2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
46 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
47 if(!This->baseShader.reg_maps.usesmova) return FALSE;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
51 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
52 if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
53 gl_info->arb_vs_offset_limit || /* Have to init texcoords */
54 gl_info->set_texcoord_w) { /* Load the immval offset */
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
62 /* We use one PARAM for the pos fixup, and in some cases one to load
63 * some immediate values into the shader
65 if(need_helper_const(gl_info)) ret++;
66 if(need_mova_const(shader, gl_info)) ret++;
70 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
71 * so upload them above that
73 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
74 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
76 /* ARB_program_shader private data */
77 struct shader_arb_priv {
78 GLuint current_vprogram_id;
79 GLuint current_fprogram_id;
80 GLuint depth_blt_vprogram_id;
81 GLuint depth_blt_fprogram_id[tex_type_count];
82 BOOL use_arbfp_fixed_func;
83 struct hash_table_t *fragment_shaders;
86 struct shader_arb_ctx_priv {
89 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
91 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
93 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
98 /********************************************************
99 * ARB_[vertex/fragment]_program helper functions follow
100 ********************************************************/
103 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
104 * When constant_list == NULL, it will load all the constants.
106 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
107 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
109 /* GL locking is done by the caller */
110 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
111 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
113 local_constant* lconst;
117 if (TRACE_ON(d3d_shader)) {
118 for(i = 0; i < max_constants; i++) {
119 if(!dirty_consts[i]) continue;
120 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
121 constants[i * 4 + 0], constants[i * 4 + 1],
122 constants[i * 4 + 2], constants[i * 4 + 3]);
125 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
126 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
129 for(i = 0; i < max_constants; i++) {
130 if(!dirty_consts[i]) continue;
134 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
135 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
136 else lcl_const[0] = constants[j + 0];
138 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
139 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
140 else lcl_const[1] = constants[j + 1];
142 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
143 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
144 else lcl_const[2] = constants[j + 2];
146 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
147 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
148 else lcl_const[3] = constants[j + 3];
150 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
153 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
154 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
155 * or just reloading *all* constants at once
157 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
159 for(i = 0; i < max_constants; i++) {
160 if(!dirty_consts[i]) continue;
162 /* Find the next block of dirty constants */
165 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
169 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
172 for(i = 0; i < max_constants; i++) {
173 if(dirty_consts[i]) {
175 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
180 checkGLcall("glProgramEnvParameter4fvARB()");
182 /* Load immediate constants */
183 if(This->baseShader.load_local_constsF) {
184 if (TRACE_ON(d3d_shader)) {
185 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
186 GLfloat* values = (GLfloat*)lconst->value;
187 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
188 values[0], values[1], values[2], values[3]);
191 /* Immediate constants are clamped for 1.X shaders at loading times */
193 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
194 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
195 ret = max(ret, lconst->idx + 1);
196 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
198 checkGLcall("glProgramEnvParameter4fvARB()");
199 return ret; /* The loaded immediate constants need reloading for the next shader */
201 return 0; /* No constants are dirty now */
206 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
208 static void shader_arb_load_np2fixup_constants(
209 IWineD3DDevice* device,
211 char useVertexShader) {
212 /* not implemented */
215 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
217 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
218 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
219 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
220 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
223 for(i = 0; i < psi->numbumpenvmatconsts; i++)
225 /* The state manager takes care that this function is always called if the bump env matrix changes */
226 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
227 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
229 if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
231 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
232 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
233 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
234 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
236 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
237 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
242 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
244 * We only support float constants in ARB at the moment, so don't
245 * worry about the Integers or Booleans
247 /* GL locking is done by the caller (state handler) */
248 static void shader_arb_load_constants(
249 IWineD3DDevice* device,
251 char useVertexShader) {
253 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
254 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
255 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
257 if (useVertexShader) {
258 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
260 /* Load DirectX 9 float constants for vertex shader */
261 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
262 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
263 deviceImpl->highest_dirty_vs_const,
264 stateBlock->vertexShaderConstantF,
265 deviceImpl->activeContext->vshader_const_dirty);
267 /* Upload the position fixup */
268 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
271 if (usePixelShader) {
272 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
274 /* Load DirectX 9 float constants for pixel shader */
275 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
276 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
277 deviceImpl->highest_dirty_ps_const,
278 stateBlock->pixelShaderConstantF,
279 deviceImpl->activeContext->pshader_const_dirty);
280 shader_arb_ps_local_constants(deviceImpl);
284 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
286 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
288 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
289 * context. On a context switch the old context will be fully dirtified */
290 memset(This->activeContext->vshader_const_dirty + start, 1,
291 sizeof(*This->activeContext->vshader_const_dirty) * count);
292 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
295 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
297 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
299 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
300 * context. On a context switch the old context will be fully dirtified */
301 memset(This->activeContext->pshader_const_dirty + start, 1,
302 sizeof(*This->activeContext->pshader_const_dirty) * count);
303 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
306 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
310 const local_constant *lconst;
312 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
314 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
316 ERR("Out of memory\n");
320 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
321 ret[lconst->idx] = idx++;
326 /* Generate the variable & register declarations for the ARB_vertex_program output target */
327 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
328 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
330 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
331 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
332 DWORD i, cur, next_local = 0;
333 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
334 unsigned max_constantsF;
335 const local_constant *lconst;
337 /* In pixel shaders, all private constants are program local, we don't need anything
338 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
339 * If we need a private constant the GL implementation will squeeze it in somewhere
341 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
342 * immediate values. The posFixup is loaded using program.env for now, so always
343 * subtract one from the number of constants. If the shader uses indirect addressing,
344 * account for the helper const too because we have to declare all availabke d3d constants
345 * and don't know which are actually used.
348 max_constantsF = GL_LIMITS(pshader_constantsF);
350 if(This->baseShader.reg_maps.usesrelconstF) {
351 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
353 max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
355 /* Temporary Output register */
356 shader_addline(buffer, "TEMP TMP_OUT;\n");
359 for(i = 0; i < This->baseShader.limits.temporary; i++) {
360 if (reg_maps->temporary[i])
361 shader_addline(buffer, "TEMP R%u;\n", i);
364 for (i = 0; i < This->baseShader.limits.address; i++) {
365 if (reg_maps->address[i])
366 shader_addline(buffer, "ADDRESS A%d;\n", i);
369 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
370 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
371 if (reg_maps->texcoord[i] && pshader)
372 shader_addline(buffer,"TEMP T%u;\n", i);
376 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
377 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
378 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
379 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
380 srgb_sub_high, 0.0, 0.0, 0.0);
383 /* Load local constants using the program-local space,
384 * this avoids reloading them each time the shader is used
387 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
388 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
389 lconst_map[lconst->idx]);
390 next_local = max(next_local, lconst_map[lconst->idx] + 1);
394 /* we use the array-based constants array if the local constants are marked for loading,
395 * because then we use indirect addressing, or when the local constant list is empty,
396 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
397 * local constants do not declare the loaded constants as an array because ARB compilers usually
398 * do not optimize unused constants away
400 if(This->baseShader.reg_maps.usesrelconstF) {
401 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
402 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
403 max_constantsF, max_constantsF - 1);
405 for(i = 0; i < max_constantsF; i++) {
408 mask = 1 << (i & 0x1f);
409 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
410 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
415 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
416 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
417 if(!reg_maps->bumpmat[i]) continue;
419 cur = ps->numbumpenvmatconsts;
420 ps->bumpenvmatconst[cur].const_num = -1;
421 ps->bumpenvmatconst[cur].texunit = i;
422 ps->luminanceconst[cur].const_num = -1;
423 ps->luminanceconst[cur].texunit = i;
425 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
426 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
427 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
428 * textures due to conditional NP2 restrictions)
430 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
431 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
432 * their location is shader dependent anyway and they cannot be loaded globally.
