274 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2275 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2276 /* WINED3DSIH_IF */ NULL,
2277 /* WINED3DSIH_IFC */ NULL,
2278 /* WINED3DSIH_LABEL */ NULL,
2279 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2280 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2281 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2282 /* WINED3DSIH_LOOP */ NULL,
2283 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2284 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2285 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2286 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2287 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2288 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2289 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2290 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2291 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2292 /* WINED3DSIH_MOV */ shader_hw_mov,
2293 /* WINED3DSIH_MOVA */ shader_hw_mov,
2294 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2295 /* WINED3DSIH_NOP */ shader_hw_map2gl,
2296 /* WINED3DSIH_NRM */ shader_hw_nrm,
2297 /* WINED3DSIH_PHASE */ NULL,
2298 /* WINED3DSIH_POW */ shader_hw_map2gl,
2299 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp,
2300 /* WINED3DSIH_REP */ NULL,
2301 /* WINED3DSIH_RET */ NULL,
2302 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp,
2303 /* WINED3DSIH_SETP */ NULL,
2304 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2305 /* WINED3DSIH_SGN */ NULL,
2306 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2307 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2308 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2309 /* WINED3DSIH_TEX */ pshader_hw_tex,
2310 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2311 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2312 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2313 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2314 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2315 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2316 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2317 /* WINED3DSIH_TEXLDD */ NULL,
2318 /* WINED3DSIH_TEXLDL */ NULL,
2319 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2320 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2321 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2322 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2323 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2324 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2325 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2326 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2327 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2328 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2329 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2330 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2333 const shader_backend_t arb_program_shader_backend = {
2334 shader_arb_instruction_handler_table,
2336 shader_arb_select_depth_blt,
2337 shader_arb_deselect_depth_blt,
2338 shader_arb_update_float_vertex_constants,
2339 shader_arb_update_float_pixel_constants,
2340 shader_arb_load_constants,
2341 shader_arb_load_np2fixup_constants,
2345 shader_arb_dirty_const,
2346 shader_arb_generate_pshader,
2347 shader_arb_generate_vshader,
2348 shader_arb_get_caps,
2349 shader_arb_color_fixup_supported,
2352 /* ARB_fragment_program fixed function pipeline replacement definitions */
2353 #define ARB_FFP_CONST_TFACTOR 0
2354 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2355 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2356 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2357 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2359 struct arbfp_ffp_desc
2361 struct ffp_frag_desc parent;
2363 unsigned int num_textures_used;
2366 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2368 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2369 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2371 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2372 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2376 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2377 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2378 struct shader_arb_priv *priv;
2379 /* Share private data between the shader backend and the pipeline replacement, if both
2380 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2381 * if no pixel shader is bound or not
2383 if(This->shader_backend == &arb_program_shader_backend) {
2384 This->fragment_priv = This->shader_priv;
2386 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2387 if(!This->fragment_priv) return E_OUTOFMEMORY;
2389 priv = This->fragment_priv;
2390 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2391 priv->use_arbfp_fixed_func = TRUE;
2395 static void arbfp_free_ffpshader(void *value, void *gli) {
2396 const WineD3D_GL_Info *gl_info = gli;
2397 struct arbfp_ffp_desc *entry_arb = value;
2400 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2401 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2402 HeapFree(GetProcessHeap(), 0, entry_arb);
2406 static void arbfp_free(IWineD3DDevice *iface) {
2407 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2408 struct shader_arb_priv *priv = This->fragment_priv;
2410 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2411 priv->use_arbfp_fixed_func = FALSE;
2413 if(This->shader_backend != &arb_program_shader_backend) {
2414 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2418 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2420 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2421 WINED3DTEXOPCAPS_SELECTARG1 |
2422 WINED3DTEXOPCAPS_SELECTARG2 |
2423 WINED3DTEXOPCAPS_MODULATE4X |
2424 WINED3DTEXOPCAPS_MODULATE2X |
2425 WINED3DTEXOPCAPS_MODULATE |
2426 WINED3DTEXOPCAPS_ADDSIGNED2X |
2427 WINED3DTEXOPCAPS_ADDSIGNED |
2428 WINED3DTEXOPCAPS_ADD |
2429 WINED3DTEXOPCAPS_SUBTRACT |
2430 WINED3DTEXOPCAPS_ADDSMOOTH |
2431 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2432 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2433 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2434 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2435 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2436 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2437 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2438 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2439 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2440 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2441 WINED3DTEXOPCAPS_MULTIPLYADD |
2442 WINED3DTEXOPCAPS_LERP |
2443 WINED3DTEXOPCAPS_BUMPENVMAP |
2444 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2446 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2448 caps->MaxTextureBlendStages = 8;
2449 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2451 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2453 #undef GLINFO_LOCATION
2455 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2456 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2458 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2460 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2461 * application provided constants
2463 if(device->shader_backend == &arb_program_shader_backend) {
2464 if (use_ps(stateblock)) return;
2466 device = stateblock->wineD3DDevice;
2467 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2468 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2471 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2472 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2473 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2477 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2479 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2481 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2482 * application provided constants
2484 if(device->shader_backend == &arb_program_shader_backend) {
