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
31 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
58 if (!(q = strstr(p, "\n")))
70 static void shader_arb_dump_program_source(const char *source)
73 char *ptr, *line, *tmp;
75 source_size = strlen(source) + 1;
76 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
82 memcpy(tmp, source, source_size);
85 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
88 HeapFree(GetProcessHeap(), 0, tmp);
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
104 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
106 ERR("Geometry shaders are unsupported\n");
110 if (shader == WINED3D_SHADER_TYPE_PIXEL)
114 case ARB_ZERO: return "ps_helper_const.x";
115 case ARB_ONE: return "ps_helper_const.y";
116 case ARB_TWO: return "coefmul.x";
117 case ARB_0001: return "ps_helper_const.xxxy";
118 case ARB_EPS: return "ps_helper_const.z";
126 case ARB_ZERO: return "helper_const.x";
127 case ARB_ONE: return "helper_const.y";
128 case ARB_TWO: return "helper_const.z";
129 case ARB_EPS: return "helper_const.w";
130 case ARB_0001: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
138 case ARB_ZERO: return "0.0";
139 case ARB_ONE: return "1.0";
140 case ARB_TWO: return "2.0";
141 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS: return "1e-8";
143 default: return "bad";
147 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
149 return state->lowest_disabled_stage < 7;
152 /* ARB_program_shader private data */
171 struct wined3d_shader_loop_control loop_control;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super;
178 /* For ARB we need a offset value:
179 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181 * array we need an offset to the index inside the program local parameter array. */
185 struct arb_ps_compile_args
187 struct ps_compile_args super;
189 WORD clip; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl[MAX_CONST_I][3];
193 struct stb_const_desc
195 unsigned char texunit;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args;
202 struct arb_ps_np2fixup_info np2fixup_info;
203 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
204 struct stb_const_desc luminanceconst[MAX_TEXTURES];
205 UINT int_consts[MAX_CONST_I];
208 unsigned char numbumpenvmatconsts;
212 struct arb_vs_compile_args
214 struct vs_compile_args super;
220 unsigned char clip_texcoord;
221 unsigned char clipplane_mask;
223 DWORD boolclip_compare;
228 unsigned char samplers[4];
229 DWORD samplers_compare;
231 unsigned char loop_ctrl[MAX_CONST_I][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args;
238 UINT int_consts[MAX_CONST_I];
240 char need_color_unclamp;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins;
250 struct shader_arb_ctx_priv
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
263 const struct arb_vs_compile_args *cur_vs_args;
264 const struct arb_ps_compile_args *cur_ps_args;
265 const struct arb_ps_compiled_shader *compiled_fprog;
266 const struct arb_vs_compiled_shader *compiled_vprog;
267 struct arb_ps_np2fixup_info *cur_np2fixup_info;
268 struct list control_frames;
272 unsigned int num_loops, loop_depth, num_ifcs;
275 unsigned int vs_clipplanes;
279 /* For 3.0 vertex shaders */
280 const char *vs_output[MAX_REG_OUTPUT];
281 /* For 2.x and earlier vertex shaders */
282 const char *texcrd_output[8], *color_output[2], *fog_output;
284 /* 3.0 pshader input for compatibility with fixed function */
285 const char *ps_input[MAX_REG_INPUT];
290 struct wined3d_shader_signature_element *sig;
292 struct wine_rb_entry entry;
295 struct arb_pshader_private {
296 struct arb_ps_compiled_shader *gl_shaders;
297 UINT num_gl_shaders, shader_array_size;
298 DWORD input_signature_idx;
299 DWORD clipplane_emulation;
303 struct arb_vshader_private {
304 struct arb_vs_compiled_shader *gl_shaders;
305 UINT num_gl_shaders, shader_array_size;
309 struct shader_arb_priv
311 GLuint current_vprogram_id;
312 GLuint current_fprogram_id;
313 const struct arb_ps_compiled_shader *compiled_fprog;
314 const struct arb_vs_compiled_shader *compiled_vprog;
315 GLuint depth_blt_vprogram_id;
316 GLuint depth_blt_fprogram_id_full[tex_type_count];
317 GLuint depth_blt_fprogram_id_masked[tex_type_count];
318 BOOL use_arbfp_fixed_func;
319 struct wine_rb_tree fragment_shaders;
320 BOOL last_ps_const_clamped;
321 BOOL last_vs_color_unclamp;
323 struct wine_rb_tree signature_tree;
326 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
327 char *vshader_const_dirty, *pshader_const_dirty;
328 const struct wined3d_context *last_context;
331 /* GL locking for state handlers is done by the caller. */
332 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
333 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
335 if (shader_data->rel_offset) return TRUE;
336 if (!reg_maps->usesmova) return FALSE;
337 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
340 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
341 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
343 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
344 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
347 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
348 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
350 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
351 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
352 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
353 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
354 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
355 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
356 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
357 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
361 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
362 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
364 unsigned int ret = 1;
365 /* We use one PARAM for the pos fixup, and in some cases one to load
366 * some immediate values into the shader. */
367 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
368 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
372 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
373 * When constant_list == NULL, it will load all the constants.
375 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
376 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
378 /* GL locking is done by the caller */
379 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
380 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
381 const float *constants, char *dirty_consts)
383 struct wined3d_shader_lconst *lconst;
387 if (TRACE_ON(d3d_constants))
389 for(i = 0; i < max_constants; i++) {
390 if(!dirty_consts[i]) continue;
391 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
392 constants[i * 4 + 0], constants[i * 4 + 1],
393 constants[i * 4 + 2], constants[i * 4 + 3]);
399 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
400 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
403 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
404 * shaders, the first 8 constants are marked dirty for reload
406 for(; i < min(8, max_constants); i++) {
407 if(!dirty_consts[i]) continue;
411 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
412 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
413 else lcl_const[0] = constants[j + 0];
415 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
416 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
417 else lcl_const[1] = constants[j + 1];
419 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
420 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
421 else lcl_const[2] = constants[j + 2];
423 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
424 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
425 else lcl_const[3] = constants[j + 3];
427 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
430 /* If further constants are dirty, reload them without clamping.
432 * The alternative is not to touch them, but then we cannot reset the dirty constant count
433 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
434 * above would always re-check the first 8 constants since max_constant remains at the init
439 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
441 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
442 * or just reloading *all* constants at once
444 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
446 for(; i < max_constants; i++) {
447 if(!dirty_consts[i]) continue;
449 /* Find the next block of dirty constants */
452 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
456 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
459 for(; i < max_constants; i++) {
460 if(dirty_consts[i]) {
462 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
466 checkGLcall("glProgramEnvParameter4fvARB()");
468 /* Load immediate constants */
469 if (shader->load_local_constsF)
471 if (TRACE_ON(d3d_shader))
473 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
475 GLfloat* values = (GLfloat*)lconst->value;
476 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
477 values[0], values[1], values[2], values[3]);
480 /* Immediate constants are clamped for 1.X shaders at loading times */
482 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
484 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
485 ret = max(ret, lconst->idx + 1);
486 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
488 checkGLcall("glProgramEnvParameter4fvARB()");
489 return ret; /* The loaded immediate constants need reloading for the next shader */
491 return 0; /* No constants are dirty now */
496 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
498 static void shader_arb_load_np2fixup_constants(void *shader_priv,
499 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
501 const struct shader_arb_priv * priv = shader_priv;
503 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
504 if (!use_ps(state)) return;
506 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
507 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
509 WORD active = fixup->super.active;
510 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
512 for (i = 0; active; active >>= 1, ++i)
514 const struct wined3d_texture *tex = state->textures[i];
515 const unsigned char idx = fixup->super.idx[i];
516 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
518 if (!(active & 1)) continue;
521 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
527 tex_dim[2] = tex->pow2_matrix[0];
528 tex_dim[3] = tex->pow2_matrix[5];
532 tex_dim[0] = tex->pow2_matrix[0];
533 tex_dim[1] = tex->pow2_matrix[5];
537 for (i = 0; i < fixup->super.num_consts; ++i) {
538 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
539 fixup->offset + i, &np2fixup_constants[i * 4]));
544 /* GL locking is done by the caller. */
545 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
546 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
548 const struct wined3d_gl_info *gl_info = context->gl_info;
551 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
553 int texunit = gl_shader->bumpenvmatconst[i].texunit;
555 /* The state manager takes care that this function is always called if the bump env matrix changes */
556 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
557 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
558 gl_shader->bumpenvmatconst[i].const_num, data));
560 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
562 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
563 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
564 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
565 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
567 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
568 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
569 gl_shader->luminanceconst[i].const_num, scale));
572 checkGLcall("Load bumpmap consts");
574 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
576 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
577 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
582 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
583 val[1] = context->render_offscreen ? 1.0f : -1.0f;
586 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
587 checkGLcall("y correction loading");
590 if (!gl_shader->num_int_consts) return;
592 for(i = 0; i < MAX_CONST_I; i++)
594 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
597 val[0] = (float)state->ps_consts_i[4 * i];
598 val[1] = (float)state->ps_consts_i[4 * i + 1];
599 val[2] = (float)state->ps_consts_i[4 * i + 2];
602 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
605 checkGLcall("Load ps int consts");
608 /* GL locking is done by the caller. */
609 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
610 const struct wined3d_context *context, const struct wined3d_state *state)
612 const struct wined3d_gl_info *gl_info = context->gl_info;
613 float position_fixup[4];
616 /* Upload the position fixup */
617 shader_get_position_fixup(context, state, position_fixup);
618 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
620 if (!gl_shader->num_int_consts) return;
622 for(i = 0; i < MAX_CONST_I; i++)
624 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
627 val[0] = (float)state->vs_consts_i[4 * i];
628 val[1] = (float)state->vs_consts_i[4 * i + 1];
629 val[2] = (float)state->vs_consts_i[4 * i + 2];
632 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
635 checkGLcall("Load vs int consts");
638 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
641 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
643 * We only support float constants in ARB at the moment, so don't
644 * worry about the Integers or Booleans
646 /* GL locking is done by the caller (state handler) */
647 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
648 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
650 struct wined3d_device *device = context->swapchain->device;
651 const struct wined3d_stateblock *stateblock = device->stateBlock;
652 const struct wined3d_state *state = &stateblock->state;
653 const struct wined3d_gl_info *gl_info = context->gl_info;
654 struct shader_arb_priv *priv = device->shader_priv;
656 if (!from_shader_select)
658 const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
660 && (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
661 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
662 && (stateblock->changed.vertexShaderConstantsI
663 & vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
665 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
666 shader_arb_select(context, usePixelShader, useVertexShader);
669 && (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
670 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
671 && (stateblock->changed.pixelShaderConstantsI
672 & pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
674 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
675 shader_arb_select(context, usePixelShader, useVertexShader);
679 if (context != priv->last_context)
681 memset(priv->vshader_const_dirty, 1,
682 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
683 priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
685 memset(priv->pshader_const_dirty, 1,
686 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
687 priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
689 priv->last_context = context;
694 struct wined3d_shader *vshader = state->vertex_shader;
695 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
697 /* Load DirectX 9 float constants for vertex shader */
698 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
699 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
700 shader_arb_vs_local_constants(gl_shader, context, state);
705 struct wined3d_shader *pshader = state->pixel_shader;
706 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
707 UINT rt_height = state->fb->render_targets[0]->resource.height;
709 /* Load DirectX 9 float constants for pixel shader */
710 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
711 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
712 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
716 static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
718 shader_arb_load_constants_internal(context, ps, vs, FALSE);
721 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
723 struct wined3d_context *context = context_get_current();
724 struct shader_arb_priv *priv = device->shader_priv;
726 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
727 * context. On a context switch the old context will be fully dirtified */
728 if (!context || context->swapchain->device != device) return;
730 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
731 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
734 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
736 struct wined3d_context *context = context_get_current();
737 struct shader_arb_priv *priv = device->shader_priv;
739 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
740 * context. On a context switch the old context will be fully dirtified */
741 if (!context || context->swapchain->device != device) return;
743 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
744 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
747 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
749 const struct wined3d_shader_lconst *lconst;
753 if (shader->load_local_constsF || list_empty(&shader->constantsF))
756 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
759 ERR("Out of memory\n");
763 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
765 ret[lconst->idx] = idx++;
770 /* Generate the variable & register declarations for the ARB_vertex_program output target */
771 static DWORD shader_generate_arb_declarations(const struct wined3d_shader *shader,
772 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
773 const struct wined3d_gl_info *gl_info, const DWORD *lconst_map,
774 DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
776 DWORD i, next_local = 0;
777 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
778 const struct wined3d_shader_lconst *lconst;
779 unsigned max_constantsF;
782 /* In pixel shaders, all private constants are program local, we don't need anything
783 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
784 * If we need a private constant the GL implementation will squeeze it in somewhere
786 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
787 * immediate values. The posFixup is loaded using program.env for now, so always
788 * subtract one from the number of constants. If the shader uses indirect addressing,
789 * account for the helper const too because we have to declare all available d3d constants
790 * and don't know which are actually used.
794 max_constantsF = gl_info->limits.arb_ps_native_constants;
795 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
796 if (max_constantsF < 24)
797 max_constantsF = gl_info->limits.arb_ps_float_constants;
801 const struct arb_vshader_private *shader_data = shader->backend_data;
802 max_constantsF = gl_info->limits.arb_vs_native_constants;
803 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
804 * Also prevents max_constantsF from becoming less than 0 and
806 if (max_constantsF < 96)
807 max_constantsF = gl_info->limits.arb_vs_float_constants;
809 if (reg_maps->usesrelconstF)
811 DWORD highest_constf = 0, clip_limit;
813 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
814 max_constantsF -= count_bits(reg_maps->integer_constants);
816 for (i = 0; i < shader->limits.constant_float; ++i)
819 DWORD shift = i & 0x1f;
820 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
823 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
825 if(ctx->cur_vs_args->super.clip_enabled)
826 clip_limit = gl_info->limits.clipplanes;
832 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
833 clip_limit = min(count_bits(mask), 4);
835 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
836 max_constantsF -= *num_clipplanes;
837 if(*num_clipplanes < clip_limit)
839 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
844 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
845 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
849 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
851 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
854 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
856 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
859 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
861 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
863 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
867 /* Load local constants using the program-local space,
868 * this avoids reloading them each time the shader is used
872 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
874 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
875 lconst_map[lconst->idx]);
876 next_local = max(next_local, lconst_map[lconst->idx] + 1);
880 /* After subtracting privately used constants from the hardware limit(they are loaded as
881 * local constants), make sure the shader doesn't violate the env constant limit
885 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
889 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
892 /* Avoid declaring more constants than needed */
893 max_constantsF = min(max_constantsF, shader->limits.constant_float);
895 /* we use the array-based constants array if the local constants are marked for loading,
896 * because then we use indirect addressing, or when the local constant list is empty,
897 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
898 * local constants do not declare the loaded constants as an array because ARB compilers usually
899 * do not optimize unused constants away
901 if (reg_maps->usesrelconstF)
903 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
904 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
905 max_constantsF, max_constantsF - 1);
907 for(i = 0; i < max_constantsF; i++) {
910 mask = 1 << (i & 0x1f);
911 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
913 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
921 static const char * const shift_tab[] = {
922 "dummy", /* 0 (none) */
923 "coefmul.x", /* 1 (x2) */
924 "coefmul.y", /* 2 (x4) */
925 "coefmul.z", /* 3 (x8) */
926 "coefmul.w", /* 4 (x16) */
927 "dummy", /* 5 (x32) */
928 "dummy", /* 6 (x64) */
929 "dummy", /* 7 (x128) */
930 "dummy", /* 8 (d256) */
931 "dummy", /* 9 (d128) */
932 "dummy", /* 10 (d64) */
933 "dummy", /* 11 (d32) */
934 "coefdiv.w", /* 12 (d16) */
935 "coefdiv.z", /* 13 (d8) */
936 "coefdiv.y", /* 14 (d4) */
937 "coefdiv.x" /* 15 (d2) */
940 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
941 const struct wined3d_shader_dst_param *dst, char *write_mask)
943 char *ptr = write_mask;
945 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
948 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
949 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
950 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
951 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
957 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
959 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
960 * but addressed as "rgba". To fix this we need to swap the register's x
961 * and z components. */
962 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
963 char *ptr = swizzle_str;
965 /* swizzle bits fields: wwzzyyxx */
966 DWORD swizzle = param->swizzle;
967 DWORD swizzle_x = swizzle & 0x03;
968 DWORD swizzle_y = (swizzle >> 2) & 0x03;
969 DWORD swizzle_z = (swizzle >> 4) & 0x03;
970 DWORD swizzle_w = (swizzle >> 6) & 0x03;
972 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
973 * generate a swizzle string. Unless we need to our own swizzling. */
974 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
977 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
978 *ptr++ = swizzle_chars[swizzle_x];
980 *ptr++ = swizzle_chars[swizzle_x];
981 *ptr++ = swizzle_chars[swizzle_y];
982 *ptr++ = swizzle_chars[swizzle_z];
983 *ptr++ = swizzle_chars[swizzle_w];
990 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
992 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
993 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
995 if (!strcmp(priv->addr_reg, src)) return;
997 strcpy(priv->addr_reg, src);
998 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1001 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1002 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1004 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1005 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1007 /* oPos, oFog and oPts in D3D */
1008 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1009 const struct wined3d_shader *shader = ins->ctx->shader;
1010 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1011 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1012 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1018 case WINED3DSPR_TEMP:
1019 sprintf(register_name, "R%u", reg->idx[0].offset);
1022 case WINED3DSPR_INPUT:
1025 if (reg_maps->shader_version.major < 3)
1027 if (!reg->idx[0].offset)
1028 strcpy(register_name, "fragment.color.primary");
1030 strcpy(register_name, "fragment.color.secondary");
1034 if (reg->idx[0].rel_addr)
1037 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1039 if (!strcmp(rel_reg, "**aL_emul**"))
1041 DWORD idx = ctx->aL + reg->idx[0].offset;
1042 if(idx < MAX_REG_INPUT)
1044 strcpy(register_name, ctx->ps_input[idx]);
1048 ERR("Pixel shader input register out of bounds: %u\n", idx);
1049 sprintf(register_name, "out_of_bounds_%u", idx);
1052 else if (reg_maps->input_registers & 0x0300)
1054 /* There are two ways basically:
1056 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1057 * That means trouble if the loop also contains a breakc or if the control values
1058 * aren't local constants.