434 ps->bumpenvmatconst[cur].const_num = next_local++;
435 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
436 i, ps->bumpenvmatconst[cur].const_num);
437 ps->numbumpenvmatconsts = cur + 1;
439 if(!reg_maps->luminanceparams[i]) continue;
441 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = next_local++;
442 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
443 i, ps->luminanceconst[cur].const_num);
448 static const char * const shift_tab[] = {
449 "dummy", /* 0 (none) */
450 "coefmul.x", /* 1 (x2) */
451 "coefmul.y", /* 2 (x4) */
452 "coefmul.z", /* 3 (x8) */
453 "coefmul.w", /* 4 (x16) */
454 "dummy", /* 5 (x32) */
455 "dummy", /* 6 (x64) */
456 "dummy", /* 7 (x128) */
457 "dummy", /* 8 (d256) */
458 "dummy", /* 9 (d128) */
459 "dummy", /* 10 (d64) */
460 "dummy", /* 11 (d32) */
461 "coefdiv.w", /* 12 (d16) */
462 "coefdiv.z", /* 13 (d8) */
463 "coefdiv.y", /* 14 (d4) */
464 "coefdiv.x" /* 15 (d2) */
467 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
468 const struct wined3d_shader_dst_param *dst, char *write_mask)
470 char *ptr = write_mask;
472 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
475 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
476 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
477 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
478 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
484 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
486 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
487 * but addressed as "rgba". To fix this we need to swap the register's x
488 * and z components. */
489 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
490 char *ptr = swizzle_str;
492 /* swizzle bits fields: wwzzyyxx */
493 DWORD swizzle = param->swizzle;
494 DWORD swizzle_x = swizzle & 0x03;
495 DWORD swizzle_y = (swizzle >> 2) & 0x03;
496 DWORD swizzle_z = (swizzle >> 4) & 0x03;
497 DWORD swizzle_w = (swizzle >> 6) & 0x03;
499 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
500 * generate a swizzle string. Unless we need to our own swizzling. */
501 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
504 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
505 *ptr++ = swizzle_chars[swizzle_x];
507 *ptr++ = swizzle_chars[swizzle_x];
508 *ptr++ = swizzle_chars[swizzle_y];
509 *ptr++ = swizzle_chars[swizzle_z];
510 *ptr++ = swizzle_chars[swizzle_w];
517 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
519 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
520 SHADER_BUFFER *buffer = ins->ctx->buffer;
522 if(strcmp(priv->addr_reg, src) == 0) return;
524 strcpy(priv->addr_reg, src);
525 shader_addline(buffer, "ARL A0.x, %s;\n", src);
528 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
529 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
531 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
532 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
534 /* oPos, oFog and oPts in D3D */
535 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
536 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
537 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
538 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
544 case WINED3DSPR_TEMP:
545 sprintf(register_name, "R%u", reg->idx);
548 case WINED3DSPR_INPUT:
551 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
552 else strcpy(register_name, "fragment.color.secondary");
556 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
557 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
561 case WINED3DSPR_CONST:
562 if (!pshader && reg->rel_addr)
565 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
566 if(This->baseShader.reg_maps.shader_version.major < 2) {
567 sprintf(rel_reg, "A0.x");
569 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
570 if(ctx->target_version == ARB) {
571 shader_arb_request_a0(ins, rel_reg);
572 sprintf(rel_reg, "A0.x");
575 if (reg->idx >= rel_offset)
576 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
578 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
582 if (This->baseShader.reg_maps.usesrelconstF)
583 sprintf(register_name, "C[%u]", reg->idx);
585 sprintf(register_name, "C%u", reg->idx);
589 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
591 if(This->baseShader.reg_maps.shader_version.major == 1 &&
592 This->baseShader.reg_maps.shader_version.minor <= 3) {
593 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
594 * and as source to most instructions. For some instructions it is the texcoord
595 * input. Those instructions know about the special use
597 sprintf(register_name, "T%u", reg->idx);
599 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
600 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
605 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
607 sprintf(register_name, "A%u", reg->idx);
611 sprintf(register_name, "A%u_SHADOW", reg->idx);
616 case WINED3DSPR_COLOROUT:
619 if(((IWineD3DPixelShaderImpl *)This)->cur_args->srgb_correction)
621 strcpy(register_name, "TMP_COLOR");
625 strcpy(register_name, "result.color");
630 /* TODO: See GL_ARB_draw_buffers */
631 FIXME("Unsupported write to render target %u\n", reg->idx);
632 sprintf(register_name, "unsupported_register");
636 case WINED3DSPR_RASTOUT:
637 sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
640 case WINED3DSPR_DEPTHOUT:
641 strcpy(register_name, "result.depth");
644 case WINED3DSPR_ATTROUT:
645 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
646 else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
647 else strcpy(register_name, "result.color.secondary");
650 case WINED3DSPR_TEXCRDOUT:
651 if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
652 else sprintf(register_name, "result.texcoord[%u]", reg->idx);
656 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
657 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
662 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
663 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
665 char register_name[255];
669 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
670 strcpy(str, register_name);
672 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
673 strcat(str, write_mask);
676 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
678 switch(channel_source)
680 case CHANNEL_SOURCE_ZERO: return "0";
681 case CHANNEL_SOURCE_ONE: return "1";
682 case CHANNEL_SOURCE_X: return "x";
683 case CHANNEL_SOURCE_Y: return "y";
684 case CHANNEL_SOURCE_Z: return "z";
685 case CHANNEL_SOURCE_W: return "w";
687 FIXME("Unhandled channel source %#x\n", channel_source);
692 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
693 const char *one, const char *two, struct color_fixup_desc fixup)
697 if (is_yuv_fixup(fixup))
699 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
700 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
705 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
706 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
707 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
708 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
713 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
714 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
715 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
719 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
720 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
721 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
722 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
728 char *ptr = reg_mask;
730 if (mask != WINED3DSP_WRITEMASK_ALL)
733 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
734 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
735 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
736 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
740 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
744 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
745 const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
747 SHADER_BUFFER *buffer = ins->ctx->buffer;
748 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
749 const char *tex_type;
750 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
751 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
753 switch(sampler_type) {
759 if(device->stateBlock->textures[sampler_idx] &&
760 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
765 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
767 const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
768 if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
769 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
774 case WINED3DSTT_VOLUME:
778 case WINED3DSTT_CUBE:
783 ERR("Unexpected texture type %d\n", sampler_type);
788 /* Shouldn't be possible, but let's check for it */
789 if(projected) FIXME("Biased and Projected texture sampling\n");
790 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
791 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
792 } else if (projected) {
793 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
795 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
798 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
800 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
801 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
802 "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
806 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
807 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
809 /* Generate a line that does the input modifier computation and return the input register to use */
810 BOOL is_color = FALSE;
814 SHADER_BUFFER *buffer = ins->ctx->buffer;
815 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
817 /* Assume a new line will be added */
820 /* Get register name */
821 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
822 shader_arb_get_swizzle(src, is_color, swzstr);
824 switch (src->modifiers)
826 case WINED3DSPSM_NONE:
827 sprintf(outregstr, "%s%s", regstr, swzstr);
830 case WINED3DSPSM_NEG:
831 sprintf(outregstr, "-%s%s", regstr, swzstr);
834 case WINED3DSPSM_BIAS:
835 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
837 case WINED3DSPSM_BIASNEG:
838 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
840 case WINED3DSPSM_SIGN:
841 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
843 case WINED3DSPSM_SIGNNEG:
844 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
846 case WINED3DSPSM_COMP:
847 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
850 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
852 case WINED3DSPSM_X2NEG:
853 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
856 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
857 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
860 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
861 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
863 case WINED3DSPSM_ABS:
864 if(ctx->target_version >= NV2) {
865 sprintf(outregstr, "|%s%s|", regstr, swzstr);
868 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
871 case WINED3DSPSM_ABSNEG:
872 if(ctx->target_version >= NV2) {
873 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
875 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
876 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
881 sprintf(outregstr, "%s%s", regstr, swzstr);
885 /* Return modified or original register, with swizzle */
887 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
890 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
893 const char *ret = "";
894 if (!ins->dst_count) return "";
896 mod = ins->dst[0].modifiers;
897 if(mod & WINED3DSPDM_SATURATE) {
899 mod &= ~WINED3DSPDM_SATURATE;
901 if(mod & WINED3DSPDM_PARTIALPRECISION) {
902 FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n");
903 mod &= ~WINED3DSPDM_PARTIALPRECISION;
905 if(mod & WINED3DSPDM_MSAMPCENTROID) {
906 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
907 mod &= ~WINED3DSPDM_MSAMPCENTROID;
910 FIXME("Unknown modifiers 0x%08x\n", mod);
915 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
917 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
918 SHADER_BUFFER *buffer = ins->ctx->buffer;
920 char src_name[2][50];
921 DWORD sampler_code = dst->reg.idx;
923 shader_arb_get_dst_param(ins, dst, dst_name);
925 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
927 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
928 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
931 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
932 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
933 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
934 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
935 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
937 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
938 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
941 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
943 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
944 SHADER_BUFFER *buffer = ins->ctx->buffer;
946 char src_name[3][50];