2485 if (use_ps(stateblock)) return;
2487 device = stateblock->wineD3DDevice;
2488 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2489 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2492 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2493 /* The specular color has no alpha */
2494 col[0] = 1.0; col[1] = 1.0;
2495 col[2] = 1.0; col[3] = 0.0;
2497 col[0] = 0.0; col[1] = 0.0;
2498 col[2] = 0.0; col[3] = 0.0;
2500 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2501 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2504 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2505 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2506 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2509 if (use_ps(stateblock))
2512 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2513 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2516 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2517 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2521 if(device->shader_backend == &arb_program_shader_backend) {
2522 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2525 } else if(device->shader_backend == &arb_program_shader_backend) {
2526 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2527 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2530 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2531 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2532 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2533 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2535 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2536 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2539 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2540 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2541 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2544 if (use_ps(stateblock))
2547 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2548 /* The pixel shader has to know the luminance offset. Do a constants update if it
2549 * isn't scheduled anyway
2551 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2552 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2556 if(device->shader_backend == &arb_program_shader_backend) {
2557 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2560 } else if(device->shader_backend == &arb_program_shader_backend) {
2561 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2562 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2565 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2566 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2570 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2571 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2574 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2577 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2579 switch(arg & WINED3DTA_SELECTMASK) {
2580 case WINED3DTA_DIFFUSE:
2581 ret = "fragment.color.primary"; break;
2583 case WINED3DTA_CURRENT:
2584 if(stage == 0) ret = "fragment.color.primary";
2588 case WINED3DTA_TEXTURE:
2590 case 0: ret = "tex0"; break;
2591 case 1: ret = "tex1"; break;
2592 case 2: ret = "tex2"; break;
2593 case 3: ret = "tex3"; break;
2594 case 4: ret = "tex4"; break;
2595 case 5: ret = "tex5"; break;
2596 case 6: ret = "tex6"; break;
2597 case 7: ret = "tex7"; break;
2598 default: ret = "unknown texture";
2602 case WINED3DTA_TFACTOR:
2603 ret = "tfactor"; break;
2605 case WINED3DTA_SPECULAR:
2606 ret = "fragment.color.secondary"; break;
2608 case WINED3DTA_TEMP:
2609 ret = "tempreg"; break;
2611 case WINED3DTA_CONSTANT:
2612 FIXME("Implement perstage constants\n");
2614 case 0: ret = "const0"; break;
2615 case 1: ret = "const1"; break;
2616 case 2: ret = "const2"; break;
2617 case 3: ret = "const3"; break;
2618 case 4: ret = "const4"; break;
2619 case 5: ret = "const5"; break;
2620 case 6: ret = "const6"; break;
2621 case 7: ret = "const7"; break;
2622 default: ret = "unknown constant";
2630 if(arg & WINED3DTA_COMPLEMENT) {
2631 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2632 if(argnum == 0) ret = "arg0";
2633 if(argnum == 1) ret = "arg1";
2634 if(argnum == 2) ret = "arg2";
2636 if(arg & WINED3DTA_ALPHAREPLICATE) {
2637 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
2638 if(argnum == 0) ret = "arg0";
2639 if(argnum == 1) ret = "arg1";
2640 if(argnum == 2) ret = "arg2";
2645 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2646 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2647 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2648 unsigned int mul = 1;
2649 BOOL mul_final_dest = FALSE;
2651 if(color && alpha) dstmask = "";
2652 else if(color) dstmask = ".xyz";
2653 else dstmask = ".w";
2655 if(dst == tempreg) dstreg = "tempreg";
2656 else dstreg = "ret";
2658 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2659 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2660 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2663 case WINED3DTOP_DISABLE:
2664 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2667 case WINED3DTOP_SELECTARG2:
2669 case WINED3DTOP_SELECTARG1:
2670 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2673 case WINED3DTOP_MODULATE4X:
2675 case WINED3DTOP_MODULATE2X:
2677 if(strcmp(dstreg, "result.color") == 0) {
2679 mul_final_dest = TRUE;
2681 case WINED3DTOP_MODULATE:
2682 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2685 case WINED3DTOP_ADDSIGNED2X:
2687 if(strcmp(dstreg, "result.color") == 0) {
2689 mul_final_dest = TRUE;
2691 case WINED3DTOP_ADDSIGNED:
2692 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2694 case WINED3DTOP_ADD:
2695 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2698 case WINED3DTOP_SUBTRACT:
2699 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2702 case WINED3DTOP_ADDSMOOTH:
2703 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2704 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2707 case WINED3DTOP_BLENDCURRENTALPHA:
2708 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2709 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2711 case WINED3DTOP_BLENDFACTORALPHA:
2712 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2713 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2715 case WINED3DTOP_BLENDTEXTUREALPHA:
2716 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2717 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2719 case WINED3DTOP_BLENDDIFFUSEALPHA:
2720 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2721 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2724 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2725 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2726 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
2727 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
2730 /* D3DTOP_PREMODULATE ???? */
2732 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2733 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
2734 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2736 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2737 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2739 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2740 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2741 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
2743 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2744 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2747 case WINED3DTOP_DOTPRODUCT3:
2749 if(strcmp(dstreg, "result.color") == 0) {
2751 mul_final_dest = TRUE;
2753 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2754 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2755 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2758 case WINED3DTOP_MULTIPLYADD:
2759 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2762 case WINED3DTOP_LERP:
2763 /* The msdn is not quite right here */
2764 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2767 case WINED3DTOP_BUMPENVMAP:
2768 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2769 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2773 FIXME("Unhandled texture op %08x\n", op);
2777 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2778 } else if(mul == 4) {
2779 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2783 /* The stateblock is passed for GLINFO_LOCATION */
2784 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2787 SHADER_BUFFER buffer;
2788 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2789 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2790 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2791 const char *textype;
2792 const char *instr, *sat;
2793 char colorcor_dst[8];
2795 DWORD arg0, arg1, arg2;
2796 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2798 const char *final_combiner_src = "ret";
2800 /* Find out which textures are read */
2801 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2802 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2803 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2804 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2805 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2806 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2807 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2808 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2810 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2811 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2812 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2813 bump_used[stage] = TRUE;
2814 tex_read[stage] = TRUE;
2816 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2817 bump_used[stage] = TRUE;
2818 tex_read[stage] = TRUE;
2819 luminance_used[stage] = TRUE;
2820 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2821 tfactor_used = TRUE;
2824 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2825 tfactor_used = TRUE;
2828 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2829 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2830 tempreg_used = TRUE;
2833 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2834 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2835 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2836 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2837 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2838 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2839 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2841 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2842 tempreg_used = TRUE;
2844 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2845 tfactor_used = TRUE;
2850 shader_buffer_init(&buffer);
2852 shader_addline(&buffer, "!!ARBfp1.0\n");
2854 switch(settings->fog) {
2855 case FOG_OFF: break;
2856 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2857 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2858 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2859 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2862 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2863 shader_addline(&buffer, "TEMP TMP;\n");
2864 shader_addline(&buffer, "TEMP ret;\n");
2865 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2866 shader_addline(&buffer, "TEMP arg0;\n");
2867 shader_addline(&buffer, "TEMP arg1;\n");
2868 shader_addline(&buffer, "TEMP arg2;\n");
2869 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2870 if(!tex_read[stage]) continue;
2871 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2872 if(!bump_used[stage]) continue;
2873 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2874 if(!luminance_used[stage]) continue;
2875 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2878 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2880 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2882 if(settings->sRGB_write) {
2883 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2884 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2885 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2886 srgb_sub_high, 0.0, 0.0, 0.0);
2889 /* Generate texture sampling instructions) */
2890 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2891 if(!tex_read[stage]) continue;
2893 switch(settings->op[stage].tex_type) {
2894 case tex_1d: textype = "1D"; break;
2895 case tex_2d: textype = "2D"; break;
2896 case tex_3d: textype = "3D"; break;
2897 case tex_cube: textype = "CUBE"; break;
2898 case tex_rect: textype = "RECT"; break;
2899 default: textype = "unexpected_textype"; break;
2902 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2903 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2909 if(settings->op[stage].projected == proj_none) {
2911 } else if(settings->op[stage].projected == proj_count4 ||
2912 settings->op[stage].projected == proj_count3) {
2915 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2920 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2921 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2922 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2923 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
2924 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2925 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
2927 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2928 * so multiply the displacement with the dividing parameter before passing it to TXP
2930 if (settings->op[stage].projected != proj_none) {
2931 if(settings->op[stage].projected == proj_count4) {
2932 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
2933 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
2935 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
2936 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
2939 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2942 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2943 instr, sat, stage, stage, textype);
2944 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2945 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2946 stage - 1, stage - 1, stage - 1);
2947 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
2949 } else if(settings->op[stage].projected == proj_count3) {
2950 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2951 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
2952 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2953 instr, sat, stage, stage, textype);
2955 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2956 instr, sat, stage, stage, stage, textype);
2959 sprintf(colorcor_dst, "tex%u", stage);
2960 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
2961 settings->op[stage].color_fixup);
2964 /* Generate the main shader */
2965 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2966 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2968 final_combiner_src = "fragment.color.primary";
2973 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2974 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2975 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2976 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2977 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2978 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2979 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2980 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2981 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2982 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2983 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2984 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2986 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
2987 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2988 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2989 settings->op[stage].carg2 == settings->op[stage].aarg2;
2992 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2993 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2994 settings->op[stage].cop, settings->op[stage].carg0,
2995 settings->op[stage].carg1, settings->op[stage].carg2);
2997 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
2999 } else if(op_equal) {