1059 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1060 * source dynamically. The trouble is that we cannot simply read aL.y because it
1061 * is an ADDRESS register. We could however push it, load .zw with a value and use
1062 * ADAC to load the condition code register and pop it again afterwards
1064 FIXME("Relative input register addressing with more than 8 registers\n");
1066 /* This is better than nothing for now */
1067 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1069 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1071 /* This is problematic because we'd have to consult the ctx->ps_input strings
1072 * for where to find the varying. Some may be "0.0", others can be texcoords or
1073 * colors. This needs either a pipeline replacement to make the vertex shader feed
1074 * proper varyings, or loop unrolling
1076 * For now use the texcoords and hope for the best
1078 FIXME("Non-vertex shader varying input with indirect addressing\n");
1079 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1083 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1084 * pulls GL_NV_fragment_program2 in
1086 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1091 if (reg->idx[0].offset < MAX_REG_INPUT)
1093 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1097 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1098 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1105 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1107 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1111 case WINED3DSPR_CONST:
1112 if (!pshader && reg->idx[0].rel_addr)
1114 const struct arb_vshader_private *shader_data = shader->backend_data;
1115 UINT rel_offset = shader_data->rel_offset;
1118 if (reg_maps->shader_version.major < 2)
1120 sprintf(rel_reg, "A0.x");
1124 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1125 if (ctx->target_version == ARB)
1127 if (!strcmp(rel_reg, "**aL_emul**"))
1131 shader_arb_request_a0(ins, rel_reg);
1132 sprintf(rel_reg, "A0.x");
1137 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1138 else if (reg->idx[0].offset >= rel_offset)
1139 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1141 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1145 if (reg_maps->usesrelconstF)
1146 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1148 sprintf(register_name, "C%u", reg->idx[0].offset);
1152 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1155 if (reg_maps->shader_version.major == 1
1156 && reg_maps->shader_version.minor <= 3)
1157 /* In ps <= 1.3, Tx is a temporary register as destination
1158 * to all instructions, and as source to most instructions.
1159 * For some instructions it is the texcoord input. Those
1160 * instructions know about the special use. */
1161 sprintf(register_name, "T%u", reg->idx[0].offset);
1163 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1164 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1168 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1169 sprintf(register_name, "A%u", reg->idx[0].offset);
1171 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1175 case WINED3DSPR_COLOROUT:
1176 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
1178 strcpy(register_name, "TMP_COLOR");
1182 if (ctx->cur_ps_args->super.srgb_correction)
1183 FIXME("sRGB correction on higher render targets.\n");
1184 if (reg_maps->rt_mask > 1)
1185 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1187 strcpy(register_name, "result.color");
1191 case WINED3DSPR_RASTOUT:
1192 if (reg->idx[0].offset == 1)
1193 sprintf(register_name, "%s", ctx->fog_output);
1195 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1198 case WINED3DSPR_DEPTHOUT:
1199 strcpy(register_name, "result.depth");
1202 case WINED3DSPR_ATTROUT:
1203 /* case WINED3DSPR_OUTPUT: */
1205 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1207 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1210 case WINED3DSPR_TEXCRDOUT:
1212 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1213 else if (reg_maps->shader_version.major < 3)
1214 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1216 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1219 case WINED3DSPR_LOOP:
1220 if(ctx->target_version >= NV2)
1222 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1223 if(pshader) sprintf(register_name, "A0.x");
1224 else sprintf(register_name, "aL.y");
1228 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1229 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1230 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1231 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1234 sprintf(register_name, "**aL_emul**");
1239 case WINED3DSPR_CONSTINT:
1240 sprintf(register_name, "I%u", reg->idx[0].offset);
1243 case WINED3DSPR_MISCTYPE:
1244 if (!reg->idx[0].offset)
1245 sprintf(register_name, "vpos");
1246 else if (reg->idx[0].offset == 1)
1247 sprintf(register_name, "fragment.facing.x");
1249 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1253 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1254 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1259 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1260 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1262 char register_name[255];
1266 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1267 strcpy(str, register_name);
1269 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1270 strcat(str, write_mask);
1273 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1275 switch(channel_source)
1277 case CHANNEL_SOURCE_ZERO: return "0";
1278 case CHANNEL_SOURCE_ONE: return "1";
1279 case CHANNEL_SOURCE_X: return "x";
1280 case CHANNEL_SOURCE_Y: return "y";
1281 case CHANNEL_SOURCE_Z: return "z";
1282 case CHANNEL_SOURCE_W: return "w";
1284 FIXME("Unhandled channel source %#x\n", channel_source);
1289 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1290 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1294 if (is_complex_fixup(fixup))
1296 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1297 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1302 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1303 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1304 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1305 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1310 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1311 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1312 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1316 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1317 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1318 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1319 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1325 char *ptr = reg_mask;
1327 if (mask != WINED3DSP_WRITEMASK_ALL)
1330 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1331 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1332 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1333 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1337 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1341 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1344 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1345 if (!ins->dst_count) return "";
1347 mod = ins->dst[0].modifiers;
1349 /* Silently ignore PARTIALPRECISION if its not supported */
1350 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1352 if(mod & WINED3DSPDM_MSAMPCENTROID)
1354 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1355 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1360 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1363 case WINED3DSPDM_SATURATE:
1366 case WINED3DSPDM_PARTIALPRECISION:
1373 FIXME("Unknown modifiers 0x%08x\n", mod);
1378 #define TEX_PROJ 0x1
1379 #define TEX_BIAS 0x2
1381 #define TEX_DERIV 0x10
1383 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1384 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1386 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1387 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1388 const struct wined3d_shader *shader = ins->ctx->shader;
1389 const struct wined3d_texture *texture;
1390 const char *tex_type;
1391 BOOL np2_fixup = FALSE;
1392 struct wined3d_device *device = shader->device;
1393 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1395 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1397 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1398 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1400 switch(sampler_type) {
1406 texture = device->stateBlock->state.textures[sampler_idx];
1407 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1413 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1415 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1417 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1418 else np2_fixup = TRUE;
1423 case WINED3DSTT_VOLUME:
1427 case WINED3DSTT_CUBE:
1432 ERR("Unexpected texture type %d\n", sampler_type);
1436 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1437 * so don't use shader_arb_get_modifier
1439 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1442 /* Fragment samplers always have indentity mapping */
1443 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1445 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1448 if (flags & TEX_DERIV)
1450 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1451 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1452 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1453 dsx, dsy,sampler_idx, tex_type);
1455 else if(flags & TEX_LOD)
1457 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1458 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1459 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1460 sampler_idx, tex_type);
1462 else if (flags & TEX_BIAS)
1464 /* Shouldn't be possible, but let's check for it */
1465 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1466 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1467 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1469 else if (flags & TEX_PROJ)
1471 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1477 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1478 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1479 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1481 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1484 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1489 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1490 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1491 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1492 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1496 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1497 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1499 /* Generate a line that does the input modifier computation and return the input register to use */
1500 BOOL is_color = FALSE;
1504 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1505 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1506 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1507 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1509 /* Assume a new line will be added */
1512 /* Get register name */
1513 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1514 shader_arb_get_swizzle(src, is_color, swzstr);
1516 switch (src->modifiers)
1518 case WINED3DSPSM_NONE:
1519 sprintf(outregstr, "%s%s", regstr, swzstr);
1522 case WINED3DSPSM_NEG:
1523 sprintf(outregstr, "-%s%s", regstr, swzstr);
1526 case WINED3DSPSM_BIAS:
1527 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1529 case WINED3DSPSM_BIASNEG:
1530 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1532 case WINED3DSPSM_SIGN:
1533 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1535 case WINED3DSPSM_SIGNNEG:
1536 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1538 case WINED3DSPSM_COMP:
1539 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1541 case WINED3DSPSM_X2:
1542 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1544 case WINED3DSPSM_X2NEG:
1545 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1547 case WINED3DSPSM_DZ:
1548 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1549 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1551 case WINED3DSPSM_DW:
1552 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1553 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1555 case WINED3DSPSM_ABS:
1556 if(ctx->target_version >= NV2) {
1557 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1560 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1563 case WINED3DSPSM_ABSNEG:
1564 if(ctx->target_version >= NV2) {
1565 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1567 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1568 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1573 sprintf(outregstr, "%s%s", regstr, swzstr);
1577 /* Return modified or original register, with swizzle */
1579 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1582 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1584 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1585 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1586 DWORD sampler_code = dst->reg.idx[0].offset;
1588 char src_name[2][50];
1590 shader_arb_get_dst_param(ins, dst, dst_name);
1592 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1594 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1595 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1598 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1599 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1600 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1601 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1602 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1604 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1605 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1608 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1613 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1614 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1615 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1616 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1617 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1618 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1619 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1620 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1621 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1622 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1623 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1624 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1625 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1627 FIXME("Unknown modifier %u\n", mod);
1631 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1633 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1634 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1636 char src_name[3][50];
1637 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1638 ins->ctx->reg_maps->shader_version.minor);
1640 shader_arb_get_dst_param(ins, dst, dst_name);
1641 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1643 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1644 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1646 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1650 struct wined3d_shader_src_param src0_copy = ins->src[0];
1653 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1654 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1656 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1657 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1658 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1659 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1660 dst_name, src_name[1], src_name[2]);
1664 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1666 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1667 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1669 char src_name[3][50];
1671 shader_arb_get_dst_param(ins, dst, dst_name);
1673 /* Generate input register names (with modifiers) */
1674 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1675 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1676 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1678 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1679 dst_name, src_name[0], src_name[2], src_name[1]);
1682 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1683 * dst = dot2(src0, src1) + src2 */
1684 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1686 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1687 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1689 char src_name[3][50];
1690 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1692 shader_arb_get_dst_param(ins, dst, dst_name);
1693 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1694 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1696 if(ctx->target_version >= NV3)
1698 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1699 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1700 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1701 dst_name, src_name[0], src_name[1], src_name[2]);
1703 else if(ctx->target_version >= NV2)
1705 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1706 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1707 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1708 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1710 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1712 * .xyxy and other swizzles that we could get with this are not valid in
1713 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1715 struct wined3d_shader_src_param tmp_param = ins->src[1];
1716 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1717 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1719 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1721 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1722 dst_name, src_name[2], src_name[0], src_name[1]);
1726 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1727 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1728 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1730 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1731 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1732 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1733 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1737 /* Map the opcode 1-to-1 to the GL code */
1738 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1740 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1741 const char *instruction;
1742 char arguments[256], dst_str[50];
1744 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1746 switch (ins->handler_idx)
1748 case WINED3DSIH_ABS: instruction = "ABS"; break;
1749 case WINED3DSIH_ADD: instruction = "ADD"; break;
1750 case WINED3DSIH_CRS: instruction = "XPD"; break;
1751 case WINED3DSIH_DP3: instruction = "DP3"; break;
1752 case WINED3DSIH_DP4: instruction = "DP4"; break;
1753 case WINED3DSIH_DST: instruction = "DST"; break;
1754 case WINED3DSIH_FRC: instruction = "FRC"; break;
1755 case WINED3DSIH_LIT: instruction = "LIT"; break;
1756 case WINED3DSIH_LRP: instruction = "LRP"; break;
1757 case WINED3DSIH_MAD: instruction = "MAD"; break;
1758 case WINED3DSIH_MAX: instruction = "MAX"; break;
1759 case WINED3DSIH_MIN: instruction = "MIN"; break;
1760 case WINED3DSIH_MOV: instruction = "MOV"; break;
1761 case WINED3DSIH_MUL: instruction = "MUL"; break;
1762 case WINED3DSIH_SGE: instruction = "SGE"; break;
1763 case WINED3DSIH_SLT: instruction = "SLT"; break;
1764 case WINED3DSIH_SUB: instruction = "SUB"; break;
1765 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1766 case WINED3DSIH_DSX: instruction = "DDX"; break;
1767 default: instruction = "";
1768 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1772 /* Note that shader_arb_add_dst_param() adds spaces. */
1773 arguments[0] = '\0';
1774 shader_arb_get_dst_param(ins, dst, dst_str);
1775 for (i = 0; i < ins->src_count; ++i)
1778 strcat(arguments, ", ");
1779 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1780 strcat(arguments, operand);
1782 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1785 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1787 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1789 const struct wined3d_shader *shader = ins->ctx->shader;
1790 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1791 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1792 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1793 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1794 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1795 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1797 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1798 char src0_param[256];
1800 if (ins->handler_idx == WINED3DSIH_MOVA)
1802 const struct arb_vshader_private *shader_data = shader->backend_data;
1804 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1806 if(ctx->target_version >= NV2) {
1807 shader_hw_map2gl(ins);
1810 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1811 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1813 /* This implements the mova formula used in GLSL. The first two instructions
1814 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1818 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1820 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1821 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1823 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1824 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1826 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1827 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1828 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1829 if (shader_data->rel_offset)
1831 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1833 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1835 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1837 else if (reg_maps->shader_version.major == 1
1838 && !shader_is_pshader_version(reg_maps->shader_version.type)
1839 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1841 const struct arb_vshader_private *shader_data = shader->backend_data;
1842 src0_param[0] = '\0';
1844 if (shader_data->rel_offset)
1846 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1847 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1848 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1849 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1853 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1854 * with more than one component. Thus replicate the first source argument over all
1855 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1856 struct wined3d_shader_src_param tmp_src = ins->src[0];
1857 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1858 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1859 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1862 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1864 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1866 shader_addline(buffer, "#mov handled in srgb write code\n");
1869 shader_hw_map2gl(ins);
1873 shader_hw_map2gl(ins);
1877 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1879 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1880 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1883 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1884 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1886 shader_arb_get_dst_param(ins, dst, reg_dest);
1888 if (ins->ctx->reg_maps->shader_version.major >= 2)
1890 const char *kilsrc = "TA";
1893 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1894 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1900 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1901 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1902 * masked out components to 0(won't kill)
1904 char x = '0', y = '0', z = '0', w = '0';
1905 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1906 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1907 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1908 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1909 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1911 shader_addline(buffer, "KIL %s;\n", kilsrc);
1915 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1916 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1918 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1919 * or pass in any temporary register(in shader phase 2)
1921 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1922 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1924 shader_arb_get_dst_param(ins, dst, reg_dest);
1925 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1926 shader_addline(buffer, "KIL TA;\n");
1930 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1932 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1933 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1934 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1935 ins->ctx->reg_maps->shader_version.minor);
1936 struct wined3d_shader_src_param src;
1940 DWORD reg_sampler_code;
1942 BOOL swizzle_coord = FALSE;
1944 /* All versions have a destination register */
1945 shader_arb_get_dst_param(ins, dst, reg_dest);
1947 /* 1.0-1.4: Use destination register number as texture code.