947 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
948 ins->ctx->reg_maps->shader_version.minor);
950 shader_arb_get_dst_param(ins, dst, dst_name);
951 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
953 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
954 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
956 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
958 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
959 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
960 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
961 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n",
962 shader_arb_get_modifier(ins), dst_name, src_name[1], src_name[2]);
966 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
968 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
969 SHADER_BUFFER *buffer = ins->ctx->buffer;
971 char src_name[3][50];
973 shader_arb_get_dst_param(ins, dst, dst_name);
975 /* Generate input register names (with modifiers) */
976 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
977 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
978 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
980 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
981 src_name[0], src_name[2], src_name[1]);
984 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
985 * dst = dot2(src0, src1) + src2 */
986 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
988 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
989 SHADER_BUFFER *buffer = ins->ctx->buffer;
991 char src_name[3][50];
993 shader_arb_get_dst_param(ins, dst, dst_name);
994 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
995 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
996 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
998 /* 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]
999 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1001 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1002 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1003 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1004 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1007 /* Map the opcode 1-to-1 to the GL code */
1008 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1010 SHADER_BUFFER *buffer = ins->ctx->buffer;
1011 const char *instruction;
1012 char arguments[256], dst_str[50];
1014 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1016 switch (ins->handler_idx)
1018 case WINED3DSIH_ABS: instruction = "ABS"; break;
1019 case WINED3DSIH_ADD: instruction = "ADD"; break;
1020 case WINED3DSIH_CRS: instruction = "XPD"; break;
1021 case WINED3DSIH_DP3: instruction = "DP3"; break;
1022 case WINED3DSIH_DP4: instruction = "DP4"; break;
1023 case WINED3DSIH_DST: instruction = "DST"; break;
1024 case WINED3DSIH_EXP: instruction = "EX2"; break;
1025 case WINED3DSIH_EXPP: instruction = "EXP"; break;
1026 case WINED3DSIH_FRC: instruction = "FRC"; break;
1027 case WINED3DSIH_LIT: instruction = "LIT"; break;
1028 case WINED3DSIH_LOG: instruction = "LG2"; break;
1029 case WINED3DSIH_LOGP: instruction = "LOG"; break;
1030 case WINED3DSIH_LRP: instruction = "LRP"; break;
1031 case WINED3DSIH_MAD: instruction = "MAD"; break;
1032 case WINED3DSIH_MAX: instruction = "MAX"; break;
1033 case WINED3DSIH_MIN: instruction = "MIN"; break;
1034 case WINED3DSIH_MOV: instruction = "MOV"; break;
1035 case WINED3DSIH_MUL: instruction = "MUL"; break;
1036 case WINED3DSIH_POW: instruction = "POW"; break;
1037 case WINED3DSIH_SGE: instruction = "SGE"; break;
1038 case WINED3DSIH_SLT: instruction = "SLT"; break;
1039 case WINED3DSIH_SUB: instruction = "SUB"; break;
1040 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1041 default: instruction = "";
1042 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1046 /* Note that shader_arb_add_dst_param() adds spaces. */
1047 arguments[0] = '\0';
1048 shader_arb_get_dst_param(ins, dst, dst_str);
1049 for (i = 0; i < ins->src_count; ++i)
1052 strcat(arguments, ", ");
1053 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1054 strcat(arguments, operand);
1056 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1059 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1061 SHADER_BUFFER *buffer = ins->ctx->buffer;
1062 shader_addline(buffer, "NOP;\n");
1065 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1067 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1069 SHADER_BUFFER *buffer = ins->ctx->buffer;
1070 char src0_param[256];
1072 if(ins->handler_idx == WINED3DSIH_MOVA) {
1073 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1074 struct wined3d_shader_src_param tmp_src = ins->src[0];
1077 if(ctx->target_version >= NV2) {
1078 shader_hw_map2gl(ins);
1081 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1082 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1083 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1085 /* This implements the mova formula used in GLSL. The first two instructions
1086 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1090 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1092 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1093 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1095 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1096 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1098 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1099 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1100 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1101 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1103 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1104 } else if (ins->ctx->reg_maps->shader_version.major == 1
1105 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1106 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1108 src0_param[0] = '\0';
1109 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1111 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1112 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1113 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1117 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1118 * with more than one component. Thus replicate the first source argument over all
1119 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1120 struct wined3d_shader_src_param tmp_src = ins->src[0];
1121 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1122 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1123 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1128 shader_hw_map2gl(ins);
1132 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1134 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1135 SHADER_BUFFER *buffer = ins->ctx->buffer;
1138 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1139 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1141 shader_arb_get_dst_param(ins, dst, reg_dest);
1143 if (ins->ctx->reg_maps->shader_version.major >= 2)
1145 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1146 shader_arb_get_dst_param(ins, dst, reg_dest);
1147 shader_addline(buffer, "KIL %s;\n", reg_dest);
1149 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1150 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1152 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1153 * or pass in any temporary register(in shader phase 2)
1155 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1156 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1158 shader_arb_get_dst_param(ins, dst, reg_dest);
1160 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1161 shader_addline(buffer, "KIL TA;\n");
1165 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1167 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1168 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1169 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1170 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1171 ins->ctx->reg_maps->shader_version.minor);
1172 BOOL projected = FALSE, bias = FALSE;
1173 struct wined3d_shader_src_param src;
1177 DWORD reg_sampler_code;
1179 /* All versions have a destination register */
1180 shader_arb_get_dst_param(ins, dst, reg_dest);
1182 /* 1.0-1.4: Use destination register number as texture code.
1183 2.0+: Use provided sampler number as texure code. */
1184 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1185 reg_sampler_code = dst->reg.idx;
1187 reg_sampler_code = ins->src[1].reg.idx;
1189 /* 1.0-1.3: Use the texcoord varying.
1190 1.4+: Use provided coordinate source register. */
1191 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1192 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1194 /* TEX is the only instruction that can handle DW and DZ natively */
1196 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1197 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1198 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1202 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1203 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1204 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1206 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1209 if(reg_sampler_code < MAX_TEXTURES) {
1210 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1212 if (flags & WINED3DTTFF_PROJECTED) {
1216 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1218 DWORD src_mod = ins->src[0].modifiers;
1219 if (src_mod == WINED3DSPSM_DZ) {
1220 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1221 * varying register, so we need a temp reg
1223 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1224 strcpy(reg_coord, "TA");
1226 } else if(src_mod == WINED3DSPSM_DW) {
1230 if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1231 if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1233 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1236 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1238 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1239 SHADER_BUFFER *buffer = ins->ctx->buffer;
1240 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1241 ins->ctx->reg_maps->shader_version.minor);
1244 shader_arb_get_write_mask(ins, dst, tmp);
1245 if (shader_version != WINED3D_SHADER_VERSION(1,4))
1247 DWORD reg = dst->reg.idx;
1248 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1252 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1253 shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
1257 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1259 SHADER_BUFFER *buffer = ins->ctx->buffer;
1260 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1261 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1264 DWORD reg1 = ins->dst[0].reg.idx;
1268 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1269 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1270 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1271 /* Move .x first in case src_str is "TA" */
1272 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1273 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1274 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1275 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED, FALSE);
1278 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1280 SHADER_BUFFER *buffer = ins->ctx->buffer;
1282 DWORD reg1 = ins->dst[0].reg.idx;
1286 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1287 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1288 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1289 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1290 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1291 shader_hw_sample(ins, reg1, dst_str, "TA", FALSE, FALSE);
1294 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1296 DWORD reg1 = ins->dst[0].reg.idx;
1300 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1301 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1302 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1303 shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1306 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1308 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1309 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1310 DWORD src = ins->src[0].reg.idx;
1311 SHADER_BUFFER *buffer = ins->ctx->buffer;
1312 char reg_coord[40], dst_reg[50];
1313 DWORD reg_dest_code;
1315 /* All versions have a destination register. The Tx where the texture coordinates come
1316 * from is the varying incarnation of the texture register
1318 reg_dest_code = dst->reg.idx;
1319 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1320 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1322 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1323 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1325 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1326 shader_addline(buffer, "DP3 TA.x, TB, T%u;\n", src);
1327 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1328 shader_addline(buffer, "DP3 TA.y, TB, T%u;\n", src);
1330 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1331 * so we can't let the GL handle this.