3000 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
3001 settings->op[stage].cop, settings->op[stage].carg0,
3002 settings->op[stage].carg1, settings->op[stage].carg2);
3004 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3005 settings->op[stage].cop, settings->op[stage].carg0,
3006 settings->op[stage].carg1, settings->op[stage].carg2);
3007 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
3008 settings->op[stage].aop, settings->op[stage].aarg0,
3009 settings->op[stage].aarg1, settings->op[stage].aarg2);
3013 if(settings->sRGB_write) {
3014 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3015 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
3016 shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
3018 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3022 shader_addline(&buffer, "END\n");
3024 /* Generate the shader */
3025 GL_EXTCALL(glGenProgramsARB(1, &ret));
3026 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
3027 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3029 if (glGetError() == GL_INVALID_OPERATION) {
3031 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3032 FIXME("Fragment program error at position %d: %s\n", pos,
3033 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3035 shader_buffer_free(&buffer);
3039 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3040 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3041 struct shader_arb_priv *priv = device->fragment_priv;
3042 BOOL use_pshader = use_ps(stateblock);
3043 BOOL use_vshader = use_vs(stateblock);
3044 struct ffp_frag_settings settings;
3045 const struct arbfp_ffp_desc *desc;
3048 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3050 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3051 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3052 /* Reload fixed function constants since they collide with the pixel shader constants */
3053 for(i = 0; i < MAX_TEXTURES; i++) {
3054 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3056 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3057 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3058 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3059 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3065 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3066 gen_ffp_frag_op(stateblock, &settings, FALSE);
3067 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
3069 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3072 ERR("Out of memory\n");
3075 new_desc->num_textures_used = 0;
3076 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3077 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3078 new_desc->num_textures_used = i;
3081 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3082 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3083 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
3084 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3088 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3089 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3092 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3093 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3094 priv->current_fprogram_id = desc->shader;
3096 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3097 /* Reload fixed function constants since they collide with the pixel shader constants */
3098 for(i = 0; i < MAX_TEXTURES; i++) {
3099 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3101 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3102 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3104 context->last_was_pshader = FALSE;
3106 context->last_was_pshader = TRUE;
3109 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3110 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3111 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3112 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3113 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3115 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3118 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3119 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3121 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3122 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3126 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3130 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3131 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3132 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3133 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3134 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3136 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3137 enum fogsource new_source;
3139 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3141 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3142 fragment_prog_arbfp(state, stateblock, context);
3145 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3147 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3148 if(use_vs(stateblock)) {
3149 new_source = FOGSOURCE_VS;
3151 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3152 new_source = FOGSOURCE_COORD;
3154 new_source = FOGSOURCE_FFP;
3158 new_source = FOGSOURCE_FFP;
3160 if(new_source != context->fog_source) {
3161 context->fog_source = new_source;
3162 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3166 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3167 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3168 fragment_prog_arbfp(state, stateblock, context);
3172 #undef GLINFO_LOCATION
3174 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3175 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3176 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3177 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3178 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3179 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3180 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3181 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3182 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3183 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3184 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3185 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3186 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3187 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3188 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3189 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3190 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3191 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3192 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3193 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3194 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3195 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3196 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3197 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3198 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3199 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3200 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3201 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3202 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3203 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3204 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3205 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3206 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3207 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3208 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3209 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3210 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3211 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3212 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3213 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3214 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3215 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3216 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3217 