1948 2.0+: Use provided sampler number as texure code. */
1949 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1950 reg_sampler_code = dst->reg.idx[0].offset;
1952 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1954 /* 1.0-1.3: Use the texcoord varying.
1955 1.4+: Use provided coordinate source register. */
1956 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1957 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1959 /* TEX is the only instruction that can handle DW and DZ natively */
1961 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1962 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1963 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1967 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1968 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1969 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1971 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1974 if (reg_sampler_code < MAX_TEXTURES)
1975 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1976 if (flags & WINED3D_PSARGS_PROJECTED)
1978 myflags |= TEX_PROJ;
1979 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1980 swizzle_coord = TRUE;
1983 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1985 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1986 if (src_mod == WINED3DSPSM_DZ)
1988 swizzle_coord = TRUE;
1989 myflags |= TEX_PROJ;
1990 } else if(src_mod == WINED3DSPSM_DW) {
1991 myflags |= TEX_PROJ;
1994 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1995 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2000 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2001 * reg_coord is a read-only varying register, so we need a temp reg */
2002 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2003 strcpy(reg_coord, "TA");
2006 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2009 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2011 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2012 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2013 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2014 ins->ctx->reg_maps->shader_version.minor);
2017 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2019 DWORD reg = dst->reg.idx[0].offset;
2021 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2022 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2026 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2027 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2028 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2032 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2034 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2037 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2041 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2042 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2043 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2044 /* Move .x first in case src_str is "TA" */
2045 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2046 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2047 if (reg1 < MAX_TEXTURES)
2049 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2050 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2052 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2055 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2057 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2059 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2063 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2064 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2065 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2066 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2067 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2068 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2071 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2073 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2077 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2078 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2079 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2080 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2083 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2085 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2086 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2087 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2088 char reg_coord[40], dst_reg[50], src_reg[50];
2089 DWORD reg_dest_code;
2091 /* All versions have a destination register. The Tx where the texture coordinates come
2092 * from is the varying incarnation of the texture register
2094 reg_dest_code = dst->reg.idx[0].offset;
2095 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2096 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2097 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2099 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2100 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2102 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2103 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2105 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2106 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2109 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2110 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2111 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2112 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2114 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2115 * so we can't let the GL handle this.
2117 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2118 & WINED3D_PSARGS_PROJECTED)
2120 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2121 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2122 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2124 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2127 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2129 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2131 /* No src swizzles are allowed, so this is ok */
2132 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2133 src_reg, reg_dest_code, reg_dest_code);
2134 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2138 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2140 DWORD reg = ins->dst[0].reg.idx[0].offset;
2141 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2142 char src0_name[50], dst_name[50];
2144 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2146 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2147 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2148 * T<reg+1> register. Use this register to store the calculated vector
2150 tmp_reg.idx[0].offset = reg + 1;
2151 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2152 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2155 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2157 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2159 DWORD reg = ins->dst[0].reg.idx[0].offset;
2160 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2166 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2167 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2169 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2170 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2171 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2172 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2173 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2176 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2178 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2179 DWORD reg = ins->dst[0].reg.idx[0].offset;
2180 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2181 char src0_name[50], dst_name[50];
2182 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2185 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2186 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2187 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2189 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2190 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2192 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2193 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2194 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2195 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2198 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2200 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2201 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2203 DWORD reg = ins->dst[0].reg.idx[0].offset;
2204 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2206 char src0_name[50], dst_name[50];
2209 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2210 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2211 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2213 /* Sample the texture using the calculated coordinates */
2214 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2215 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2216 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2217 tex_mx->current_row = 0;
2220 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2222 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2223 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2225 DWORD reg = ins->dst[0].reg.idx[0].offset;
2226 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2232 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2233 * components for temporary data storage
2235 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2236 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2237 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2239 /* Construct the eye-ray vector from w coordinates */
2240 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2241 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2242 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2244 /* Calculate reflection vector
2246 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2247 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2248 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2249 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2250 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2251 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2252 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2254 /* Sample the texture using the calculated coordinates */
2255 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2256 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2257 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2258 tex_mx->current_row = 0;
2261 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2263 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2264 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2266 DWORD reg = ins->dst[0].reg.idx[0].offset;
2267 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2274 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2275 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2276 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2277 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2278 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2280 /* Calculate reflection vector.
2283 * dst_reg.xyz = 2 * --------- * N - E
2286 * Which normalizes the normal vector
2288 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2289 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2290 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2291 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2292 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2293 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2295 /* Sample the texture using the calculated coordinates */
2296 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2297 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2298 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2299 tex_mx->current_row = 0;
2302 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2304 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2305 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2307 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2308 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2310 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2311 * which is essentially an input, is the destination register because it is the first
2312 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2313 * here(writemasks/swizzles are not valid on texdepth)
2315 shader_arb_get_dst_param(ins, dst, dst_name);
2317 /* According to the msdn, the source register(must be r5) is unusable after
2318 * the texdepth instruction, so we're free to modify it
2320 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2322 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2323 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2324 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2326 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2327 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2328 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2329 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2332 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2333 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2334 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2335 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2337 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2338 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2342 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2343 shader_addline(buffer, "MOV TB, 0.0;\n");
2344 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2346 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2347 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2350 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2351 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2352 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2354 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2357 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2359 /* Handle output register */
2360 shader_arb_get_dst_param(ins, dst, dst_str);
2361 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2362 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2365 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2366 * Perform the 3rd row of a 3x3 matrix multiply */
2367 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2369 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2370 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2371 char dst_str[50], dst_name[50];
2375 shader_arb_get_dst_param(ins, dst, dst_str);
2376 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2377 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2378 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2379 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2382 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2383 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2384 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2385 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2387 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2389 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2390 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2391 char src0[50], dst_name[50];
2393 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2394 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2396 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2397 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2398 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2400 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2401 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2402 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2404 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2405 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2406 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2407 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2410 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2411 Vertex/Pixel shaders to ARB_vertex_program codes */
2412 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2415 int nComponents = 0;
2416 struct wined3d_shader_dst_param tmp_dst = {{0}};
2417 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2418 struct wined3d_shader_instruction tmp_ins;
2420 memset(&tmp_ins, 0, sizeof(tmp_ins));
2422 /* Set constants for the temporary argument */
2423 tmp_ins.ctx = ins->ctx;
2424 tmp_ins.dst_count = 1;
2425 tmp_ins.dst = &tmp_dst;
2426 tmp_ins.src_count = 2;
2427 tmp_ins.src = tmp_src;
2429 switch(ins->handler_idx)
2431 case WINED3DSIH_M4x4:
2433 tmp_ins.handler_idx = WINED3DSIH_DP4;
2435 case WINED3DSIH_M4x3:
2437 tmp_ins.handler_idx = WINED3DSIH_DP4;
2439 case WINED3DSIH_M3x4:
2441 tmp_ins.handler_idx = WINED3DSIH_DP3;
2443 case WINED3DSIH_M3x3:
2445 tmp_ins.handler_idx = WINED3DSIH_DP3;
2447 case WINED3DSIH_M3x2:
2449 tmp_ins.handler_idx = WINED3DSIH_DP3;
2452 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2456 tmp_dst = ins->dst[0];
2457 tmp_src[0] = ins->src[0];
2458 tmp_src[1] = ins->src[1];
2459 for (i = 0; i < nComponents; ++i)
2461 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2462 shader_hw_map2gl(&tmp_ins);
2463 ++tmp_src[1].reg.idx[0].offset;
2467 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2469 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2474 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2475 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2476 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2478 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2484 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2487 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2489 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2490 const char *instruction;
2495 switch(ins->handler_idx)
2497 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2498 case WINED3DSIH_RCP: instruction = "RCP"; break;
2499 case WINED3DSIH_EXP: instruction = "EX2"; break;
2500 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2501 default: instruction = "";
2502 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2506 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2507 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2508 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2510 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2516 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2519 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2521 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2524 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2525 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2526 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2528 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2529 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2531 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2532 * otherwise NRM or RSQ would return NaN */
2533 if(pshader && priv->target_version >= NV3)
2535 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2537 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2539 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2540 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2541 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2543 else if(priv->target_version >= NV2)
2545 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2546 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2547 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2552 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2554 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2555 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2556 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2558 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2559 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2561 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2562 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2563 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2568 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2570 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2572 char src_name[3][50];
2574 /* ARB_fragment_program has a convenient LRP instruction */
2575 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2576 shader_hw_map2gl(ins);
2580 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2581 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2582 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2583 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2585 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2586 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2587 dst_name, src_name[0], src_name[2]);
2590 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2592 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2593 * must contain fixed constants. So we need a separate function to filter those constants and
2596 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2597 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2598 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2600 char src_name0[50], src_name1[50], src_name2[50];
2603 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2604 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2605 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2606 /* No modifiers are supported on SCS */
2607 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2609 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2611 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2612 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2614 } else if(priv->target_version >= NV2) {
2615 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2617 /* Sincos writemask must be .x, .y or .xy */
2618 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2619 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2620 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2621 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2623 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2624 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2626 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2627 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2629 * The constants we get are:
2631 * +1 +1, -1 -1 +1 +1 -1 -1
2632 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2633 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2635 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2639 * (x/2)^4 = x^4 / 16
2640 * (x/2)^5 = x^5 / 32
2643 * To get the final result:
2644 * sin(x) = 2 * sin(x/2) * cos(x/2)
2645 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2646 * (from sin(x+y) and cos(x+y) rules)
2648 * As per MSDN, dst.z is undefined after the operation, and so is
2649 * dst.x and dst.y if they're masked out by the writemask. Ie
2650 * sincos dst.y, src1, c0, c1
2651 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2652 * vsa.exe also stops with an error if the dest register is the same register as the source
2653 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2654 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2656 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2657 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2658 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2660 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2661 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2662 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2663 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2664 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2665 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2669 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2670 * properly merge that with MULs in the code above?
2671 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2672 * we can merge the sine and cosine MAD rows to calculate them together.
2674 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2675 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2676 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2677 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2680 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2681 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2682 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2684 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2686 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2687 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2689 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2691 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2692 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2697 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2699 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2702 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2704 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2705 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2707 /* SGN is only valid in vertex shaders */
2708 if(ctx->target_version >= NV2) {
2709 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2713 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2714 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2716 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2717 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2719 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2720 * Then use TA, and calculate the final result
2722 * Not reading from TA? Store the first result in TA to avoid overwriting the
2723 * destination if src reg = dst reg
2725 if(strstr(src_name, "TA"))
2727 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2728 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2729 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2733 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2734 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2735 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2740 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2742 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2748 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2749 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2750 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2752 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2753 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2756 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2762 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2763 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2764 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2765 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2766 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2767 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2768 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2769 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2770 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2771 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2772 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2773 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2774 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2776 FIXME("Unknown modifier %u\n", mod);
2780 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2782 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2783 char src0[50], dst[50];
2784 struct wined3d_shader_src_param src0_copy = ins->src[0];
2785 BOOL need_abs = FALSE;
2788 switch(ins->handler_idx)
2790 case WINED3DSIH_LOG: instr = "LG2"; break;
2791 case WINED3DSIH_LOGP: instr = "LOG"; break;
2793 ERR("Unexpected instruction %d\n", ins->handler_idx);
2797 /* LOG and LOGP operate on the absolute value of the input */
2798 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2800 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2801 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2805 shader_addline(buffer, "ABS TA, %s;\n", src0);
2806 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2810 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2814 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2816 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2817 char src0[50], src1[50], dst[50];
2818 struct wined3d_shader_src_param src0_copy = ins->src[0];
2819 BOOL need_abs = FALSE;
2820 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2821 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2823 /* POW operates on the absolute value of the input */
2824 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2826 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2827 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2828 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2831 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2833 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2835 if (priv->target_version >= NV2)
2837 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2838 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2839 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2843 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2844 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2846 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2847 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2848 /* Possibly add flt_eps to avoid getting float special values */
2849 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2850 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2851 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2852 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2856 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2858 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2860 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2863 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2867 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2868 struct list *e = list_head(&priv->control_frames);
2869 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2871 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2872 /* The constant loader makes sure to load -1 into iX.w */
2873 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2874 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2875 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2879 shader_addline(buffer, "LOOP %s;\n", src_name);
2883 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2885 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2887 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2889 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2891 /* The constant loader makes sure to load -1 into iX.w */
2894 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2895 struct list *e = list_head(&priv->control_frames);
2896 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2898 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2900 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2901 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2902 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2906 shader_addline(buffer, "REP %s;\n", src_name);
2910 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2912 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2913 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2917 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2918 struct list *e = list_head(&priv->control_frames);
2919 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2921 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2922 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2923 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2925 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2929 shader_addline(buffer, "ENDLOOP;\n");
2933 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2935 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2936 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2940 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2941 struct list *e = list_head(&priv->control_frames);
2942 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2944 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2945 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2946 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2948 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2952 shader_addline(buffer, "ENDREP;\n");
2956 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2958 struct control_frame *control_frame;
2960 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2962 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2964 ERR("Could not find loop for break\n");
2968 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2970 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2971 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2972 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2976 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2980 shader_addline(buffer, "BRK;\n");
2984 static const char *get_compare(enum wined3d_shader_rel_op op)
2988 case WINED3D_SHADER_REL_OP_GT: return "GT";
2989 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2990 case WINED3D_SHADER_REL_OP_GE: return "GE";
2991 case WINED3D_SHADER_REL_OP_LT: return "LT";
2992 case WINED3D_SHADER_REL_OP_NE: return "NE";
2993 case WINED3D_SHADER_REL_OP_LE: return "LE";
2995 FIXME("Unrecognized operator %#x.\n", op);
3000 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3004 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3005 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3006 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3007 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3008 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3009 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3011 FIXME("Unrecognized operator %#x.\n", op);
3016 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3018 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3019 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3020 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3023 const char *comp = get_compare(ins->flags);
3025 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3026 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3030 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3031 * away the subtraction result
3033 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3034 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3038 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3039 shader_addline(buffer, "BRK (%s.x);\n", comp);
3043 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3045 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3046 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3047 struct list *e = list_head(&priv->control_frames);
3048 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3052 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3054 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3055 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3059 /* Invert the flag. We jump to the else label if the condition is NOT true */
3060 comp = get_compare(invert_compare(ins->flags));
3061 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3062 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3066 comp = get_compare(ins->flags);
3067 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3068 shader_addline(buffer, "IF %s.x;\n", comp);
3072 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3074 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3075 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3076 struct list *e = list_head(&priv->control_frames);
3077 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3078 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3082 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3083 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3084 control_frame->had_else = TRUE;
3088 shader_addline(buffer, "ELSE;\n");
3092 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3094 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3095 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3096 struct list *e = list_head(&priv->control_frames);
3097 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3098 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3102 if(control_frame->had_else)
3104 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3108 shader_addline(buffer, "#No else branch. else is endif\n");
3109 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3114 shader_addline(buffer, "ENDIF;\n");
3118 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3120 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3122 char reg_src[3][40];
3123 WORD flags = TEX_DERIV;
3125 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3126 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3127 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3128 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3130 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3131 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3133 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3136 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3138 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3141 WORD flags = TEX_LOD;
3143 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3144 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3146 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3147 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3149 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3152 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3154 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3155 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3157 priv->in_main_func = FALSE;
3158 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3159 * subroutine, don't generate a label that will make GL complain
3161 if(priv->target_version == ARB) return;
3163 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3166 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3167 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3168 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3169 struct wined3d_shader_buffer *buffer)
3173 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3174 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3175 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3176 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3178 if (args->super.fog_src == VS_FOG_Z)
3180 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3186 /* posFixup.x is always 1.0, so we can safely use it */
3187 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3191 /* Clamp fogcoord */
3192 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3193 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3195 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3196 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3200 /* Clipplanes are always stored without y inversion */
3201 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3203 if (args->super.clip_enabled)
3205 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3207 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3211 else if (args->clip.boolclip.clip_texcoord)
3213 unsigned int cur_clip = 0;
3214 char component[4] = {'x', 'y', 'z', 'w'};
3215 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3217 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3219 if (args->clip.boolclip.clipplane_mask & (1 << i))
3221 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3222 component[cur_clip++], i);
3228 shader_addline(buffer, "MOV TA, %s;\n", zero);
3231 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3234 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3237 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3240 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3241 args->clip.boolclip.clip_texcoord - 1);
3244 /* Write the final position.