1333 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1334 & WINED3DTTFF_PROJECTED) {
1335 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1336 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1337 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1339 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1342 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", FALSE, FALSE);
1344 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1346 shader_addline(buffer, "MAD TA, T%u.z, luminance%d.x, luminance%d.y;\n",
1347 src, reg_dest_code, reg_dest_code);
1348 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1352 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1354 DWORD reg = ins->dst[0].reg.idx;
1355 SHADER_BUFFER *buffer = ins->ctx->buffer;
1358 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1359 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1360 * T<reg+1> register. Use this register to store the calculated vector
1362 shader_addline(buffer, "DP3 T%u.x, fragment.texcoord[%u], %s;\n", reg + 1, reg, src0_name);
1365 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1367 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1368 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1370 DWORD reg = ins->dst[0].reg.idx;
1371 SHADER_BUFFER *buffer = ins->ctx->buffer;
1376 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1377 sprintf(dst_reg, "T%u", reg);
1379 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1380 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1381 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1382 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1383 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1386 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1388 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1389 DWORD reg = ins->dst[0].reg.idx;
1390 SHADER_BUFFER *buffer = ins->ctx->buffer;
1391 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1395 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1396 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1397 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1399 dst = reg + 2 - current_state->current_row;
1401 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1402 shader_addline(buffer, "DP3 T%u.%c, fragment.texcoord[%u], %s;\n", dst, 'x' + current_state->current_row, reg, src0_name);
1403 current_state->texcoord_w[current_state->current_row++] = reg;
1406 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1408 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1409 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1411 DWORD reg = ins->dst[0].reg.idx;
1412 SHADER_BUFFER *buffer = ins->ctx->buffer;
1413 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1418 sprintf(dst_reg, "T%u", reg);
1419 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1420 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1422 /* Sample the texture using the calculated coordinates */
1423 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1424 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1425 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1426 current_state->current_row = 0;
1429 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1431 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1432 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1434 DWORD reg = ins->dst[0].reg.idx;
1435 SHADER_BUFFER *buffer = ins->ctx->buffer;
1436 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1441 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1442 * components for temporary data storage
1444 sprintf(dst_reg, "T%u", reg);
1445 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1446 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1448 /* Construct the eye-ray vector from w coordinates */
1449 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1450 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1451 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1453 /* Calculate reflection vector
1455 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1456 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1457 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1458 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1459 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1460 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1461 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1463 /* Sample the texture using the calculated coordinates */
1464 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1465 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1466 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1467 current_state->current_row = 0;
1470 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1472 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1473 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1475 DWORD reg = ins->dst[0].reg.idx;
1476 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1477 SHADER_BUFFER *buffer = ins->ctx->buffer;
1483 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1484 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1485 /* Note: TMP.xy is input here, generated by two texm3x3pad instructions */
1486 sprintf(dst_reg, "T%u", reg);
1487 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1489 /* Calculate reflection vector.
1492 * TMP.xyz = 2 * --------- * N - E
1495 * Which normalizes the normal vector
1497 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1498 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1499 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1500 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1501 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1502 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1504 /* Sample the texture using the calculated coordinates */
1505 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1506 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1507 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1508 current_state->current_row = 0;
1511 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1513 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1514 SHADER_BUFFER *buffer = ins->ctx->buffer;
1517 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1518 * which is essentially an input, is the destination register because it is the first
1519 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1520 * here(writemasks/swizzles are not valid on texdepth)
1522 shader_arb_get_dst_param(ins, dst, dst_name);
1524 /* According to the msdn, the source register(must be r5) is unusable after
1525 * the texdepth instruction, so we're free to modify it
1527 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1529 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1530 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1531 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1533 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1534 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1535 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
1536 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
1539 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1540 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1541 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1542 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1544 SHADER_BUFFER *buffer = ins->ctx->buffer;
1545 DWORD sampler_idx = ins->dst[0].reg.idx;
1549 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1550 shader_addline(buffer, "MOV TB, 0.0;\n");
1551 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
1553 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1554 shader_hw_sample(ins, sampler_idx, dst_str, "TB", FALSE /* Only one coord, can't be projected */, FALSE);
1557 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1558 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1559 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1561 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1564 SHADER_BUFFER *buffer = ins->ctx->buffer;
1566 /* Handle output register */
1567 shader_arb_get_dst_param(ins, dst, dst_str);
1568 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1569 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
1572 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1573 * Perform the 3rd row of a 3x3 matrix multiply */
1574 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1576 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1577 SHADER_BUFFER *buffer = ins->ctx->buffer;
1581 shader_arb_get_dst_param(ins, dst, dst_str);
1582 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1583 shader_addline(buffer, "DP3 T%u.z, fragment.texcoord[%u], %s;\n", dst->reg.idx, dst->reg.idx, src0);
1584 shader_addline(buffer, "MOV %s, T%u;\n", dst_str, dst->reg.idx);
1587 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1588 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1589 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1590 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1592 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1594 SHADER_BUFFER *buffer = ins->ctx->buffer;
1595 DWORD dst_reg = ins->dst[0].reg.idx;
1598 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1599 shader_addline(buffer, "DP3 T%u.y, fragment.texcoord[%u], %s;\n", dst_reg, dst_reg, src0);
1601 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1602 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1603 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1605 shader_addline(buffer, "RCP T%u.y, T%u.y;\n", dst_reg, dst_reg);
1606 shader_addline(buffer, "MUL T%u.x, T%u.x, T%u.y;\n", dst_reg, dst_reg, dst_reg);
1607 shader_addline(buffer, "MIN T%u.x, T%u.x, one.x;\n", dst_reg, dst_reg);
1608 shader_addline(buffer, "MAX result.depth, T%u.x, 0.0;\n", dst_reg);
1611 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1612 Vertex/Pixel shaders to ARB_vertex_program codes */
1613 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1616 int nComponents = 0;
1617 struct wined3d_shader_dst_param tmp_dst = {{0}};
1618 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1619 struct wined3d_shader_instruction tmp_ins;
1621 memset(&tmp_ins, 0, sizeof(tmp_ins));
1623 /* Set constants for the temporary argument */
1624 tmp_ins.ctx = ins->ctx;
1625 tmp_ins.dst_count = 1;
1626 tmp_ins.dst = &tmp_dst;
1627 tmp_ins.src_count = 2;
1628 tmp_ins.src = tmp_src;
1630 switch(ins->handler_idx)
1632 case WINED3DSIH_M4x4:
1634 tmp_ins.handler_idx = WINED3DSIH_DP4;
1636 case WINED3DSIH_M4x3:
1638 tmp_ins.handler_idx = WINED3DSIH_DP4;
1640 case WINED3DSIH_M3x4:
1642 tmp_ins.handler_idx = WINED3DSIH_DP3;
1644 case WINED3DSIH_M3x3:
1646 tmp_ins.handler_idx = WINED3DSIH_DP3;
1648 case WINED3DSIH_M3x2:
1650 tmp_ins.handler_idx = WINED3DSIH_DP3;
1653 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1657 tmp_dst = ins->dst[0];
1658 tmp_src[0] = ins->src[0];
1659 tmp_src[1] = ins->src[1];
1660 for (i = 0; i < nComponents; i++) {
1661 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1662 shader_hw_map2gl(&tmp_ins);
1663 ++tmp_src[1].reg.idx;
1667 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1669 SHADER_BUFFER *buffer = ins->ctx->buffer;
1670 const char *instruction;
1675 switch(ins->handler_idx)
1677 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1678 case WINED3DSIH_RCP: instruction = "RCP"; break;
1679 default: instruction = "";
1680 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1684 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1685 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1686 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1688 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1694 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
1697 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1699 SHADER_BUFFER *buffer = ins->ctx->buffer;
1703 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1704 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
1705 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
1706 shader_addline(buffer, "RSQ TA, TA.x;\n");
1707 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1708 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
1712 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1714 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1715 * must contain fixed constants. So we need a separate function to filter those constants and
1718 SHADER_BUFFER *buffer = ins->ctx->buffer;
1722 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1723 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1724 shader_addline(buffer, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
1728 /* GL locking is done by the caller */
1729 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1731 GLuint program_id = 0;
1732 const char *blt_vprogram =
1734 "PARAM c[1] = { { 1, 0.5 } };\n"
1735 "MOV result.position, vertex.position;\n"
1736 "MOV result.color, c[0].x;\n"
1737 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1740 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1741 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1742 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1744 if (glGetError() == GL_INVALID_OPERATION) {
1746 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1747 FIXME("Vertex program error at position %d: %s\n", pos,
1748 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1754 /* GL locking is done by the caller */
1755 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1757 GLuint program_id = 0;