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3218 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3219 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3220 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3221 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3222 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3223 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3224 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3225 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3226 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3227 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3228 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3229 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3230 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3231 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3232 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3233 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3234 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3235 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3236 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3237 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3238 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3239 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3240 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3241 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3242 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3243 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3244 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3245 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3246 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3247 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3248 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3249 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3250 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3251 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3252 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3253 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3254 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3255 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3256 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3257 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3258 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3259 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3260 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3261 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3262 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3263 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3264 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3265 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3266 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3267 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3268 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3269 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3270 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3271 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3272 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3273 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3274 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3275 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3276 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3277 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3278 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3279 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3280 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3281 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3282 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3283 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3284 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3285 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3286 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3287 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3288 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3289 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3290 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3291 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3292 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3293 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3294 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3295 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3296 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3297 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3298 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3299 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3300 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3301 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3302 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3303 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3304 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3305 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3306 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3307 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3308 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3309 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3310 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3311 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
3312 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
3313 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3314 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3315 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3316 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3317 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3318 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3319 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3320 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3321 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3322 {0 /* Terminate */, { 0, 0 }, 0 },
3325 const struct fragment_pipeline arbfp_fragment_pipeline = {
3330 shader_arb_color_fixup_supported,
3331 arbfp_fragmentstate_template,
3332 TRUE /* We can disable projected textures */
3335 #define GLINFO_LOCATION device->adapter->gl_info
3337 struct arbfp_blit_priv {
3338 GLenum yuy2_rect_shader, yuy2_2d_shader;
3339 GLenum uyvy_rect_shader, uyvy_2d_shader;
3340 GLenum yv12_rect_shader, yv12_2d_shader;
3343 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3344 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3345 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3346 if(!device->blit_priv) {
3347 ERR("Out of memory\n");
3348 return E_OUTOFMEMORY;
3352 static void arbfp_blit_free(IWineD3DDevice *iface) {
3353 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3354 struct arbfp_blit_priv *priv = device->blit_priv;
3357 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3358 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3359 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3360 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3361 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3362 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3363 checkGLcall("Delete yuv programs\n");
3367 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3370 const char *tex, *texinstr;
3372 if (yuv_fixup == YUV_FIXUP_UYVY) {
3380 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3381 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3383 /* This is more tricky than just replacing the texture type - we have to navigate
3384 * properly in the texture to find the correct chroma values
3386 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3390 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3391 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3392 * filtering when we sample the texture.