3246 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3247 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3248 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3249 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3251 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3252 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3253 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3255 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3256 * and the glsl equivalent
3258 if (need_helper_const(shader_data, reg_maps, gl_info))
3260 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3261 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3265 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3266 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3269 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3271 priv_ctx->footer_written = TRUE;
3274 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3276 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3277 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3278 const struct wined3d_shader *shader = ins->ctx->shader;
3279 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3281 if(priv->target_version == ARB) return;
3285 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3286 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3289 shader_addline(buffer, "RET;\n");
3292 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3294 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3295 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3298 /* GL locking is done by the caller */
3299 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3301 GLuint program_id = 0;
3304 const char *blt_vprogram =
3306 "PARAM c[1] = { { 1, 0.5 } };\n"
3307 "MOV result.position, vertex.position;\n"
3308 "MOV result.color, c[0].x;\n"
3309 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3312 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3313 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3314 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3315 strlen(blt_vprogram), blt_vprogram));
3316 checkGLcall("glProgramStringARB()");
3318 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3321 FIXME("Vertex program error at position %d: %s\n\n", pos,
3322 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3323 shader_arb_dump_program_source(blt_vprogram);
3329 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3330 checkGLcall("glGetProgramivARB()");
3331 if (!native) WARN("Program exceeds native resource limits.\n");
3337 /* GL locking is done by the caller */
3338 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3339 enum tex_types tex_type, BOOL masked)
3341 GLuint program_id = 0;
3342 const char *fprogram;
3345 static const char * const blt_fprograms_full[tex_type_count] =
3352 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3353 "MOV result.depth.z, R0.x;\n"
3360 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3361 "MOV result.depth.z, R0.x;\n"
3366 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3367 "MOV result.depth.z, R0.x;\n"
3371 static const char * const blt_fprograms_masked[tex_type_count] =
3377 "PARAM mask = program.local[0];\n"
3379 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3380 "MUL R0.x, R0.x, R0.y;\n"
3382 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3383 "MOV result.depth.z, R0.x;\n"
3389 "PARAM mask = program.local[0];\n"
3391 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3392 "MUL R0.x, R0.x, R0.y;\n"
3394 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3395 "MOV result.depth.z, R0.x;\n"
3399 "PARAM mask = program.local[0];\n"
3401 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3402 "MUL R0.x, R0.x, R0.y;\n"
3404 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3405 "MOV result.depth.z, R0.x;\n"
3409 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3412 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3414 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3417 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3418 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3419 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3420 checkGLcall("glProgramStringARB()");
3422 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3425 FIXME("Fragment program error at position %d: %s\n\n", pos,
3426 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3427 shader_arb_dump_program_source(fprogram);
3433 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3434 checkGLcall("glGetProgramivARB()");
3435 if (!native) WARN("Program exceeds native resource limits.\n");
3441 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3442 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3444 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3448 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3449 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3450 /* Calculate the > 0.0031308 case */
3451 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3452 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3453 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3454 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3455 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3456 /* Calculate the < case */
3457 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3461 /* Calculate the > 0.0031308 case */
3462 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3463 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3464 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3465 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3466 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3467 /* Calculate the < case */
3468 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3469 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3470 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3471 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3472 /* Store the components > 0.0031308 in the destination */
3473 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3474 /* Add the components that are < 0.0031308 */
3475 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3476 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3477 * result.color writes(.rgb first, then .a), or handle overwriting already written
3478 * components. The assembler uses a temporary register in this case, which is usually
3479 * not allocated from one of our registers that were used earlier.
3482 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3485 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3487 const struct wined3d_shader_lconst *constant;
3489 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3491 if (constant->idx == idx)
3493 return constant->value;
3499 static void init_ps_input(const struct wined3d_shader *shader,
3500 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3502 static const char * const texcoords[8] =
3504 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3505 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3508 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3509 const char *semantic_name;
3512 switch(args->super.vp_mode)
3514 case pretransformed:
3516 /* The pixelshader has to collect the varyings on its own. In any case properly load
3517 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3518 * other attribs to 0.0.
3520 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3521 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3522 * load the texcoord attrib pointers to match the pixel shader signature
3524 for(i = 0; i < MAX_REG_INPUT; i++)
3526 semantic_name = sig[i].semantic_name;
3527 semantic_idx = sig[i].semantic_idx;
3528 if (!semantic_name) continue;
3530 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3532 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3533 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3534 else priv->ps_input[i] = "0.0";
3536 else if(args->super.vp_mode == fixedfunction)
3538 priv->ps_input[i] = "0.0";
3540 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3542 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3543 else priv->ps_input[i] = "0.0";
3545 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3547 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3548 else priv->ps_input[i] = "0.0";
3552 priv->ps_input[i] = "0.0";
3555 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3560 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3563 for(i = 0; i < 8; i++)
3565 priv->ps_input[i] = texcoords[i];
3567 priv->ps_input[8] = "fragment.color.primary";
3568 priv->ps_input[9] = "fragment.color.secondary";
3573 /* GL locking is done by the caller */
3574 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3575 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3576 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3578 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3579 const struct wined3d_shader_lconst *lconst;
3580 const DWORD *function = shader->function;
3583 DWORD *lconst_map = local_const_mapping(shader), next_local;
3584 struct shader_arb_ctx_priv priv_ctx;
3585 BOOL dcl_td = FALSE;
3586 BOOL want_nv_prog = FALSE;
3587 struct arb_pshader_private *shader_priv = shader->backend_data;
3592 unsigned int i, found = 0;
3594 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3597 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3598 || (reg_maps->shader_version.major < 2 && !i))
3601 sprintf(srgbtmp[found], "R%u", i);
3603 if (found == 4) break;
3608 sprintf(srgbtmp[0], "TA");
3609 sprintf(srgbtmp[1], "TB");
3610 sprintf(srgbtmp[2], "TC");
3611 sprintf(srgbtmp[3], "TD");
3615 sprintf(srgbtmp[1], "TA");
3616 sprintf(srgbtmp[2], "TB");
3617 sprintf(srgbtmp[3], "TC");
3620 sprintf(srgbtmp[2], "TA");
3621 sprintf(srgbtmp[3], "TB");
3624 sprintf(srgbtmp[3], "TA");
3630 /* Create the hw ARB shader */
3631 memset(&priv_ctx, 0, sizeof(priv_ctx));
3632 priv_ctx.cur_ps_args = args;
3633 priv_ctx.compiled_fprog = compiled;
3634 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3635 init_ps_input(shader, args, &priv_ctx);
3636 list_init(&priv_ctx.control_frames);
3638 /* Avoid enabling NV_fragment_program* if we do not need it.
3640 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3641 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3642 * is faster than what we gain from using higher native instructions. There are some things though
3643 * that cannot be emulated. In that case enable the extensions.
3644 * If the extension is enabled, instruction handlers that support both ways will use it.
3646 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3647 * So enable the best we can get.
3649 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3650 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3652 want_nv_prog = TRUE;
3655 shader_addline(buffer, "!!ARBfp1.0\n");
3656 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3658 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3659 priv_ctx.target_version = NV3;
3661 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3663 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3664 priv_ctx.target_version = NV2;
3668 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3671 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3674 priv_ctx.target_version = ARB;
3677 if (reg_maps->rt_mask > 1)
3679 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3682 if (reg_maps->shader_version.major < 3)
3684 switch(args->super.fog) {
3688 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3691 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3694 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3699 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3700 * unused temps away(but occupies them for the whole shader if they're used once). Always
3701 * declaring them avoids tricky bookkeeping work
3703 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3704 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3705 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3706 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3707 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3708 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3709 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3711 if (reg_maps->shader_version.major < 2)
3713 strcpy(fragcolor, "R0");
3717 if (args->super.srgb_correction)
3719 if (shader->u.ps.color0_mov)
3721 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3725 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3726 strcpy(fragcolor, "TMP_COLOR");
3729 strcpy(fragcolor, "result.color");
3733 if(args->super.srgb_correction) {
3734 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3735 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3736 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3737 srgb_sub_high, 0.0, 0.0, 0.0);
3740 /* Base Declarations */
3741 next_local = shader_generate_arb_declarations(shader, reg_maps,
3742 buffer, gl_info, lconst_map, NULL, &priv_ctx);
3744 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3746 unsigned char bump_const;
3748 if (!(map & 1)) continue;
3750 bump_const = compiled->numbumpenvmatconsts;
3751 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3752 compiled->bumpenvmatconst[bump_const].texunit = i;
3753 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3754 compiled->luminanceconst[bump_const].texunit = i;
3756 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3757 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3758 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3759 * textures due to conditional NP2 restrictions)
3761 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3762 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3763 * their location is shader dependent anyway and they cannot be loaded globally.
3765 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3766 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3767 i, compiled->bumpenvmatconst[bump_const].const_num);
3768 compiled->numbumpenvmatconsts = bump_const + 1;
3770 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3772 compiled->luminanceconst[bump_const].const_num = next_local++;
3773 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3774 i, compiled->luminanceconst[bump_const].const_num);
3777 for(i = 0; i < MAX_CONST_I; i++)
3779 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3780 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3782 const DWORD *control_values = find_loop_control_values(shader, i);
3786 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3787 control_values[0], control_values[1], control_values[2]);
3791 compiled->int_consts[i] = next_local;
3792 compiled->num_int_consts++;
3793 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3798 if(reg_maps->vpos || reg_maps->usesdsy)
3800 compiled->ycorrection = next_local;
3801 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3805 shader_addline(buffer, "TEMP vpos;\n");
3806 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3807 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3808 * ycorrection.z: 1.0
3809 * ycorrection.w: 0.0
3811 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3812 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3817 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3820 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3821 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3822 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3823 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3824 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3825 * shader compilation errors and the subsequent errors when drawing with this shader. */
3826 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3827 unsigned char cur_fixup_sampler = 0;
3829 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3830 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3831 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3833 fixup->offset = next_local;
3834 fixup->super.active = 0;
3836 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3837 if (!(map & (1 << i))) continue;
3839 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3840 fixup->super.active |= (1 << i);
3841 fixup->super.idx[i] = cur_fixup_sampler++;
3843 FIXME("No free constant found to load NP2 fixup data into shader. "
3844 "Sampling from this texture will probably look wrong.\n");
3849 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3850 if (fixup->super.num_consts) {
3851 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3852 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3856 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3858 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3861 /* Base Shader Body */
3862 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3864 if(args->super.srgb_correction) {
3865 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3866 priv_ctx.target_version >= NV2);
3869 if(strcmp(fragcolor, "result.color")) {
3870 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3872 shader_addline(buffer, "END\n");
3874 /* TODO: change to resource.glObjectHandle or something like that */
3875 GL_EXTCALL(glGenProgramsARB(1, &retval));
3877 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3878 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3880 TRACE("Created hw pixel shader, prg=%d\n", retval);
3881 /* Create the program and check for errors */
3882 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3883 buffer->bsize, buffer->buffer));
3884 checkGLcall("glProgramStringARB()");
3886 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3889 FIXME("HW PixelShader Error at position %d: %s\n\n",
3890 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3891 shader_arb_dump_program_source(buffer->buffer);
3898 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3899 checkGLcall("glGetProgramivARB()");
3900 if (!native) WARN("Program exceeds native resource limits.\n");
3903 /* Load immediate constants */
3906 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3908 const float *value = (const float *)lconst->value;
3909 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3910 checkGLcall("glProgramLocalParameter4fvARB");
3912 HeapFree(GetProcessHeap(), 0, lconst_map);
3918 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3923 for(i = 0; i < MAX_REG_INPUT; i++)
3925 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3927 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3928 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3932 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3933 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3934 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3935 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3936 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3937 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3942 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3944 struct wined3d_shader_signature_element *new;
3948 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3949 for(i = 0; i < MAX_REG_INPUT; i++)
3951 if (!sig[i].semantic_name) continue;
3954 /* Clone the semantic string */
3955 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3956 strcpy(name, sig[i].semantic_name);
3957 new[i].semantic_name = name;
3962 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3964 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3965 struct ps_signature *found_sig;
3969 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3970 TRACE("Found existing signature %u\n", found_sig->idx);
3971 return found_sig->idx;
3973 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3974 found_sig->sig = clone_sig(sig);
3975 found_sig->idx = priv->ps_sig_number++;
3976 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3977 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3979 ERR("Failed to insert program entry.\n");
3981 return found_sig->idx;
3984 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3985 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3988 static const char * const texcoords[8] =
3990 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3991 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3993 struct wined3d_device *device = shader->device;
3994 const struct wined3d_shader_signature_element *sig;
3995 const char *semantic_name;
3996 DWORD semantic_idx, reg_idx;
3998 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3999 * and varying 9 to result.color.secondary
4001 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4003 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4004 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4005 "result.color.primary", "result.color.secondary"
4010 TRACE("Pixel shader uses builtin varyings\n");
4011 /* Map builtins to builtins */
4012 for(i = 0; i < 8; i++)
4014 priv_ctx->texcrd_output[i] = texcoords[i];
4016 priv_ctx->color_output[0] = "result.color.primary";
4017 priv_ctx->color_output[1] = "result.color.secondary";
4018 priv_ctx->fog_output = "TMP_FOGCOORD";
4020 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4021 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4023 semantic_name = shader->output_signature[i].semantic_name;
4024 if (!semantic_name) continue;
4026 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4028 TRACE("o%u is TMP_OUT\n", i);
4029 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4030 else priv_ctx->vs_output[i] = "TA";
4032 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4034 TRACE("o%u is result.pointsize\n", i);
4035 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4036 else priv_ctx->vs_output[i] = "TA";
4038 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4040 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4041 if (!shader->output_signature[i].semantic_idx)
4042 priv_ctx->vs_output[i] = "result.color.primary";
4043 else if (shader->output_signature[i].semantic_idx == 1)
4044 priv_ctx->vs_output[i] = "result.color.secondary";
4045 else priv_ctx->vs_output[i] = "TA";
4047 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4049 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4050 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4051 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4053 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4055 TRACE("o%u is result.fogcoord\n", i);
4056 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4057 else priv_ctx->vs_output[i] = "result.fogcoord";
4061 priv_ctx->vs_output[i] = "TA";
4067 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4068 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4070 sig = device->stateBlock->state.pixel_shader->input_signature;
4071 TRACE("Pixel shader uses declared varyings\n");
4073 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4074 for(i = 0; i < 8; i++)
4076 priv_ctx->texcrd_output[i] = "TA";
4078 priv_ctx->color_output[0] = "TA";
4079 priv_ctx->color_output[1] = "TA";
4080 priv_ctx->fog_output = "TA";
4082 for(i = 0; i < MAX_REG_INPUT; i++)
4084 semantic_name = sig[i].semantic_name;
4085 semantic_idx = sig[i].semantic_idx;
4086 reg_idx = sig[i].register_idx;
4087 if (!semantic_name) continue;
4089 /* If a declared input register is not written by builtin arguments, don't write to it.