1758 static const char * const blt_fprograms[tex_type_count] =
1765 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1766 "MOV result.depth.z, R0.x;\n"
1773 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1774 "MOV result.depth.z, R0.x;\n"
1779 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1780 "MOV result.depth.z, R0.x;\n"
1784 if (!blt_fprograms[tex_type])
1786 FIXME("tex_type %#x not supported\n", tex_type);
1790 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1791 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1792 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1794 if (glGetError() == GL_INVALID_OPERATION) {
1796 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1797 FIXME("Fragment program error at position %d: %s\n", pos,
1798 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1804 /* GL locking is done by the caller */
1805 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1806 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1807 struct shader_arb_priv *priv = This->shader_priv;
1808 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1811 struct vs_compile_args compile_args;
1813 TRACE("Using vertex shader\n");
1814 find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
1815 priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
1817 /* Bind the vertex program */
1818 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1819 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1821 /* Enable OpenGL vertex programs */
1822 glEnable(GL_VERTEX_PROGRAM_ARB);
1823 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1824 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1825 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1826 priv->current_vprogram_id = 0;
1827 glDisable(GL_VERTEX_PROGRAM_ARB);
1828 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1832 struct ps_compile_args compile_args;
1833 TRACE("Using pixel shader\n");
1834 find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1835 priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1838 /* Bind the fragment program */
1839 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1840 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1842 if(!priv->use_arbfp_fixed_func) {
1843 /* Enable OpenGL fragment programs */
1844 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1845 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1847 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1849 shader_arb_ps_local_constants(This);
1850 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1851 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1852 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1853 * replacement shader
1855 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1856 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1857 priv->current_fprogram_id = 0;
1861 /* GL locking is done by the caller */
1862 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1863 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1864 struct shader_arb_priv *priv = This->shader_priv;
1865 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1866 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1868 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1869 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1870 glEnable(GL_VERTEX_PROGRAM_ARB);
1872 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1873 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1874 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1877 /* GL locking is done by the caller */
1878 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1879 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1880 struct shader_arb_priv *priv = This->shader_priv;
1881 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1883 if (priv->current_vprogram_id) {
1884 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1885 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1887 glEnable(GL_VERTEX_PROGRAM_ARB);
1888 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1890 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1892 glDisable(GL_VERTEX_PROGRAM_ARB);
1893 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1896 if (priv->current_fprogram_id) {
1897 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1898 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1900 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1901 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1903 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1905 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1906 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1910 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1911 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1912 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1914 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
1916 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1920 for(i = 0; i < This->num_gl_shaders; i++) {
1921 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1922 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1925 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1926 This->gl_shaders = NULL;
1927 This->num_gl_shaders = 0;
1928 This->shader_array_size = 0;
1930 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1934 for(i = 0; i < This->num_gl_shaders; i++) {
1935 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1936 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1939 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1940 This->gl_shaders = NULL;
1941 This->num_gl_shaders = 0;
1942 This->shader_array_size = 0;
1946 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1947 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1948 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1952 static void shader_arb_free(IWineD3DDevice *iface) {
1953 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1954 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1955 struct shader_arb_priv *priv = This->shader_priv;
1959 if(priv->depth_blt_vprogram_id) {
1960 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1962 for (i = 0; i < tex_type_count; ++i) {
1963 if (priv->depth_blt_fprogram_id[i]) {
1964 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1969 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1972 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1976 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1977 const char *tmp2, const char *tmp3) {
1978 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1980 /* Calculate the > 0.0031308 case */
1981 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
1982 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
1983 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
1984 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
1985 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
1986 /* Calculate the < case */
1987 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
1988 /* Subtract the comparison value from the fragcolor and use CMP to pick either the > case * or the < case */
1989 shader_addline(buffer, "SUB %s, %s, srgb_consts1.y;\n", tmp3, fragcolor);
1990 shader_addline(buffer, "CMP result.color.xyz, %s, %s, %s;\n", tmp3, tmp2, tmp1);
1993 /* GL locking is done by the caller */
1994 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
1995 SHADER_BUFFER *buffer, const struct ps_compile_args *args)
1997 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1998 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1999 CONST DWORD *function = This->baseShader.function;
2000 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2001 const local_constant *lconst;
2003 const char *fragcolor;
2004 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2005 struct shader_arb_ctx_priv priv_ctx;
2007 /* Create the hw ARB shader */
2008 memset(&priv_ctx, 0, sizeof(priv_ctx));
2009 shader_addline(buffer, "!!ARBfp1.0\n");
2010 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2011 shader_addline(buffer, "OPTION NV_fragment_program;\n");
2012 priv_ctx.target_version = NV2;
2014 priv_ctx.target_version = ARB;
2017 if (reg_maps->shader_version.major < 3)
2023 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2026 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2029 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2034 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2035 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2036 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2037 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2038 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2039 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2041 if (reg_maps->shader_version.major < 2)
2045 if(args->srgb_correction) {
2046 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2047 fragcolor = "TMP_COLOR";
2049 fragcolor = "result.color";
2053 /* Base Declarations */
2054 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2056 /* Base Shader Body */
2057 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2059 if(args->srgb_correction) {
2060 arbfp_add_sRGB_correction(buffer, fragcolor, "TA", "TB", "TC");
2061 shader_addline(buffer, "MOV result.color.a, %s;\n", fragcolor);
2062 } else if(reg_maps->shader_version.major < 2) {
2063 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2065 shader_addline(buffer, "END\n");
2067 /* TODO: change to resource.glObjectHandle or something like that */
2068 GL_EXTCALL(glGenProgramsARB(1, &retval));
2070 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2071 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2073 TRACE("Created hw pixel shader, prg=%d\n", retval);
2074 /* Create the program and check for errors */
2075 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2076 buffer->bsize, buffer->buffer));
2078 if (glGetError() == GL_INVALID_OPERATION) {
2080 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2081 FIXME("HW PixelShader Error at position %d: %s\n",
2082 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2086 /* Load immediate constants */
2088 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2089 const float *value = (const float *)lconst->value;
2090 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
2091 checkGLcall("glProgramLocalParameter4fvARB");
2093 HeapFree(GetProcessHeap(), 0, lconst_map);
2099 /* GL locking is done by the caller */
2100 static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
2101 SHADER_BUFFER *buffer, const struct vs_compile_args *args)
2103 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2104 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2105 CONST DWORD *function = This->baseShader.function;
2106 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2107 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2108 const local_constant *lconst;
2110 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2111 struct shader_arb_ctx_priv priv_ctx;
2113 memset(&priv_ctx, 0, sizeof(priv_ctx));
2114 /* Create the hw ARB shader */
2115 shader_addline(buffer, "!!ARBvp1.0\n");
2117 if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
2118 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
2119 priv_ctx.target_version = NV2;
2121 priv_ctx.target_version = ARB;
2124 if(need_helper_const(gl_info)) {
2125 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2127 if(need_mova_const((IWineD3DBaseShader *) iface, gl_info)) {
2128 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
2129 shader_addline(buffer, "TEMP A0_SHADOW;\n");
2132 /* Mesa supports only 95 constants */
2133 if (GL_VEND(MESA) || GL_VEND(WINE))
2134 This->baseShader.limits.constant_float =
2135 min(95, This->baseShader.limits.constant_float);
2137 shader_addline(buffer, "TEMP TA;\n");
2139 /* Base Declarations */
2140 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2142 /* We need a constant to fixup the final position */
2143 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2145 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2146 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2147 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2148 * a replacement shader depend on the texcoord.w being set properly.
2150 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2151 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2152 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2153 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2154 * this can eat a number of instructions, so skip it unless this cap is set as well
2156 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2157 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2159 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2161 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2162 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2163 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2164 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2170 /* Base Shader Body */
2171 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2173 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2174 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2175 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2176 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2178 if(args->fog_src == VS_FOG_Z) {
2179 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2180 } else if (!reg_maps->fog) {
2181 /* posFixup.x is always 1.0, so we can savely use it */
2182 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2185 /* Write the final position.