3394 * These are the rules for reading the chroma:
3400 * So we have to get the sampling x position in non-normalized coordinates in integers
3402 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3403 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3404 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3406 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3408 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3409 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3412 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3413 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3415 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3416 * even and odd pixels respectively
3418 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3419 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3421 /* Sample Pixel 1 */
3422 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3424 /* Put the value into either of the chroma values */
3425 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3426 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3427 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3428 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3430 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3431 * the pixel right to the current one. Otherwise, sample the left pixel.
3432 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3434 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3435 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3436 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3438 /* Put the value into the other chroma */
3439 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3440 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
3441 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3442 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
3444 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3445 * the current one and lerp the two U and V values
3448 /* This gives the correctly filtered luminance value */
3449 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3454 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3459 case GL_TEXTURE_2D: tex = "2D"; break;
3460 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3462 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3466 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3467 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3468 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3469 * pitch of the luminance plane, the packing into the gl texture is a bit
3470 * unfortunate. If the whole texture is interpreted as luminance data it looks
3471 * approximately like this:
3473 * +----------------------------------+----
3485 * +----------------+-----------------+----
3487 * | U even rows | U odd rows |
3489 * +----------------+------------------ -
3491 * | V even rows | V odd rows |
3493 * +----------------+-----------------+----
3497 * So it appears as if there are 4 chroma images, but in fact the odd rows
3498 * in the chroma images are in the same row as the even ones. So its is
3499 * kinda tricky to read
3501 * When reading from rectangle textures, keep in mind that the input y coordinates
3502 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3504 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3505 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3507 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3508 /* the chroma planes have only half the width */
3509 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3511 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3512 * the coordinate. Also read the right side of the image when reading odd lines
3514 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3517 if(textype == GL_TEXTURE_2D) {
3519 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3521 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3523 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3524 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3526 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3527 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3528 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3529 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3530 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3532 /* clamp, keep the half pixel origin in mind */
3533 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3534 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3535 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3536 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3538 /* Read from [size - size+size/4] */
3539 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3540 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3542 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3543 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3544 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3545 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3546 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3547 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3549 /* Make sure to read exactly from the pixel center */
3550 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3551 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3554 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3555 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3556 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3557 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3558 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3560 /* Read the texture, put the result into the output register */
3561 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3562 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
3564 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3565 * No need to clamp because we're just reusing the already clamped value from above
3567 if(textype == GL_TEXTURE_2D) {
3568 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3570 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3572 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3573 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
3575 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3576 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3577 * values due to filtering
3579 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3580 if(textype == GL_TEXTURE_2D) {
3581 /* Multiply the y coordinate by 2/3 and clamp it */
3582 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3583 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3584 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3585 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3587 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3588 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3591 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3592 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3593 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3600 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3603 SHADER_BUFFER buffer;
3604 char luminance_component;
3605 struct arbfp_blit_priv *priv = device->blit_priv;
3608 shader_buffer_init(&buffer);
3611 GL_EXTCALL(glGenProgramsARB(1, &shader));
3612 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3613 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3614 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3617 shader_buffer_free(&buffer);
3621 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3622 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3623 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3624 * each single pixel it contains, and one U and one V value shared between both
3627 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3628 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3629 * take the format into account when generating the read swizzles
3631 * Reading the Y value is straightforward - just sample the texture. The hardware
3632 * takes care of filtering in the horizontal and vertical direction.
3634 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3635 * because that would mix the U and V values of one pixel or two adjacent pixels.
3636 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3637 * regardless of the filtering setting. Vertical filtering works automatically
3638 * though - the U and V values of two rows are mixed nicely.