4090 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4092 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4093 * to TMP_OUT in any case
4095 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4097 if (semantic_idx < 8)
4098 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4100 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4102 if (semantic_idx < 2)
4103 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4105 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4108 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4115 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4116 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4118 compiled->need_color_unclamp = TRUE;
4122 /* Map declared to declared */
4123 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4125 /* Write unread output to TA to throw them away */
4126 priv_ctx->vs_output[i] = "TA";
4127 semantic_name = shader->output_signature[i].semantic_name;
4128 if (!semantic_name) continue;
4130 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4131 && !shader->output_signature[i].semantic_idx)
4133 priv_ctx->vs_output[i] = "TMP_OUT";
4136 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4137 && !shader->output_signature[i].semantic_idx)
4139 priv_ctx->vs_output[i] = "result.pointsize";
4143 for(j = 0; j < MAX_REG_INPUT; j++)
4145 if (!sig[j].semantic_name) continue;
4147 if (!strcmp(sig[j].semantic_name, semantic_name)
4148 && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4150 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4152 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4153 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4155 compiled->need_color_unclamp = TRUE;
4162 /* GL locking is done by the caller */
4163 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4164 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4165 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4167 const struct arb_vshader_private *shader_data = shader->backend_data;
4168 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4169 const struct wined3d_shader_lconst *lconst;
4170 const DWORD *function = shader->function;
4172 DWORD next_local, *lconst_map = local_const_mapping(shader);
4173 struct shader_arb_ctx_priv priv_ctx;
4177 memset(&priv_ctx, 0, sizeof(priv_ctx));
4178 priv_ctx.cur_vs_args = args;
4179 list_init(&priv_ctx.control_frames);
4180 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4182 /* Create the hw ARB shader */
4183 shader_addline(buffer, "!!ARBvp1.0\n");
4185 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4186 * mesurable performance penalty, and we can always make use of it for clipplanes.
4188 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4190 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4191 priv_ctx.target_version = NV3;
4192 shader_addline(buffer, "ADDRESS aL;\n");
4194 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4196 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4197 priv_ctx.target_version = NV2;
4198 shader_addline(buffer, "ADDRESS aL;\n");
4200 priv_ctx.target_version = ARB;
4203 shader_addline(buffer, "TEMP TMP_OUT;\n");
4205 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4206 if (need_helper_const(shader_data, reg_maps, gl_info))
4208 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4210 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4212 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4213 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4216 shader_addline(buffer, "TEMP TA;\n");
4217 shader_addline(buffer, "TEMP TB;\n");
4219 /* Base Declarations */
4220 next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4221 gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4223 for(i = 0; i < MAX_CONST_I; i++)
4225 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4226 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4228 const DWORD *control_values = find_loop_control_values(shader, i);
4232 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4233 control_values[0], control_values[1], control_values[2]);
4237 compiled->int_consts[i] = next_local;
4238 compiled->num_int_consts++;
4239 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4244 /* We need a constant to fixup the final position */
4245 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4246 compiled->pos_fixup = next_local++;
4248 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4249 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4250 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4251 * a replacement shader depend on the texcoord.w being set properly.
4253 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4254 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4255 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4256 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4257 * this can eat a number of instructions, so skip it unless this cap is set as well
4259 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4261 struct wined3d_device *device = shader->device;
4262 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4263 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4265 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4268 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4269 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4271 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4272 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4277 /* The shader starts with the main function */
4278 priv_ctx.in_main_func = TRUE;
4279 /* Base Shader Body */
4280 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4282 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4283 shader_data, args, reg_maps, gl_info, buffer);
4285 shader_addline(buffer, "END\n");
4287 /* TODO: change to resource.glObjectHandle or something like that */
4288 GL_EXTCALL(glGenProgramsARB(1, &ret));
4290 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4291 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4293 TRACE("Created hw vertex shader, prg=%d\n", ret);
4294 /* Create the program and check for errors */
4295 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4296 buffer->bsize, buffer->buffer));
4297 checkGLcall("glProgramStringARB()");
4299 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4302 FIXME("HW VertexShader Error at position %d: %s\n\n",
4303 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4304 shader_arb_dump_program_source(buffer->buffer);
4311 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4312 checkGLcall("glGetProgramivARB()");
4313 if (!native) WARN("Program exceeds native resource limits.\n");
4315 /* Load immediate constants */
4318 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4320 const float *value = (const float *)lconst->value;
4321 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4325 HeapFree(GetProcessHeap(), 0, lconst_map);
4330 /* GL locking is done by the caller */
4331 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4332 const struct arb_ps_compile_args *args)
4334 struct wined3d_device *device = shader->device;
4335 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4338 struct arb_ps_compiled_shader *new_array;
4339 struct wined3d_shader_buffer buffer;
4340 struct arb_pshader_private *shader_data;
4343 if (!shader->backend_data)
4345 struct shader_arb_priv *priv = device->shader_priv;
4347 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4348 shader_data = shader->backend_data;
4349 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4351 if (shader->reg_maps.shader_version.major < 3)
4352 shader_data->input_signature_idx = ~0;
4354 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4356 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4358 if (!device->vs_clipping)
4359 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4360 gl_info->limits.texture_stages - 1);
4362 shader_data->clipplane_emulation = ~0U;
4364 shader_data = shader->backend_data;
4366 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4367 * so a linear search is more performant than a hashmap or a binary search
4368 * (cache coherency etc)
4370 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4372 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4373 return &shader_data->gl_shaders[i];
4376 TRACE("No matching GL shader found, compiling a new shader\n");
4377 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4378 if (shader_data->num_gl_shaders)
4380 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4381 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4382 new_size * sizeof(*shader_data->gl_shaders));
4384 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4389 ERR("Out of memory\n");
4392 shader_data->gl_shaders = new_array;
4393 shader_data->shader_array_size = new_size;
4396 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4398 pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4400 if (!shader_buffer_init(&buffer))
4402 ERR("Failed to initialize shader buffer.\n");
4406 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4407 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4408 shader_buffer_free(&buffer);
4409 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4411 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4414 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4415 const DWORD use_map, BOOL skip_int) {
4416 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4417 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4418 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4419 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4420 if(stored->ps_signature != new->ps_signature) return FALSE;
4421 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4422 if(skip_int) return TRUE;
4424 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4427 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4428 const struct arb_vs_compile_args *args)
4430 struct wined3d_device *device = shader->device;
4431 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4432 DWORD use_map = device->strided_streams.use_map;
4435 struct arb_vs_compiled_shader *new_array;
4436 struct wined3d_shader_buffer buffer;
4437 struct arb_vshader_private *shader_data;
4440 if (!shader->backend_data)
4442 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4444 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4445 shader_data = shader->backend_data;
4447 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4448 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4450 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4452 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4453 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4454 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4456 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4457 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4458 else if (reg_maps->max_rel_offset > 63)
4459 shader_data->rel_offset = reg_maps->min_rel_offset;
4462 shader_data = shader->backend_data;
4464 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4465 * so a linear search is more performant than a hashmap or a binary search
4466 * (cache coherency etc)
4468 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4469 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4470 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4472 return &shader_data->gl_shaders[i];
4476 TRACE("No matching GL shader found, compiling a new shader\n");
4478 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4479 if (shader_data->num_gl_shaders)
4481 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4482 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4483 new_size * sizeof(*shader_data->gl_shaders));
4485 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4490 ERR("Out of memory\n");
4493 shader_data->gl_shaders = new_array;
4494 shader_data->shader_array_size = new_size;
4497 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4499 if (!shader_buffer_init(&buffer))
4501 ERR("Failed to initialize shader buffer.\n");
4505 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4506 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4507 shader_buffer_free(&buffer);
4508 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4510 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4513 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4514 const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4516 struct wined3d_device *device = shader->device;
4517 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4521 find_ps_compile_args(state, shader, &args->super);
4523 /* This forces all local boolean constants to 1 to make them stateblock independent */
4524 args->bools = shader->reg_maps.local_bool_consts;
4526 for(i = 0; i < MAX_CONST_B; i++)
4528 if (state->ps_consts_b[i])
4529 args->bools |= ( 1 << i);
4532 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4533 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4534 * duplicate the shader than have a no-op KIL instruction in every shader
4536 if (!device->vs_clipping && use_vs(state)
4537 && state->render_states[WINED3D_RS_CLIPPING]
4538 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4543 /* Skip if unused or local, or supported natively */
4544 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4545 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4547 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4551 for(i = 0; i < MAX_CONST_I; i++)
4553 if(int_skip & (1 << i))
4555 args->loop_ctrl[i][0] = 0;
4556 args->loop_ctrl[i][1] = 0;
4557 args->loop_ctrl[i][2] = 0;
4561 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4562 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4563 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4568 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4569 const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4571 struct wined3d_device *device = shader->device;
4572 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4576 find_vs_compile_args(state, shader, &args->super);
4578 args->clip.boolclip_compare = 0;
4581 const struct wined3d_shader *ps = state->pixel_shader;
4582 const struct arb_pshader_private *shader_priv = ps->backend_data;
4583 args->ps_signature = shader_priv->input_signature_idx;
4585 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4589 args->ps_signature = ~0;
4590 if (!device->vs_clipping && device->adapter->fragment_pipe == &arbfp_fragment_pipeline)
4592 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4594 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4597 if (args->clip.boolclip.clip_texcoord)
4599 if (state->render_states[WINED3D_RS_CLIPPING])
4600 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4601 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4604 /* This forces all local boolean constants to 1 to make them stateblock independent */
4605 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4606 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4607 for(i = 0; i < MAX_CONST_B; i++)
4609 if (state->vs_consts_b[i])
4610 args->clip.boolclip.bools |= ( 1 << i);
4613 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4614 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4615 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4616 args->vertex.samplers[3] = 0;
4618 /* Skip if unused or local */
4619 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4620 /* This is about flow control, not clipping. */
4621 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4623 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4627 for(i = 0; i < MAX_CONST_I; i++)
4629 if(int_skip & (1 << i))
4631 args->loop_ctrl[i][0] = 0;
4632 args->loop_ctrl[i][1] = 0;
4633 args->loop_ctrl[i][2] = 0;
4637 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4638 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4639 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4644 /* GL locking is done by the caller */
4645 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4647 struct wined3d_device *device = context->swapchain->device;
4648 struct shader_arb_priv *priv = device->shader_priv;
4649 const struct wined3d_gl_info *gl_info = context->gl_info;
4650 const struct wined3d_state *state = &device->stateBlock->state;
4653 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4656 struct wined3d_shader *ps = state->pixel_shader;
4657 struct arb_ps_compile_args compile_args;
4658 struct arb_ps_compiled_shader *compiled;
4660 TRACE("Using pixel shader %p.\n", ps);
4661 find_arb_ps_compile_args(state, ps, &compile_args);
4662 compiled = find_arb_pshader(ps, &compile_args);
4663 priv->current_fprogram_id = compiled->prgId;
4664 priv->compiled_fprog = compiled;
4666 /* Bind the fragment program */
4667 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4668 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4670 if (!priv->use_arbfp_fixed_func)
4672 /* Enable OpenGL fragment programs. */
4673 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4674 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4676 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4677 device, priv->current_fprogram_id);
4679 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4680 * a 1.x and newer shader, reload the first 8 constants
4682 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4684 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4685 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4686 for(i = 0; i < 8; i++)
4688 priv->pshader_const_dirty[i] = 1;
4690 /* Also takes care of loading local constants */
4691 shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE);
4695 UINT rt_height = state->fb->render_targets[0]->resource.height;
4696 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4699 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4700 if (compiled->np2fixup_info.super.active)
4701 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4703 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4705 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4706 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4707 * replacement shader
4709 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4710 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4711 priv->current_fprogram_id = 0;
4716 struct wined3d_shader *vs = state->vertex_shader;
4717 struct arb_vs_compile_args compile_args;
4718 struct arb_vs_compiled_shader *compiled;
4720 TRACE("Using vertex shader %p\n", vs);
4721 find_arb_vs_compile_args(state, vs, &compile_args);
4722 compiled = find_arb_vshader(vs, &compile_args);
4723 priv->current_vprogram_id = compiled->prgId;
4724 priv->compiled_vprog = compiled;
4726 /* Bind the vertex program */
4727 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4728 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4730 /* Enable OpenGL vertex programs */
4731 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4732 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4733 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4734 shader_arb_vs_local_constants(compiled, context, state);
4736 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4737 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4739 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4741 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4742 checkGLcall("glClampColorARB");
4744 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4748 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4750 priv->current_vprogram_id = 0;
4751 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4752 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4756 /* GL locking is done by the caller */
4757 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4758 enum tex_types tex_type, const SIZE *ds_mask_size)
4760 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4761 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4762 struct shader_arb_priv *priv = shader_priv;
4763 GLuint *blt_fprogram;
4765 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4766 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4767 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4769 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4770 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4771 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4772 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4773 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4776 /* GL locking is done by the caller */
4777 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4779 struct shader_arb_priv *priv = shader_priv;
4781 if (priv->current_vprogram_id) {
4782 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4783 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4785 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4789 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4790 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4793 if (priv->current_fprogram_id) {
4794 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4795 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4797 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4799 else if(!priv->use_arbfp_fixed_func)
4801 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4802 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4806 static void shader_arb_destroy(struct wined3d_shader *shader)
4808 struct wined3d_device *device = shader->device;
4809 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4811 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4813 struct arb_pshader_private *shader_data = shader->backend_data;
4816 if(!shader_data) return; /* This can happen if a shader was never compiled */
4818 if (shader_data->num_gl_shaders)
4820 struct wined3d_context *context = context_acquire(device, NULL);
4823 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4825 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4826 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4830 context_release(context);
4833 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4834 HeapFree(GetProcessHeap(), 0, shader_data);
4835 shader->backend_data = NULL;
4839 struct arb_vshader_private *shader_data = shader->backend_data;
4842 if(!shader_data) return; /* This can happen if a shader was never compiled */
4844 if (shader_data->num_gl_shaders)
4846 struct wined3d_context *context = context_acquire(device, NULL);
4849 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4851 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4852 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4856 context_release(context);
4859 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4860 HeapFree(GetProcessHeap(), 0, shader_data);
4861 shader->backend_data = NULL;
4865 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4867 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4868 return compare_sig(key, e->sig);
4871 static const struct wine_rb_functions sig_tree_functions =
4879 static HRESULT shader_arb_alloc(struct wined3d_device *device)
4881 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4883 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4884 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4885 if (!priv->vshader_const_dirty)
4887 memset(priv->vshader_const_dirty, 1,
4888 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4890 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4891 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4892 if (!priv->pshader_const_dirty)
4894 memset(priv->pshader_const_dirty, 1,
4895 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4897 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4899 ERR("RB tree init failed\n");
4902 device->shader_priv = priv;
4906 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4907 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4908 HeapFree(GetProcessHeap(), 0, priv);
4909 return E_OUTOFMEMORY;
4912 static void release_signature(struct wine_rb_entry *entry, void *context)
4914 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4916 for(i = 0; i < MAX_REG_INPUT; i++)
4918 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4920 HeapFree(GetProcessHeap(), 0, sig->sig);
4921 HeapFree(GetProcessHeap(), 0, sig);
4924 /* Context activation is done by the caller. */
4925 static void shader_arb_free(struct wined3d_device *device)
4927 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4928 struct shader_arb_priv *priv = device->shader_priv;
4932 if(priv->depth_blt_vprogram_id) {
4933 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4935 for (i = 0; i < tex_type_count; ++i)
4937 if (priv->depth_blt_fprogram_id_full[i])
4939 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4941 if (priv->depth_blt_fprogram_id_masked[i])
4943 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4948 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4949 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4950 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4951 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4954 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4956 struct shader_arb_priv *priv = shader_priv;