2187 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2188 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2189 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2190 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2192 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2193 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2194 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2196 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2197 * and the glsl equivalent
2199 if(need_helper_const(gl_info)) {
2200 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2202 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2203 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2206 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2208 shader_addline(buffer, "END\n");
2210 /* TODO: change to resource.glObjectHandle or something like that */
2211 GL_EXTCALL(glGenProgramsARB(1, &ret));
2213 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2214 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2216 TRACE("Created hw vertex shader, prg=%d\n", ret);
2217 /* Create the program and check for errors */
2218 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2219 buffer->bsize, buffer->buffer));
2221 if (glGetError() == GL_INVALID_OPERATION) {
2223 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2224 FIXME("HW VertexShader Error at position %d: %s\n",
2225 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2228 /* Load immediate constants */
2230 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2231 const float *value = (const float *)lconst->value;
2232 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2236 HeapFree(GetProcessHeap(), 0, lconst_map);
2241 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2243 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2244 * then overwrite the shader specific ones
2246 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2248 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2249 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2250 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2251 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
2254 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2255 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2256 pCaps->PixelShader1xMaxValue = 8.0;
2257 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2258 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
2261 pCaps->VSClipping = FALSE; /* TODO: GL_NV_vertex_program2_option provides this */
2264 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2266 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2268 TRACE("Checking support for color_fixup:\n");
2269 dump_color_fixup_desc(fixup);
2272 /* We support everything except YUV conversions. */
2273 if (!is_yuv_fixup(fixup))
2279 TRACE("[FAILED]\n");
2283 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2285 char write_mask[20], regstr[50];
2286 SHADER_BUFFER *buffer = ins->ctx->buffer;
2287 BOOL is_color = FALSE;
2288 const struct wined3d_shader_dst_param *dst;
2290 if (!ins->dst_count) return;
2294 if(shift == 0) return; /* Saturate alone is handled by the instructions */
2296 shader_arb_get_write_mask(ins, dst, write_mask);
2297 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
2299 /* Generate a line that does the output modifier computation
2300 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
2301 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
2303 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
2304 regstr, write_mask, regstr, shift_tab[shift]);
2307 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2309 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2310 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2311 /* WINED3DSIH_BEM */ pshader_hw_bem,
2312 /* WINED3DSIH_BREAK */ NULL,
2313 /* WINED3DSIH_BREAKC */ NULL,
2314 /* WINED3DSIH_BREAKP */ NULL,
2315 /* WINED3DSIH_CALL */ NULL,
2316 /* WINED3DSIH_CALLNZ */ NULL,
2317 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2318 /* WINED3DSIH_CND */ pshader_hw_cnd,
2319 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2320 /* WINED3DSIH_DCL */ NULL,
2321 /* WINED3DSIH_DEF */ NULL,
2322 /* WINED3DSIH_DEFB */ NULL,
2323 /* WINED3DSIH_DEFI */ NULL,
2324 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2325 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2326 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2327 /* WINED3DSIH_DST */ shader_hw_map2gl,
2328 /* WINED3DSIH_DSX */ NULL,
2329 /* WINED3DSIH_DSY */ NULL,
2330 /* WINED3DSIH_ELSE */ NULL,
2331 /* WINED3DSIH_ENDIF */ NULL,
2332 /* WINED3DSIH_ENDLOOP */ NULL,
2333 /* WINED3DSIH_ENDREP */ NULL,
2334 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2335 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2336 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2337 /* WINED3DSIH_IF */ NULL,
2338 /* WINED3DSIH_IFC */ NULL,
2339 /* WINED3DSIH_LABEL */ NULL,
2340 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2341 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2342 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2343 /* WINED3DSIH_LOOP */ NULL,
2344 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2345 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2346 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2347 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2348 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2349 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2350 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2351 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2352 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2353 /* WINED3DSIH_MOV */ shader_hw_mov,
2354 /* WINED3DSIH_MOVA */ shader_hw_mov,
2355 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2356 /* WINED3DSIH_NOP */ shader_hw_nop,
2357 /* WINED3DSIH_NRM */ shader_hw_nrm,
2358 /* WINED3DSIH_PHASE */ NULL,
2359 /* WINED3DSIH_POW */ shader_hw_map2gl,
2360 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
2361 /* WINED3DSIH_REP */ NULL,
2362 /* WINED3DSIH_RET */ NULL,
2363 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
2364 /* WINED3DSIH_SETP */ NULL,
2365 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2366 /* WINED3DSIH_SGN */ NULL,
2367 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2368 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2369 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2370 /* WINED3DSIH_TEX */ pshader_hw_tex,
2371 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2372 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2373 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2374 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2375 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2376 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2377 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2378 /* WINED3DSIH_TEXLDD */ NULL,
2379 /* WINED3DSIH_TEXLDL */ NULL,
2380 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2381 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2382 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2383 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2384 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2385 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2386 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2387 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2388 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2389 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2390 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2391 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2394 const shader_backend_t arb_program_shader_backend = {
2395 shader_arb_instruction_handler_table,
2397 shader_arb_select_depth_blt,
2398 shader_arb_deselect_depth_blt,
2399 shader_arb_update_float_vertex_constants,
2400 shader_arb_update_float_pixel_constants,
2401 shader_arb_load_constants,
2402 shader_arb_load_np2fixup_constants,
2406 shader_arb_dirty_const,
2407 shader_arb_generate_pshader,
2408 shader_arb_generate_vshader,
2409 shader_arb_get_caps,
2410 shader_arb_color_fixup_supported,
2411 shader_arb_add_instruction_modifiers,
2414 /* ARB_fragment_program fixed function pipeline replacement definitions */
2415 #define ARB_FFP_CONST_TFACTOR 0
2416 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2417 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2418 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2419 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2421 struct arbfp_ffp_desc
2423 struct ffp_frag_desc parent;
2425 unsigned int num_textures_used;
2428 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2431 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2432 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2434 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2435 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2440 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2441 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2442 struct shader_arb_priv *priv;
2443 /* Share private data between the shader backend and the pipeline replacement, if both
2444 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2445 * if no pixel shader is bound or not
2447 if(This->shader_backend == &arb_program_shader_backend) {
2448 This->fragment_priv = This->shader_priv;
2450 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2451 if(!This->fragment_priv) return E_OUTOFMEMORY;
2453 priv = This->fragment_priv;
2454 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2455 priv->use_arbfp_fixed_func = TRUE;
2459 static void arbfp_free_ffpshader(void *value, void *gli) {
2460 const WineD3D_GL_Info *gl_info = gli;
2461 struct arbfp_ffp_desc *entry_arb = value;
2464 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2465 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2466 HeapFree(GetProcessHeap(), 0, entry_arb);
2470 static void arbfp_free(IWineD3DDevice *iface) {
2471 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2472 struct shader_arb_priv *priv = This->fragment_priv;
2474 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2475 priv->use_arbfp_fixed_func = FALSE;
2477 if(This->shader_backend != &arb_program_shader_backend) {
2478 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2482 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2484 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2485 WINED3DTEXOPCAPS_SELECTARG1 |
2486 WINED3DTEXOPCAPS_SELECTARG2 |
2487 WINED3DTEXOPCAPS_MODULATE4X |
2488 WINED3DTEXOPCAPS_MODULATE2X |
2489 WINED3DTEXOPCAPS_MODULATE |
2490 WINED3DTEXOPCAPS_ADDSIGNED2X |
2491 WINED3DTEXOPCAPS_ADDSIGNED |
2492 WINED3DTEXOPCAPS_ADD |
2493 WINED3DTEXOPCAPS_SUBTRACT |
2494 WINED3DTEXOPCAPS_ADDSMOOTH |
2495 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2496 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2497 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2498 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2499 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2500 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2501 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2502 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2503 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2504 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2505 WINED3DTEXOPCAPS_MULTIPLYADD |
2506 WINED3DTEXOPCAPS_LERP |
2507 WINED3DTEXOPCAPS_BUMPENVMAP |
2508 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2510 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2512 caps->MaxTextureBlendStages = 8;
2513 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2515 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2517 #undef GLINFO_LOCATION
2519 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2520 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2522 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2524 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2525 * application provided constants
2527 if(device->shader_backend == &arb_program_shader_backend) {
2528 if (use_ps(stateblock)) return;
2530 device = stateblock->wineD3DDevice;
2531 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2532 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2535 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2536 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2537 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2541 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2543 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2545 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2546 * application provided constants
2548 if(device->shader_backend == &arb_program_shader_backend) {
2549 if (use_ps(stateblock)) return;
2551 device = stateblock->wineD3DDevice;
2552 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2553 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2556 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2557 /* The specular color has no alpha */
2558 col[0] = 1.0; col[1] = 1.0;
2559 col[2] = 1.0; col[3] = 0.0;
2561 col[0] = 0.0; col[1] = 0.0;
2562 col[2] = 0.0; col[3] = 0.0;
2564 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2565 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2568 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2569 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2570 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2573 if (use_ps(stateblock))
2576 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2577 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2580 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2581 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2585 if(device->shader_backend == &arb_program_shader_backend) {
2586 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2589 } else if(device->shader_backend == &arb_program_shader_backend) {
2590 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2591 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2594 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2595 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2596 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2597 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2599 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2600 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2603 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2604 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2605 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2608 if (use_ps(stateblock))
2611 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2612 /* The pixel shader has to know the luminance offset. Do a constants update if it
2613 * isn't scheduled anyway
2615 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2616 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2620 if(device->shader_backend == &arb_program_shader_backend) {
2621 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2624 } else if(device->shader_backend == &arb_program_shader_backend) {
2625 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2626 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2629 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2630 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2634 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2635 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2638 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2641 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2643 switch(arg & WINED3DTA_SELECTMASK) {
2644 case WINED3DTA_DIFFUSE:
2645 ret = "fragment.color.primary"; break;
2647 case WINED3DTA_CURRENT:
2648 if(stage == 0) ret = "fragment.color.primary";
2652 case WINED3DTA_TEXTURE:
2654 case 0: ret = "tex0"; break;
2655 case 1: ret = "tex1"; break;