3640 * Appart of avoiding filtering issues, the code has to know which value it just
3641 * read, and where it can find the other one. To determine this, it checks if
3642 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3644 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3645 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3647 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3648 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3649 * in an unfiltered situation. Finding the luminance on the other hand requires
3650 * finding out if it is an odd or even pixel. The real drawback of this approach
3651 * is filtering. This would have to be emulated completely in the shader, reading
3652 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3653 * vertically. Beyond that it would require adjustments to the texture handling
3654 * code to deal with the width scaling
3656 shader_addline(&buffer, "!!ARBfp1.0\n");
3657 shader_addline(&buffer, "TEMP luminance;\n");
3658 shader_addline(&buffer, "TEMP temp;\n");
3659 shader_addline(&buffer, "TEMP chroma;\n");
3660 shader_addline(&buffer, "TEMP texcrd;\n");
3661 shader_addline(&buffer, "TEMP texcrd2;\n");
3662 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3663 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3664 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3668 case YUV_FIXUP_UYVY:
3669 case YUV_FIXUP_YUY2:
3670 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3672 shader_buffer_free(&buffer);
3677 case YUV_FIXUP_YV12:
3678 if (!gen_yv12_read(&buffer, textype, &luminance_component))
3680 shader_buffer_free(&buffer);
3686 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3687 shader_buffer_free(&buffer);
3691 /* Calculate the final result. Formula is taken from
3692 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3693 * ranges from -0.5 to 0.5
3695 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
3697 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
3698 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
3699 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3700 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
3701 shader_addline(&buffer, "END\n");
3704 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3706 if (glGetError() == GL_INVALID_OPERATION) {
3708 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3709 FIXME("Fragment program error at position %d: %s\n", pos,
3710 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3712 shader_buffer_free(&buffer);
3717 case YUV_FIXUP_YUY2:
3718 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3719 else priv->yuy2_2d_shader = shader;
3722 case YUV_FIXUP_UYVY:
3723 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3724 else priv->uyvy_2d_shader = shader;
3727 case YUV_FIXUP_YV12:
3728 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3729 else priv->yv12_2d_shader = shader;
3736 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
3737 GLenum textype, UINT width, UINT height)
3740 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3741 float size[4] = {width, height, 1, 1};
3742 struct arbfp_blit_priv *priv = device->blit_priv;
3743 enum yuv_fixup yuv_fixup;
3745 if (!is_yuv_fixup(format_desc->color_fixup))
3748 dump_color_fixup_desc(format_desc->color_fixup);
3749 /* Don't bother setting up a shader for unconverted formats */
3752 checkGLcall("glEnable(textype)");
3757 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
3761 case YUV_FIXUP_YUY2:
3762 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3765 case YUV_FIXUP_UYVY:
3766 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3769 case YUV_FIXUP_YV12:
3770 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3774 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3777 checkGLcall("glEnable(textype)");
3782 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3785 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3786 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3787 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3788 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3789 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3790 checkGLcall("glProgramLocalParameter4fvARB");
3796 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3797 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3800 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3801 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3802 glDisable(GL_TEXTURE_2D);
3803 checkGLcall("glDisable(GL_TEXTURE_2D)");
3804 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3805 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3806 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3808 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3809 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3810 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3815 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3817 enum yuv_fixup yuv_fixup;
3819 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3821 TRACE("Checking support for fixup:\n");
3822 dump_color_fixup_desc(fixup);
3825 if (is_identity_fixup(fixup))
3831 /* We only support YUV conversions. */
3832 if (!is_yuv_fixup(fixup))
3834 TRACE("[FAILED]\n");
3838 yuv_fixup = get_yuv_fixup(fixup);
3841 case YUV_FIXUP_YUY2:
3842 case YUV_FIXUP_UYVY:
3843 case YUV_FIXUP_YV12:
3848 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3849 TRACE("[FAILED]\n");
3854 const struct blit_shader arbfp_blit = {
3859 arbfp_blit_color_fixup_supported,
3862 #undef GLINFO_LOCATION