4958 if (priv->last_context == context)
4959 priv->last_context = NULL;
4962 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4964 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4968 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4969 * for vertex programs. If the native limit is less than that it's
4970 * not very useful, and e.g. Mesa swrast returns 0, probably to
4971 * indicate it's a software implementation. */
4972 if (gl_info->limits.arb_vs_native_constants < 96)
4973 vs_consts = gl_info->limits.arb_vs_float_constants;
4975 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4977 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4979 caps->vs_version = 3;
4980 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4982 else if (vs_consts >= 256)
4984 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4985 caps->vs_version = 2;
4986 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4990 caps->vs_version = 1;
4991 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4993 caps->vs_uniform_count = vs_consts;
4997 caps->vs_version = 0;
4998 caps->vs_uniform_count = 0;
5001 caps->gs_version = 0;
5003 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5007 /* Similar as above for vertex programs, but the minimum for fragment
5008 * programs is 24. */
5009 if (gl_info->limits.arb_ps_native_constants < 24)
5010 ps_consts = gl_info->limits.arb_ps_float_constants;
5012 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5014 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5016 caps->ps_version = 3;
5017 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5019 else if (ps_consts >= 32)
5021 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5022 caps->ps_version = 2;
5023 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5027 caps->ps_version = 1;
5028 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5030 caps->ps_uniform_count = ps_consts;
5031 caps->ps_1x_max_value = 8.0f;
5035 caps->ps_version = 0;
5036 caps->ps_uniform_count = 0;
5037 caps->ps_1x_max_value = 0.0f;
5040 caps->vs_clipping = use_nv_clip(gl_info);
5043 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5045 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5047 TRACE("Checking support for color_fixup:\n");
5048 dump_color_fixup_desc(fixup);
5051 /* We support everything except complex conversions. */
5052 if (!is_complex_fixup(fixup))
5058 TRACE("[FAILED]\n");
5062 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5064 char write_mask[20], regstr[50];
5065 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5066 BOOL is_color = FALSE;
5067 const struct wined3d_shader_dst_param *dst;
5069 if (!ins->dst_count) return;
5073 if (!shift) return; /* Saturate alone is handled by the instructions */
5075 shader_arb_get_write_mask(ins, dst, write_mask);
5076 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5078 /* Generate a line that does the output modifier computation
5079 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5080 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5082 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5083 regstr, write_mask, regstr, shift_tab[shift]);
5086 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5088 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5089 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5090 /* WINED3DSIH_AND */ NULL,
5091 /* WINED3DSIH_BEM */ pshader_hw_bem,
5092 /* WINED3DSIH_BREAK */ shader_hw_break,
5093 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5094 /* WINED3DSIH_BREAKP */ NULL,
5095 /* WINED3DSIH_CALL */ shader_hw_call,
5096 /* WINED3DSIH_CALLNZ */ NULL,
5097 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5098 /* WINED3DSIH_CND */ pshader_hw_cnd,
5099 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5100 /* WINED3DSIH_CUT */ NULL,
5101 /* WINED3DSIH_DCL */ shader_hw_nop,
5102 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5103 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5104 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5105 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5106 /* WINED3DSIH_DEF */ shader_hw_nop,
5107 /* WINED3DSIH_DEFB */ shader_hw_nop,
5108 /* WINED3DSIH_DEFI */ shader_hw_nop,
5109 /* WINED3DSIH_DIV */ NULL,
5110 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5111 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5112 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5113 /* WINED3DSIH_DST */ shader_hw_map2gl,
5114 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5115 /* WINED3DSIH_DSY */ shader_hw_dsy,
5116 /* WINED3DSIH_ELSE */ shader_hw_else,
5117 /* WINED3DSIH_EMIT */ NULL,
5118 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5119 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5120 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5121 /* WINED3DSIH_EQ */ NULL,
5122 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5123 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5124 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5125 /* WINED3DSIH_FTOI */ NULL,
5126 /* WINED3DSIH_GE */ NULL,
5127 /* WINED3DSIH_IADD */ NULL,
5128 /* WINED3DSIH_IEQ */ NULL,
5129 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5130 /* WINED3DSIH_IFC */ shader_hw_ifc,
5131 /* WINED3DSIH_IGE */ NULL,
5132 /* WINED3DSIH_IMUL */ NULL,
5133 /* WINED3DSIH_ITOF */ NULL,
5134 /* WINED3DSIH_LABEL */ shader_hw_label,
5135 /* WINED3DSIH_LD */ NULL,
5136 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5137 /* WINED3DSIH_LOG */ shader_hw_log,
5138 /* WINED3DSIH_LOGP */ shader_hw_log,
5139 /* WINED3DSIH_LOOP */ shader_hw_loop,
5140 /* WINED3DSIH_LRP */ shader_hw_lrp,
5141 /* WINED3DSIH_LT */ NULL,
5142 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5143 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5144 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5145 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5146 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5147 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5148 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5149 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5150 /* WINED3DSIH_MOV */ shader_hw_mov,
5151 /* WINED3DSIH_MOVA */ shader_hw_mov,
5152 /* WINED3DSIH_MOVC */ NULL,
5153 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5154 /* WINED3DSIH_NOP */ shader_hw_nop,
5155 /* WINED3DSIH_NRM */ shader_hw_nrm,
5156 /* WINED3DSIH_PHASE */ shader_hw_nop,
5157 /* WINED3DSIH_POW */ shader_hw_pow,
5158 /* WINED3DSIH_RCP */ shader_hw_rcp,
5159 /* WINED3DSIH_REP */ shader_hw_rep,
5160 /* WINED3DSIH_RET */ shader_hw_ret,
5161 /* WINED3DSIH_ROUND_NI */ NULL,
5162 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5163 /* WINED3DSIH_SAMPLE */ NULL,
5164 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5165 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5166 /* WINED3DSIH_SETP */ NULL,
5167 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5168 /* WINED3DSIH_SGN */ shader_hw_sgn,
5169 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5170 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5171 /* WINED3DSIH_SQRT */ NULL,
5172 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5173 /* WINED3DSIH_TEX */ pshader_hw_tex,
5174 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5175 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5176 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5177 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5178 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5179 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5180 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5181 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5182 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5183 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5184 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5185 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5186 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5187 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5188 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5189 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5190 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5191 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5192 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5193 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5194 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5195 /* WINED3DSIH_UDIV */ NULL,
5196 /* WINED3DSIH_USHR */ NULL,
5197 /* WINED3DSIH_UTOF */ NULL,
5198 /* WINED3DSIH_XOR */ NULL,
5201 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5202 const struct wined3d_shader *shader, DWORD idx)
5204 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5205 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5206 const struct wined3d_shader_lconst *constant;
5208 WORD flag = (1 << idx);
5209 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5211 if (reg_maps->local_bool_consts & flag)
5213 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5214 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5216 if (constant->idx == idx)
5218 return constant->value[0];
5221 ERR("Local constant not found\n");
5226 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5227 else bools = priv->cur_ps_args->bools;
5228 return bools & flag;
5232 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5233 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5235 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5236 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5238 /* Integer constants can either be a local constant, or they can be stored in the shader
5239 * type specific compile args. */
5240 if (reg_maps->local_int_consts & (1 << idx))
5242 const struct wined3d_shader_lconst *constant;
5244 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5246 if (constant->idx == idx)
5248 loop_control->count = constant->value[0];
5249 loop_control->start = constant->value[1];
5250 /* Step is signed. */
5251 loop_control->step = (int)constant->value[2];
5255 /* If this happens the flag was set incorrectly */
5256 ERR("Local constant not found\n");
5257 loop_control->count = 0;
5258 loop_control->start = 0;
5259 loop_control->step = 0;
5263 switch (reg_maps->shader_version.type)
5265 case WINED3D_SHADER_TYPE_VERTEX:
5266 /* Count and aL start value are unsigned */
5267 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5268 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5269 /* Step is signed. */
5270 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5273 case WINED3D_SHADER_TYPE_PIXEL:
5274 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5275 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5276 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5280 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5285 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5288 struct wined3d_shader_dst_param *dst_param = NULL;
5289 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5290 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5293 ERR("Out of memory\n");
5298 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5299 if(!dst_param) goto free;
5300 *dst_param = *ins->dst;
5301 if (ins->dst->reg.idx[0].rel_addr)
5303 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5306 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5307 dst_param->reg.idx[0].rel_addr = rel_addr;
5309 rec->ins.dst = dst_param;
5311 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5314 for (i = 0; i < ins->src_count; ++i)
5316 src_param[i] = ins->src[i];
5317 if (ins->src[i].reg.idx[0].rel_addr)
5319 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5322 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5323 src_param[i].reg.idx[0].rel_addr = rel_addr;
5326 rec->ins.src = src_param;
5327 list_add_tail(list, &rec->entry);
5331 ERR("Out of memory\n");
5334 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5335 HeapFree(GetProcessHeap(), 0, dst_param);
5339 for(i = 0; i < ins->src_count; i++)
5341 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5343 HeapFree(GetProcessHeap(), 0, src_param);
5345 HeapFree(GetProcessHeap(), 0, rec);
5348 static void free_recorded_instruction(struct list *list)
5350 struct recorded_instruction *rec_ins, *entry2;
5353 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5355 list_remove(&rec_ins->entry);
5356 if (rec_ins->ins.dst)
5358 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5359 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5361 if (rec_ins->ins.src)
5363 for (i = 0; i < rec_ins->ins.src_count; ++i)
5365 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5367 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5369 HeapFree(GetProcessHeap(), 0, rec_ins);
5373 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5374 SHADER_HANDLER hw_fct;
5375 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5376 const struct wined3d_shader *shader = ins->ctx->shader;
5377 struct control_frame *control_frame;
5378 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5381 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5383 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5384 list_add_head(&priv->control_frames, &control_frame->entry);
5386 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5387 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5389 if(priv->target_version >= NV2)
5391 control_frame->no.loop = priv->num_loops++;
5396 /* Don't bother recording when we're in a not used if branch */
5402 if(!priv->recording)
5404 list_init(&priv->record);
5405 priv->recording = TRUE;
5406 control_frame->outer_loop = TRUE;
5407 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5408 return; /* Instruction is handled */
5410 /* Record this loop in the outer loop's recording */
5413 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5415 if(priv->target_version >= NV2)
5417 /* Nothing to do. The control frame is popped after the HW instr handler */
5421 struct list *e = list_head(&priv->control_frames);
5422 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5423 list_remove(&control_frame->entry);
5425 if(control_frame->outer_loop)
5427 unsigned int iteration;
5431 /* Turn off recording before playback */
5432 priv->recording = FALSE;
5434 /* Move the recorded instructions to a separate list and get them out of the private data
5435 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5436 * be recorded again, thus priv->record might be overwritten
5439 list_move_tail(©, &priv->record);
5440 list_init(&priv->record);
5442 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5444 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5445 control_frame->loop_control.count, control_frame->loop_control.start,
5446 control_frame->loop_control.step);
5447 aL = control_frame->loop_control.start;
5451 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5454 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5456 struct recorded_instruction *rec_ins;
5457 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5460 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5464 shader_addline(buffer, "#Iteration %u\n", iteration);
5467 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
5469 shader_arb_handle_instruction(&rec_ins->ins);
5472 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5474 aL += control_frame->loop_control.step;
5477 shader_addline(buffer, "#end loop/rep\n");
5479 free_recorded_instruction(©);
5480 HeapFree(GetProcessHeap(), 0, control_frame);
5481 return; /* Instruction is handled */
5485 /* This is a nested loop. Proceed to the normal recording function */
5486 HeapFree(GetProcessHeap(), 0, control_frame);
5493 record_instruction(&priv->record, ins);
5498 if(ins->handler_idx == WINED3DSIH_IF)
5500 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5501 list_add_head(&priv->control_frames, &control_frame->entry);
5502 control_frame->type = IF;
5504 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5505 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5506 bool_const = !bool_const;
5507 if (!priv->muted && !bool_const)
5509 shader_addline(buffer, "#if(FALSE){\n");
5511 control_frame->muting = TRUE;
5513 else shader_addline(buffer, "#if(TRUE) {\n");
5515 return; /* Instruction is handled */
5517 else if(ins->handler_idx == WINED3DSIH_IFC)
5519 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5520 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5521 control_frame->type = IFC;
5522 control_frame->no.ifc = priv->num_ifcs++;
5523 list_add_head(&priv->control_frames, &control_frame->entry);
5525 else if(ins->handler_idx == WINED3DSIH_ELSE)
5527 struct list *e = list_head(&priv->control_frames);
5528 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5530 if(control_frame->type == IF)
5532 shader_addline(buffer, "#} else {\n");
5533 if(!priv->muted && !control_frame->muting)
5536 control_frame->muting = TRUE;
5538 else if(control_frame->muting) priv->muted = FALSE;
5539 return; /* Instruction is handled. */
5541 /* In case of an ifc, generate a HW shader instruction */
5543 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5545 struct list *e = list_head(&priv->control_frames);
5546 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5548 if(control_frame->type == IF)
5550 shader_addline(buffer, "#} endif\n");
5551 if(control_frame->muting) priv->muted = FALSE;
5552 list_remove(&control_frame->entry);
5553 HeapFree(GetProcessHeap(), 0, control_frame);
5554 return; /* Instruction is handled */
5558 if(priv->muted) return;
5560 /* Select handler */
5561 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5563 /* Unhandled opcode */
5566 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5571 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5573 struct list *e = list_head(&priv->control_frames);
5574 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5575 list_remove(&control_frame->entry);
5576 HeapFree(GetProcessHeap(), 0, control_frame);
5579 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5581 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5582 struct list *e = list_head(&priv->control_frames);
5583 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5584 list_remove(&control_frame->entry);
5585 HeapFree(GetProcessHeap(), 0, control_frame);
5589 shader_arb_add_instruction_modifiers(ins);
5592 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5594 shader_arb_handle_instruction,
5596 shader_arb_select_depth_blt,
5597 shader_arb_deselect_depth_blt,
5598 shader_arb_update_float_vertex_constants,
5599 shader_arb_update_float_pixel_constants,
5600 shader_arb_load_constants,
5601 shader_arb_load_np2fixup_constants,
5605 shader_arb_context_destroyed,
5606 shader_arb_get_caps,
5607 shader_arb_color_fixup_supported,
5610 /* ARB_fragment_program fixed function pipeline replacement definitions */
5611 #define ARB_FFP_CONST_TFACTOR 0
5612 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5613 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5614 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5615 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5617 struct arbfp_ffp_desc
5619 struct ffp_frag_desc parent;
5621 unsigned int num_textures_used;
5624 /* Context activation and GL locking are done by the caller. */
5625 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5629 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5630 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5634 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5635 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5639 static HRESULT arbfp_alloc(struct wined3d_device *device)
5641 struct shader_arb_priv *priv;
5642 /* Share private data between the shader backend and the pipeline replacement, if both
5643 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5644 * if no pixel shader is bound or not
5646 if (device->shader_backend == &arb_program_shader_backend)
5648 device->fragment_priv = device->shader_priv;
5652 device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5653 if (!device->fragment_priv) return E_OUTOFMEMORY;
5655 priv = device->fragment_priv;
5656 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5658 ERR("Failed to initialize rbtree.\n");
5659 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5660 return E_OUTOFMEMORY;
5662 priv->use_arbfp_fixed_func = TRUE;
5666 /* Context activation is done by the caller. */
5667 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5669 const struct wined3d_gl_info *gl_info = context;
5670 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5673 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5674 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5675 HeapFree(GetProcessHeap(), 0, entry_arb);
5679 /* Context activation is done by the caller. */
5680 static void arbfp_free(struct wined3d_device *device)
5682 struct shader_arb_priv *priv = device->fragment_priv;
5684 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5685 priv->use_arbfp_fixed_func = FALSE;
5687 if (device->shader_backend != &arb_program_shader_backend)
5689 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5693 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5695 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5696 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5697 WINED3DTEXOPCAPS_SELECTARG1 |
5698 WINED3DTEXOPCAPS_SELECTARG2 |
5699 WINED3DTEXOPCAPS_MODULATE4X |
5700 WINED3DTEXOPCAPS_MODULATE2X |
5701 WINED3DTEXOPCAPS_MODULATE |
5702 WINED3DTEXOPCAPS_ADDSIGNED2X |
5703 WINED3DTEXOPCAPS_ADDSIGNED |
5704 WINED3DTEXOPCAPS_ADD |
5705 WINED3DTEXOPCAPS_SUBTRACT |
5706 WINED3DTEXOPCAPS_ADDSMOOTH |
5707 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5708 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5709 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5710 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5711 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5712 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5713 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5714 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5715 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5716 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5717 WINED3DTEXOPCAPS_MULTIPLYADD |
5718 WINED3DTEXOPCAPS_LERP |
5719 WINED3DTEXOPCAPS_BUMPENVMAP |
5720 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5722 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5724 caps->MaxTextureBlendStages = 8;
5725 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5728 static void state_texfactor_arbfp(struct wined3d_context *context,
5729 const struct wined3d_state *state, DWORD state_id)
5731 struct wined3d_device *device = context->swapchain->device;
5732 const struct wined3d_gl_info *gl_info = context->gl_info;
5735 /* Don't load the parameter if we're using an arbfp pixel shader,
5736 * otherwise we'll overwrite application provided constants. */
5737 if (device->shader_backend == &arb_program_shader_backend)
5739 struct shader_arb_priv *priv;
5741 if (use_ps(state)) return;
5743 priv = device->shader_priv;
5744 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5745 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5748 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5749 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5750 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5753 static void state_arb_specularenable(struct wined3d_context *context,
5754 const struct wined3d_state *state, DWORD state_id)
5756 struct wined3d_device *device = context->swapchain->device;
5757 const struct wined3d_gl_info *gl_info = context->gl_info;
5760 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5761 * application provided constants
5763 if (device->shader_backend == &arb_program_shader_backend)
5765 struct shader_arb_priv *priv;
5767 if (use_ps(state)) return;
5769 priv = device->shader_priv;
5770 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5771 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5774 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5776 /* The specular color has no alpha */
5777 col[0] = 1.0f; col[1] = 1.0f;
5778 col[2] = 1.0f; col[3] = 0.0f;
5780 col[0] = 0.0f; col[1] = 0.0f;
5781 col[2] = 0.0f; col[3] = 0.0f;
5783 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5784 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5787 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5789 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5790 struct wined3d_device *device = context->swapchain->device;
5791 const struct wined3d_gl_info *gl_info = context->gl_info;
5796 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5798 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5801 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5802 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5805 if(device->shader_backend == &arb_program_shader_backend) {
5806 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5810 else if (device->shader_backend == &arb_program_shader_backend)
5812 struct shader_arb_priv *priv = device->shader_priv;