2656 case 2: ret = "tex2"; break;
2657 case 3: ret = "tex3"; break;
2658 case 4: ret = "tex4"; break;
2659 case 5: ret = "tex5"; break;
2660 case 6: ret = "tex6"; break;
2661 case 7: ret = "tex7"; break;
2662 default: ret = "unknown texture";
2666 case WINED3DTA_TFACTOR:
2667 ret = "tfactor"; break;
2669 case WINED3DTA_SPECULAR:
2670 ret = "fragment.color.secondary"; break;
2672 case WINED3DTA_TEMP:
2673 ret = "tempreg"; break;
2675 case WINED3DTA_CONSTANT:
2676 FIXME("Implement perstage constants\n");
2678 case 0: ret = "const0"; break;
2679 case 1: ret = "const1"; break;
2680 case 2: ret = "const2"; break;
2681 case 3: ret = "const3"; break;
2682 case 4: ret = "const4"; break;
2683 case 5: ret = "const5"; break;
2684 case 6: ret = "const6"; break;
2685 case 7: ret = "const7"; break;
2686 default: ret = "unknown constant";
2694 if(arg & WINED3DTA_COMPLEMENT) {
2695 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2696 if(argnum == 0) ret = "arg0";
2697 if(argnum == 1) ret = "arg1";
2698 if(argnum == 2) ret = "arg2";
2700 if(arg & WINED3DTA_ALPHAREPLICATE) {
2701 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
2702 if(argnum == 0) ret = "arg0";
2703 if(argnum == 1) ret = "arg1";
2704 if(argnum == 2) ret = "arg2";
2709 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2710 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2711 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2712 unsigned int mul = 1;
2713 BOOL mul_final_dest = FALSE;
2715 if(color && alpha) dstmask = "";
2716 else if(color) dstmask = ".xyz";
2717 else dstmask = ".w";
2719 if(dst == tempreg) dstreg = "tempreg";
2720 else dstreg = "ret";
2722 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2723 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2724 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2727 case WINED3DTOP_DISABLE:
2728 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2731 case WINED3DTOP_SELECTARG2:
2733 case WINED3DTOP_SELECTARG1:
2734 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2737 case WINED3DTOP_MODULATE4X:
2739 case WINED3DTOP_MODULATE2X:
2741 if(strcmp(dstreg, "result.color") == 0) {
2743 mul_final_dest = TRUE;
2745 case WINED3DTOP_MODULATE:
2746 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2749 case WINED3DTOP_ADDSIGNED2X:
2751 if(strcmp(dstreg, "result.color") == 0) {
2753 mul_final_dest = TRUE;
2755 case WINED3DTOP_ADDSIGNED:
2756 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2758 case WINED3DTOP_ADD:
2759 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2762 case WINED3DTOP_SUBTRACT:
2763 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2766 case WINED3DTOP_ADDSMOOTH:
2767 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2768 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2771 case WINED3DTOP_BLENDCURRENTALPHA:
2772 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2773 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2775 case WINED3DTOP_BLENDFACTORALPHA:
2776 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2777 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2779 case WINED3DTOP_BLENDTEXTUREALPHA:
2780 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2781 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2783 case WINED3DTOP_BLENDDIFFUSEALPHA:
2784 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2785 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2788 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2789 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2790 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
2791 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
2794 /* D3DTOP_PREMODULATE ???? */
2796 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2797 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
2798 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2800 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2801 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2803 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2804 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2805 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
2807 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2808 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2811 case WINED3DTOP_DOTPRODUCT3:
2813 if(strcmp(dstreg, "result.color") == 0) {
2815 mul_final_dest = TRUE;
2817 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2818 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2819 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2822 case WINED3DTOP_MULTIPLYADD:
2823 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2826 case WINED3DTOP_LERP:
2827 /* The msdn is not quite right here */
2828 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2831 case WINED3DTOP_BUMPENVMAP:
2832 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2833 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2837 FIXME("Unhandled texture op %08x\n", op);
2841 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2842 } else if(mul == 4) {
2843 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2847 /* The stateblock is passed for GLINFO_LOCATION */
2848 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2851 SHADER_BUFFER buffer;
2852 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2853 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2854 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2855 const char *textype;
2856 const char *instr, *sat;
2857 char colorcor_dst[8];
2859 DWORD arg0, arg1, arg2;
2860 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2862 const char *final_combiner_src = "ret";
2864 /* Find out which textures are read */
2865 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2866 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2867 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2868 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2869 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2870 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2871 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2872 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2874 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2875 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2876 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2877 bump_used[stage] = TRUE;
2878 tex_read[stage] = TRUE;
2880 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2881 bump_used[stage] = TRUE;
2882 tex_read[stage] = TRUE;
2883 luminance_used[stage] = TRUE;
2884 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2885 tfactor_used = TRUE;
2888 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2889 tfactor_used = TRUE;
2892 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2893 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2894 tempreg_used = TRUE;
2897 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2898 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2899 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2900 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2901 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2902 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2903 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2905 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2906 tempreg_used = TRUE;
2908 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2909 tfactor_used = TRUE;
2914 shader_buffer_init(&buffer);
2916 shader_addline(&buffer, "!!ARBfp1.0\n");
2918 switch(settings->fog) {
2919 case FOG_OFF: break;
2920 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2921 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2922 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2923 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2926 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2927 shader_addline(&buffer, "TEMP TMP;\n");
2928 shader_addline(&buffer, "TEMP ret;\n");
2929 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2930 shader_addline(&buffer, "TEMP arg0;\n");
2931 shader_addline(&buffer, "TEMP arg1;\n");
2932 shader_addline(&buffer, "TEMP arg2;\n");
2933 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2934 if(!tex_read[stage]) continue;
2935 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2936 if(!bump_used[stage]) continue;
2937 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2938 if(!luminance_used[stage]) continue;
2939 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2942 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2944 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2946 if(settings->sRGB_write) {
2947 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2948 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2949 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2950 srgb_sub_high, 0.0, 0.0, 0.0);
2953 /* Generate texture sampling instructions) */
2954 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2955 if(!tex_read[stage]) continue;
2957 switch(settings->op[stage].tex_type) {
2958 case tex_1d: textype = "1D"; break;
2959 case tex_2d: textype = "2D"; break;
2960 case tex_3d: textype = "3D"; break;
2961 case tex_cube: textype = "CUBE"; break;
2962 case tex_rect: textype = "RECT"; break;
2963 default: textype = "unexpected_textype"; break;
2966 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2967 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2973 if(settings->op[stage].projected == proj_none) {
2975 } else if(settings->op[stage].projected == proj_count4 ||
2976 settings->op[stage].projected == proj_count3) {
2979 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2984 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2985 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2986 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2987 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
2988 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2989 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
2991 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2992 * so multiply the displacement with the dividing parameter before passing it to TXP
2994 if (settings->op[stage].projected != proj_none) {
2995 if(settings->op[stage].projected == proj_count4) {
2996 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
2997 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
2999 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
3000 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
3003 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
3006 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
3007 instr, sat, stage, stage, textype);
3008 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3009 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
3010 stage - 1, stage - 1, stage - 1);
3011 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
3013 } else if(settings->op[stage].projected == proj_count3) {
3014 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
3015 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
3016 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
3017 instr, sat, stage, stage, textype);
3019 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
3020 instr, sat, stage, stage, stage, textype);
3023 sprintf(colorcor_dst, "tex%u", stage);
3024 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
3025 settings->op[stage].color_fixup);
3028 /* Generate the main shader */
3029 for(stage = 0; stage < MAX_TEXTURES; stage++) {
3030 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
3032 final_combiner_src = "fragment.color.primary";
3037 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
3038 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
3039 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
3040 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
3041 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
3042 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
3043 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
3044 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
3045 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
3046 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
3047 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
3048 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
3050 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
3051 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
3052 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
3053 settings->op[stage].carg2 == settings->op[stage].aarg2;
3056 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
3057 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3058 settings->op[stage].cop, settings->op[stage].carg0,
3059 settings->op[stage].carg1, settings->op[stage].carg2);
3061 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
3063 } else if(op_equal) {
3064 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
3065 settings->op[stage].cop, settings->op[stage].carg0,
3066 settings->op[stage].carg1, settings->op[stage].carg2);
3068 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3069 settings->op[stage].cop, settings->op[stage].carg0,
3070 settings->op[stage].carg1, settings->op[stage].carg2);
3071 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
3072 settings->op[stage].aop, settings->op[stage].aarg0,
3073 settings->op[stage].aarg1, settings->op[stage].aarg2);
3077 if(settings->sRGB_write) {
3078 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3079 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2");
3080 shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
3082 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3086 shader_addline(&buffer, "END\n");
3088 /* Generate the shader */
3089 GL_EXTCALL(glGenProgramsARB(1, &ret));
3090 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
3091 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3093 if (glGetError() == GL_INVALID_OPERATION) {
3095 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3096 FIXME("Fragment program error at position %d: %s\n", pos,
3097 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3099 shader_buffer_free(&buffer);
3103 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3104 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3105 struct shader_arb_priv *priv = device->fragment_priv;
3106 BOOL use_pshader = use_ps(stateblock);
3107 BOOL use_vshader = use_vs(stateblock);
3108 struct ffp_frag_settings settings;
3109 const struct arbfp_ffp_desc *desc;
3112 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3114 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3115 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3116 /* Reload fixed function constants since they collide with the pixel shader constants */
3117 for(i = 0; i < MAX_TEXTURES; i++) {
3118 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3120 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3121 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3122 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3123 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3129 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3130 gen_ffp_frag_op(stateblock, &settings, FALSE);
3131 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
3133 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3136 ERR("Out of memory\n");
3139 new_desc->num_textures_used = 0;
3140 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3141 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3142 new_desc->num_textures_used = i;
3145 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3146 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3147 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