5813 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5814 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5817 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5818 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5819 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5820 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5822 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5823 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5826 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5827 const struct wined3d_state *state, DWORD state_id)
5829 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5830 struct wined3d_device *device = context->swapchain->device;
5831 const struct wined3d_gl_info *gl_info = context->gl_info;
5836 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5838 /* The pixel shader has to know the luminance offset. Do a constants update if it
5839 * isn't scheduled anyway
5841 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5842 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5845 if(device->shader_backend == &arb_program_shader_backend) {
5846 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5850 else if (device->shader_backend == &arb_program_shader_backend)
5852 struct shader_arb_priv *priv = device->shader_priv;
5853 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5854 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5857 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5858 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5862 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5863 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5866 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5870 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5872 switch(arg & WINED3DTA_SELECTMASK) {
5873 case WINED3DTA_DIFFUSE:
5874 ret = "fragment.color.primary"; break;
5876 case WINED3DTA_CURRENT:
5877 if (!stage) ret = "fragment.color.primary";
5881 case WINED3DTA_TEXTURE:
5883 case 0: ret = "tex0"; break;
5884 case 1: ret = "tex1"; break;
5885 case 2: ret = "tex2"; break;
5886 case 3: ret = "tex3"; break;
5887 case 4: ret = "tex4"; break;
5888 case 5: ret = "tex5"; break;
5889 case 6: ret = "tex6"; break;
5890 case 7: ret = "tex7"; break;
5891 default: ret = "unknown texture";
5895 case WINED3DTA_TFACTOR:
5896 ret = "tfactor"; break;
5898 case WINED3DTA_SPECULAR:
5899 ret = "fragment.color.secondary"; break;
5901 case WINED3DTA_TEMP:
5902 ret = "tempreg"; break;
5904 case WINED3DTA_CONSTANT:
5905 FIXME("Implement perstage constants\n");
5907 case 0: ret = "const0"; break;
5908 case 1: ret = "const1"; break;
5909 case 2: ret = "const2"; break;
5910 case 3: ret = "const3"; break;
5911 case 4: ret = "const4"; break;
5912 case 5: ret = "const5"; break;
5913 case 6: ret = "const6"; break;
5914 case 7: ret = "const7"; break;
5915 default: ret = "unknown constant";
5923 if(arg & WINED3DTA_COMPLEMENT) {
5924 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5925 if(argnum == 0) ret = "arg0";
5926 if(argnum == 1) ret = "arg1";
5927 if(argnum == 2) ret = "arg2";
5929 if(arg & WINED3DTA_ALPHAREPLICATE) {
5930 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5931 if(argnum == 0) ret = "arg0";
5932 if(argnum == 1) ret = "arg1";
5933 if(argnum == 2) ret = "arg2";
5938 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5939 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5941 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5942 unsigned int mul = 1;
5943 BOOL mul_final_dest = FALSE;
5945 if(color && alpha) dstmask = "";
5946 else if(color) dstmask = ".xyz";
5947 else dstmask = ".w";
5949 if(dst == tempreg) dstreg = "tempreg";
5950 else dstreg = "ret";
5952 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5953 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5954 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5958 case WINED3D_TOP_DISABLE:
5960 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5963 case WINED3D_TOP_SELECT_ARG2:
5966 case WINED3D_TOP_SELECT_ARG1:
5967 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5970 case WINED3D_TOP_MODULATE_4X:
5973 case WINED3D_TOP_MODULATE_2X:
5975 if (!strcmp(dstreg, "result.color"))
5978 mul_final_dest = TRUE;
5981 case WINED3D_TOP_MODULATE:
5982 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5985 case WINED3D_TOP_ADD_SIGNED_2X:
5987 if (!strcmp(dstreg, "result.color"))
5990 mul_final_dest = TRUE;
5993 case WINED3D_TOP_ADD_SIGNED:
5994 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5997 case WINED3D_TOP_ADD:
5998 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6001 case WINED3D_TOP_SUBTRACT:
6002 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6005 case WINED3D_TOP_ADD_SMOOTH:
6006 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6007 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6010 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6011 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6012 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6014 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6015 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6016 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6018 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6019 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6020 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6022 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6023 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6024 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6027 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6028 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6029 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6030 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6033 /* D3DTOP_PREMODULATE ???? */
6035 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6036 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6037 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6039 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6040 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6042 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6043 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6044 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6046 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6047 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6050 case WINED3D_TOP_DOTPRODUCT3:
6052 if (!strcmp(dstreg, "result.color"))
6055 mul_final_dest = TRUE;
6057 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6058 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6059 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6062 case WINED3D_TOP_MULTIPLY_ADD:
6063 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6066 case WINED3D_TOP_LERP:
6067 /* The msdn is not quite right here */
6068 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6071 case WINED3D_TOP_BUMPENVMAP:
6072 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6073 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6077 FIXME("Unhandled texture op %08x\n", op);
6081 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
6082 } else if(mul == 4) {
6083 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
6087 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6090 struct wined3d_shader_buffer buffer;
6091 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6092 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6093 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6094 UINT lowest_disabled_stage;
6095 const char *textype;
6096 const char *instr, *sat;
6097 char colorcor_dst[8];
6099 DWORD arg0, arg1, arg2;
6100 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6102 const char *final_combiner_src = "ret";
6105 /* Find out which textures are read */
6106 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6108 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6110 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6111 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6112 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6113 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6114 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6115 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6117 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6118 tex_read[stage] = TRUE;
6119 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6120 tex_read[stage] = TRUE;
6121 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6123 bump_used[stage] = TRUE;
6124 tex_read[stage] = TRUE;
6126 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6128 bump_used[stage] = TRUE;
6129 tex_read[stage] = TRUE;
6130 luminance_used[stage] = TRUE;
6132 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6134 tfactor_used = TRUE;
6137 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6138 tfactor_used = TRUE;
6141 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6142 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6143 tempreg_used = TRUE;
6146 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6148 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6149 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6150 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6151 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6152 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6153 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6155 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6156 tempreg_used = TRUE;
6158 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6159 tfactor_used = TRUE;
6162 lowest_disabled_stage = stage;
6165 if (!shader_buffer_init(&buffer))
6167 ERR("Failed to initialize shader buffer.\n");
6171 shader_addline(&buffer, "!!ARBfp1.0\n");
6173 switch(settings->fog) {
6174 case FOG_OFF: break;
6175 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6176 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6177 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6178 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6181 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6182 shader_addline(&buffer, "TEMP TMP;\n");
6183 shader_addline(&buffer, "TEMP ret;\n");
6184 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6185 shader_addline(&buffer, "TEMP arg0;\n");
6186 shader_addline(&buffer, "TEMP arg1;\n");
6187 shader_addline(&buffer, "TEMP arg2;\n");
6188 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6189 if(!tex_read[stage]) continue;
6190 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6191 if(!bump_used[stage]) continue;
6192 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6193 if(!luminance_used[stage]) continue;
6194 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6197 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6199 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6201 if(settings->sRGB_write) {
6202 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6203 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6204 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6205 srgb_sub_high, 0.0, 0.0, 0.0);
6208 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6209 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6211 /* Generate texture sampling instructions) */
6212 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6214 if (!tex_read[stage])
6217 switch(settings->op[stage].tex_type) {
6218 case tex_1d: textype = "1D"; break;
6219 case tex_2d: textype = "2D"; break;
6220 case tex_3d: textype = "3D"; break;
6221 case tex_cube: textype = "CUBE"; break;
6222 case tex_rect: textype = "RECT"; break;
6223 default: textype = "unexpected_textype"; break;
6226 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6227 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6232 if(settings->op[stage].projected == proj_none) {
6234 } else if(settings->op[stage].projected == proj_count4 ||
6235 settings->op[stage].projected == proj_count3) {
6238 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6243 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6244 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6246 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6247 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6248 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6249 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6251 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6252 * so multiply the displacement with the dividing parameter before passing it to TXP
6254 if (settings->op[stage].projected != proj_none) {
6255 if(settings->op[stage].projected == proj_count4) {
6256 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6257 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6259 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6260 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6263 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6266 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6267 instr, sat, stage, stage, textype);
6268 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6270 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6271 stage - 1, stage - 1, stage - 1);
6272 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6274 } else if(settings->op[stage].projected == proj_count3) {
6275 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6276 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6277 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6278 instr, sat, stage, stage, textype);
6280 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6281 instr, sat, stage, stage, stage, textype);
6284 sprintf(colorcor_dst, "tex%u", stage);
6285 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6286 settings->op[stage].color_fixup);
6289 /* Generate the main shader */
6290 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6292 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6295 final_combiner_src = "fragment.color.primary";
6299 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6300 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6301 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6302 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6303 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6304 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6305 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6306 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6307 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6308 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6309 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6310 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6312 op_equal = settings->op[stage].aop == settings->op[stage].cop
6313 && settings->op[stage].carg0 == settings->op[stage].aarg0
6314 && settings->op[stage].carg1 == settings->op[stage].aarg1
6315 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6317 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6319 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6320 settings->op[stage].cop, settings->op[stage].carg0,
6321 settings->op[stage].carg1, settings->op[stage].carg2);
6323 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6327 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6328 settings->op[stage].cop, settings->op[stage].carg0,
6329 settings->op[stage].carg1, settings->op[stage].carg2);
6331 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6332 settings->op[stage].cop, settings->op[stage].carg0,
6333 settings->op[stage].carg1, settings->op[stage].carg2);
6334 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6335 settings->op[stage].aop, settings->op[stage].aarg0,
6336 settings->op[stage].aarg1, settings->op[stage].aarg2);
6340 if(settings->sRGB_write) {
6341 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6342 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6343 shader_addline(&buffer, "MOV result.color, ret;\n");
6345 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6349 shader_addline(&buffer, "END\n");
6351 /* Generate the shader */
6352 GL_EXTCALL(glGenProgramsARB(1, &ret));
6353 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6354 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6355 strlen(buffer.buffer), buffer.buffer));
6356 checkGLcall("glProgramStringARB()");
6358 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6361 FIXME("Fragment program error at position %d: %s\n\n", pos,
6362 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6363 shader_arb_dump_program_source(buffer.buffer);
6369 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6370 checkGLcall("glGetProgramivARB()");
6371 if (!native) WARN("Program exceeds native resource limits.\n");
6374 shader_buffer_free(&buffer);
6378 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6380 const struct wined3d_device *device = context->swapchain->device;
6381 const struct wined3d_gl_info *gl_info = context->gl_info;
6382 struct shader_arb_priv *priv = device->fragment_priv;
6383 BOOL use_vshader = use_vs(state);
6384 BOOL use_pshader = use_ps(state);
6385 struct ffp_frag_settings settings;
6386 const struct arbfp_ffp_desc *desc;
6389 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6391 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6393 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6395 /* Reload fixed function constants since they collide with the
6396 * pixel shader constants. */
6397 for (i = 0; i < MAX_TEXTURES; ++i)
6399 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6401 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6402 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6404 else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6406 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6413 /* Find or create a shader implementing the fixed function pipeline
6414 * settings, then activate it. */
6415 gen_ffp_frag_op(device, state, &settings, FALSE);
6416 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6418 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6421 ERR("Out of memory\n");
6424 new_desc->num_textures_used = 0;
6425 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6427 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
6429 new_desc->num_textures_used = i;
6432 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6433 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6434 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6435 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6439 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6440 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6443 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6444 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6445 priv->current_fprogram_id = desc->shader;
6447 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6449 /* Reload fixed function constants since they collide with the
6450 * pixel shader constants. */
6451 for (i = 0; i < MAX_TEXTURES; ++i)
6453 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6455 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6456 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6458 context->last_was_pshader = FALSE;
6460 context->last_was_pshader = TRUE;
6463 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6464 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function
6465 * replacement shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6466 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6467 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6469 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6472 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6474 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6476 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6477 context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
6480 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
6483 /* We can't link the fog states to the fragment state directly since the
6484 * vertex pipeline links them to FOGENABLE. A different linking in different
6485 * pipeline parts can't be expressed in the combined state table, so we need
6486 * to handle that with a forwarding function. The other invisible side effect
6487 * is that changing the fog start and fog end (which links to FOGENABLE in
6488 * vertex) results in the fragment_prog_arbfp function being called because
6489 * FOGENABLE is dirty, which calls this function here. */
6490 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6492 enum fogsource new_source;
6494 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6496 if (!isStateDirty(context, STATE_PIXELSHADER))
6497 fragment_prog_arbfp(context, state, state_id);
6499 if (!state->render_states[WINED3D_RS_FOGENABLE])
6502 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6506 new_source = FOGSOURCE_VS;
6510 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6511 new_source = FOGSOURCE_COORD;
6513 new_source = FOGSOURCE_FFP;
6518 new_source = FOGSOURCE_FFP;
6521 if (new_source != context->fog_source)
6523 context->fog_source = new_source;
6524 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6528 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6530 if (!isStateDirty(context, STATE_PIXELSHADER))
6531 fragment_prog_arbfp(context, state, state_id);
6534 static void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6536 const struct wined3d_gl_info *gl_info = context->gl_info;
6537 const struct wined3d_surface *rt = state->fb->render_targets[0];
6539 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6541 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
6542 && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
6543 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
6545 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
6548 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6550 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6659 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6661 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6666 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6667 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6668 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6669 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6670 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6671 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6672 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6673 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6674 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6675 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6676 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6677 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6678 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6679 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6680 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6689 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6690 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6693 const struct fragment_pipeline arbfp_fragment_pipeline = {
6698 shader_arb_color_fixup_supported,
6699 arbfp_fragmentstate_template,
6700 TRUE /* We can disable projected textures */
6703 struct arbfp_blit_priv {
6704 GLenum yuy2_rect_shader, yuy2_2d_shader;
6705 GLenum uyvy_rect_shader, uyvy_2d_shader;
6706 GLenum yv12_rect_shader, yv12_2d_shader;
6707 GLenum p8_rect_shader, p8_2d_shader;
6708 GLuint palette_texture;
6711 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6713 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6714 if(!device->blit_priv) {
6715 ERR("Out of memory\n");
6716 return E_OUTOFMEMORY;
6721 /* Context activation is done by the caller. */
6722 static void arbfp_blit_free(struct wined3d_device *device)
6724 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6725 struct arbfp_blit_priv *priv = device->blit_priv;
6728 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6729 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6730 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6731 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6732 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6733 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6734 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6735 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6736 checkGLcall("Delete yuv and p8 programs");
6738 if (priv->palette_texture)
6739 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6742 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6743 device->blit_priv = NULL;
6746 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6747 GLenum textype, char *luminance)
6750 const char *tex, *texinstr;
6752 if (fixup == COMPLEX_FIXUP_UYVY) {
6760 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6761 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6763 /* This is more tricky than just replacing the texture type - we have to navigate
6764 * properly in the texture to find the correct chroma values
6766 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6770 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6771 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6772 * filtering when we sample the texture.
6774 * These are the rules for reading the chroma:
6780 * So we have to get the sampling x position in non-normalized coordinates in integers
6782 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6783 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6784 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6786 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6788 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6789 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6792 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6793 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6795 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6796 * even and odd pixels respectively
6798 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6799 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6801 /* Sample Pixel 1 */
6802 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6804 /* Put the value into either of the chroma values */
6805 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6806 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6807 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6808 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6810 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6811 * the pixel right to the current one. Otherwise, sample the left pixel.
6812 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6814 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6815 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6816 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6818 /* Put the value into the other chroma */
6819 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6820 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6821 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6822 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6824 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6825 * the current one and lerp the two U and V values
6828 /* This gives the correctly filtered luminance value */
6829 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6834 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6839 case GL_TEXTURE_2D: tex = "2D"; break;
6840 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6842 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6846 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6847 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6848 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6849 * pitch of the luminance plane, the packing into the gl texture is a bit
6850 * unfortunate. If the whole texture is interpreted as luminance data it looks
6851 * approximately like this:
6853 * +----------------------------------+----
6865 * +----------------+-----------------+----
6867 * | U even rows | U odd rows |
6869 * +----------------+------------------ -
6871 * | V even rows | V odd rows |
6873 * +----------------+-----------------+----
6877 * So it appears as if there are 4 chroma images, but in fact the odd rows
6878 * in the chroma images are in the same row as the even ones. So its is
6879 * kinda tricky to read
6881 * When reading from rectangle textures, keep in mind that the input y coordinates
6882 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6884 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6885 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6887 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6888 /* the chroma planes have only half the width */
6889 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6891 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6892 * the coordinate. Also read the right side of the image when reading odd lines
6894 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6897 if(textype == GL_TEXTURE_2D) {
6899 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6901 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6903 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6904 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6906 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6907 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6908 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6909 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6910 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6912 /* clamp, keep the half pixel origin in mind */
6913 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6914 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6915 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6916 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6918 /* Read from [size - size+size/4] */
6919 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6920 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6922 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6923 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6924 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6925 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6926 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6927 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6929 /* Make sure to read exactly from the pixel center */
6930 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6931 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6934 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6935 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6936 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6937 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6938 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6940 /* Read the texture, put the result into the output register */
6941 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6942 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6944 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6945 * No need to clamp because we're just reusing the already clamped value from above
6947 if(textype == GL_TEXTURE_2D) {
6948 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6950 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6952 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6953 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6955 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6956 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6957 * values due to filtering
6959 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6960 if(textype == GL_TEXTURE_2D) {
6961 /* Multiply the y coordinate by 2/3 and clamp it */
6962 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6963 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6964 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6965 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6967 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6968 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6971 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6972 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6973 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6980 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6981 const struct wined3d_gl_info *gl_info, GLenum textype)
6984 struct wined3d_shader_buffer buffer;
6988 if (!shader_buffer_init(&buffer))
6990 ERR("Failed to initialize shader buffer.\n");
6995 GL_EXTCALL(glGenProgramsARB(1, &shader));
6996 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6999 shader_buffer_free(&buffer);
7003 shader_addline(&buffer, "!!ARBfp1.0\n");
7004 shader_addline(&buffer, "TEMP index;\n");
7006 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7007 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7009 /* The alpha-component contains the palette index */
7010 if(textype == GL_TEXTURE_RECTANGLE_ARB)
7011 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7013 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7015 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7016 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7018 /* Use the alpha-component as an index in the palette to get the final color */
7019 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7020 shader_addline(&buffer, "END\n");
7023 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7024 strlen(buffer.buffer), buffer.buffer));
7025 checkGLcall("glProgramStringARB()");
7027 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7030 FIXME("Fragment program error at position %d: %s\n\n", pos,
7031 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7032 shader_arb_dump_program_source(buffer.buffer);
7035 if (textype == GL_TEXTURE_RECTANGLE_ARB)
7036 priv->p8_rect_shader = shader;
7038 priv->p8_2d_shader = shader;
7040 shader_buffer_free(&buffer);
7046 /* Context activation is done by the caller. */
7047 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7050 struct wined3d_device *device = surface->resource.device;
7051 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7052 struct arbfp_blit_priv *priv = device->blit_priv;
7053 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7055 d3dfmt_p8_init_palette(surface, table, colorkey);
7059 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7061 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7062 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7065 if (!priv->palette_texture)
7066 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7068 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7069 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7071 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7073 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7074 /* Make sure we have discrete color levels. */
7075 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7076 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7077 /* Upload the palette */
7078 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7079 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7081 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7083 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7084 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7087 /* Switch back to unit 0 in which the 2D texture will be stored. */
7088 context_active_texture(context, gl_info, 0);
7092 /* Context activation is done by the caller. */
7093 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7094 enum complex_fixup yuv_fixup, GLenum textype)
7097 struct wined3d_shader_buffer buffer;
7098 char luminance_component;
7102 if (!shader_buffer_init(&buffer))
7104 ERR("Failed to initialize shader buffer.\n");
7109 GL_EXTCALL(glGenProgramsARB(1, &shader));
7110 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7111 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7112 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7115 shader_buffer_free(&buffer);
7119 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7120 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7121 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7122 * each single pixel it contains, and one U and one V value shared between both
7125 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7126 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7127 * take the format into account when generating the read swizzles
7129 * Reading the Y value is straightforward - just sample the texture. The hardware
7130 * takes care of filtering in the horizontal and vertical direction.
7132 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7133 * because that would mix the U and V values of one pixel or two adjacent pixels.
7134 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7135 * regardless of the filtering setting. Vertical filtering works automatically
7136 * though - the U and V values of two rows are mixed nicely.
7138 * Apart of avoiding filtering issues, the code has to know which value it just
7139 * read, and where it can find the other one. To determine this, it checks if
7140 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7142 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7143 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7145 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7146 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7147 * in an unfiltered situation. Finding the luminance on the other hand requires
7148 * finding out if it is an odd or even pixel. The real drawback of this approach
7149 * is filtering. This would have to be emulated completely in the shader, reading
7150 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7151 * vertically. Beyond that it would require adjustments to the texture handling
7152 * code to deal with the width scaling
7154 shader_addline(&buffer, "!!ARBfp1.0\n");
7155 shader_addline(&buffer, "TEMP luminance;\n");
7156 shader_addline(&buffer, "TEMP temp;\n");
7157 shader_addline(&buffer, "TEMP chroma;\n");
7158 shader_addline(&buffer, "TEMP texcrd;\n");
7159 shader_addline(&buffer, "TEMP texcrd2;\n");
7160 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7161 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7162 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7166 case COMPLEX_FIXUP_UYVY:
7167 case COMPLEX_FIXUP_YUY2:
7168 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7170 shader_buffer_free(&buffer);
7175 case COMPLEX_FIXUP_YV12:
7176 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7178 shader_buffer_free(&buffer);
7184 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7185 shader_buffer_free(&buffer);
7189 /* Calculate the final result. Formula is taken from
7190 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7191 * ranges from -0.5 to 0.5
7193 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7195 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7196 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7197 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7198 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7199 shader_addline(&buffer, "END\n");
7202 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7203 strlen(buffer.buffer), buffer.buffer));
7204 checkGLcall("glProgramStringARB()");
7206 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7209 FIXME("Fragment program error at position %d: %s\n\n", pos,
7210 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7211 shader_arb_dump_program_source(buffer.buffer);
7217 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7218 checkGLcall("glGetProgramivARB()");
7219 if (!native) WARN("Program exceeds native resource limits.\n");
7222 shader_buffer_free(&buffer);
7227 case COMPLEX_FIXUP_YUY2:
7228 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7229 else priv->yuy2_2d_shader = shader;
7232 case COMPLEX_FIXUP_UYVY:
7233 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7234 else priv->uyvy_2d_shader = shader;
7237 case COMPLEX_FIXUP_YV12:
7238 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7239 else priv->yv12_2d_shader = shader;
7242 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7248 /* Context activation is done by the caller. */
7249 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7252 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7253 struct arbfp_blit_priv *priv = blit_priv;
7254 enum complex_fixup fixup;
7255 const struct wined3d_gl_info *gl_info = context->gl_info;
7258 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7259 textype = surface->container.u.texture->target;
7261 textype = surface->texture_target;
7263 if (surface->flags & SFLAG_CONVERTED)
7266 gl_info->gl_ops.gl.p_glEnable(textype);
7267 checkGLcall("glEnable(textype)");
7272 if (!is_complex_fixup(surface->resource.format->color_fixup))
7275 dump_color_fixup_desc(surface->resource.format->color_fixup);
7276 /* Don't bother setting up a shader for unconverted formats */
7278 gl_info->gl_ops.gl.p_glEnable(textype);
7279 checkGLcall("glEnable(textype)");
7284 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7288 case COMPLEX_FIXUP_YUY2:
7289 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7292 case COMPLEX_FIXUP_UYVY:
7293 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7296 case COMPLEX_FIXUP_YV12:
7297 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7300 case COMPLEX_FIXUP_P8:
7301 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7302 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7304 upload_palette(surface, context);
7308 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7310 gl_info->gl_ops.gl.p_glEnable(textype);
7311 checkGLcall("glEnable(textype)");
7316 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7319 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7320 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7321 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7322 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7323 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7324 checkGLcall("glProgramLocalParameter4fvARB");
7330 /* Context activation is done by the caller. */
7331 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7334 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7335 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7336 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7337 checkGLcall("glDisable(GL_TEXTURE_2D)");
7338 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7340 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7341 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7343 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7345 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7346 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7351 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7352 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7353 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7355 enum complex_fixup src_fixup;
7357 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7360 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7362 TRACE("Unsupported blit_op=%d\n", blit_op);
7366 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7369 src_fixup = get_complex_fixup(src_format->color_fixup);
7370 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7372 TRACE("Checking support for fixup:\n");
7373 dump_color_fixup_desc(src_format->color_fixup);
7376 if (!is_identity_fixup(dst_format->color_fixup))
7378 TRACE("Destination fixups are not supported\n");
7382 if (is_identity_fixup(src_format->color_fixup))
7388 /* We only support YUV conversions. */
7389 if (!is_complex_fixup(src_format->color_fixup))
7391 TRACE("[FAILED]\n");
7397 case COMPLEX_FIXUP_YUY2:
7398 case COMPLEX_FIXUP_UYVY:
7399 case COMPLEX_FIXUP_YV12:
7400 case COMPLEX_FIXUP_P8:
7405 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7406 TRACE("[FAILED]\n");
7411 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7412 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7413 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7415 struct wined3d_context *context;
7416 RECT src_rect = *src_rect_in;
7417 RECT dst_rect = *dst_rect_in;
7419 /* Now load the surface */
7420 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7421 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7423 /* Without FBO blits transferring from the drawable to the texture is
7424 * expensive, because we have to flip the data in sysmem. Since we can
7425 * flip in the blitter, we don't actually need that flip anyway. So we
7426 * use the surface's texture as scratch texture, and flip the source
7427 * rectangle instead. */
7428 surface_load_fb_texture(src_surface, FALSE);
7430 src_rect.top = src_surface->resource.height - src_rect.top;
7431 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7434 surface_internal_preload(src_surface, SRGB_RGB);
7436 /* Activate the destination context, set it up for blitting */
7437 context = context_acquire(device, dst_surface);
7438 context_apply_blit_state(context, device);
7440 if (!surface_is_offscreen(dst_surface))
7441 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7443 arbfp_blit_set(device->blit_priv, context, src_surface);
7447 /* Draw a textured quad */
7448 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7452 /* Leave the opengl state valid for blitting */
7453 arbfp_blit_unset(context->gl_info);
7455 if (wined3d_settings.strict_draw_ordering
7456 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7457 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7458 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7460 context_release(context);
7462 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7466 /* Do not call while under the GL lock. */
7467 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7468 const RECT *dst_rect, const struct wined3d_color *color)
7470 FIXME("Color filling not implemented by arbfp_blit\n");
7471 return WINED3DERR_INVALIDCALL;
7474 /* Do not call while under the GL lock. */
7475 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7476 struct wined3d_surface *surface, const RECT *rect, float depth)
7478 FIXME("Depth filling not implemented by arbfp_blit.\n");
7479 return WINED3DERR_INVALIDCALL;
7482 const struct blit_shader arbfp_blit = {
7487 arbfp_blit_supported,
7488 arbfp_blit_color_fill,
7489 arbfp_blit_depth_fill,