3148 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3152 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3153 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3156 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3157 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3158 priv->current_fprogram_id = desc->shader;
3160 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3161 /* Reload fixed function constants since they collide with the pixel shader constants */
3162 for(i = 0; i < MAX_TEXTURES; i++) {
3163 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3165 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3166 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3168 context->last_was_pshader = FALSE;
3170 context->last_was_pshader = TRUE;
3173 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3174 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3175 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3176 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3177 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3179 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3182 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3183 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3185 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3186 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3190 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3194 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3195 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3196 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3197 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3198 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3200 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3201 enum fogsource new_source;
3203 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3205 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3206 fragment_prog_arbfp(state, stateblock, context);
3209 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3211 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3212 if(use_vs(stateblock)) {
3213 new_source = FOGSOURCE_VS;
3215 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3216 new_source = FOGSOURCE_COORD;
3218 new_source = FOGSOURCE_FFP;
3222 new_source = FOGSOURCE_FFP;
3224 if(new_source != context->fog_source) {
3225 context->fog_source = new_source;
3226 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3230 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3231 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3232 fragment_prog_arbfp(state, stateblock, context);
3236 #undef GLINFO_LOCATION
3238 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3239 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3240 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3241 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3242 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3243 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3244 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3245 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3246 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3247 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3248 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3249 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3250 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3251 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3252 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3253 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3254 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3255 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3256 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3257 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3258 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3259 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3260 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3261 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3262 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3263 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3264 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3265 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3266 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3267 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3268 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3269 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3270 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3271 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3272 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3273 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3274 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3275 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3276 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3277 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3278 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3279 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3280 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3281 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3282 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3283 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3284 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3285 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3286 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3287 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3288 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3289 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3290 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3291 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3292 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3293 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3294 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3295 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3296 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3297 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3298 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3299 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3300 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3301 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3302 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3303 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3304 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3305 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3306 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3307 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3308 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3309 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3310 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3311 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3312 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3313 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3314 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3315 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3316 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3317 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3318 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3319 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3320 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3321 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3322 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3323 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3324 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3325 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3326 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3327 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3328 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3329 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3330 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3331 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3332 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3333 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3334 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3335 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3336 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3337 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3338 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3339 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3340 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3341 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3342 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3343 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3344 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3345 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3346 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3347 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3348 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3349 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3350 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3351 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3352 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3353 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3354 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3355 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3356 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3357 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3358 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3359 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3360 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3361 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3362 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3363 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3364 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3365 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3366 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3367 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3368 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3369 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3370 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3371 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3372 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3373 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3374 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3375 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
3376 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
3377 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3378 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3379 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3380 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3381 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3382 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3383 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3384 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3385 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3386 {0 /* Terminate */, { 0, 0 }, 0 },
3389 const struct fragment_pipeline arbfp_fragment_pipeline = {
3394 shader_arb_color_fixup_supported,
3395 arbfp_fragmentstate_template,
3396 TRUE /* We can disable projected textures */
3399 #define GLINFO_LOCATION device->adapter->gl_info
3401 struct arbfp_blit_priv {
3402 GLenum yuy2_rect_shader, yuy2_2d_shader;
3403 GLenum uyvy_rect_shader, uyvy_2d_shader;
3404 GLenum yv12_rect_shader, yv12_2d_shader;
3407 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3408 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3409 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3410 if(!device->blit_priv) {
3411 ERR("Out of memory\n");
3412 return E_OUTOFMEMORY;
3416 static void arbfp_blit_free(IWineD3DDevice *iface) {
3417 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3418 struct arbfp_blit_priv *priv = device->blit_priv;
3421 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3422 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3423 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3424 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3425 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3426 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3427 checkGLcall("Delete yuv programs\n");
3431 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3434 const char *tex, *texinstr;
3436 if (yuv_fixup == YUV_FIXUP_UYVY) {
3444 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3445 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3447 /* This is more tricky than just replacing the texture type - we have to navigate
3448 * properly in the texture to find the correct chroma values
3450 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3454 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3455 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3456 * filtering when we sample the texture.
3458 * These are the rules for reading the chroma:
3464 * So we have to get the sampling x position in non-normalized coordinates in integers
3466 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3467 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3468 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3470 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3472 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3473 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3476 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3477 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3479 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3480 * even and odd pixels respectively
3482 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3483 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3485 /* Sample Pixel 1 */
3486 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3488 /* Put the value into either of the chroma values */
3489 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3490 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3491 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3492 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3494 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3495 * the pixel right to the current one. Otherwise, sample the left pixel.
3496 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3498 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3499 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3500 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3502 /* Put the value into the other chroma */
3503 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3504 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
3505 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3506 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
3508 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3509 * the current one and lerp the two U and V values
3512 /* This gives the correctly filtered luminance value */
3513 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3518 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3523 case GL_TEXTURE_2D: tex = "2D"; break;
3524 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3526 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3530 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3531 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3532 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3533 * pitch of the luminance plane, the packing into the gl texture is a bit
3534 * unfortunate. If the whole texture is interpreted as luminance data it looks
3535 * approximately like this:
3537 * +----------------------------------+----
3549 * +----------------+-----------------+----
3551 * | U even rows | U odd rows |
3553 * +----------------+------------------ -
3555 * | V even rows | V odd rows |
3557 * +----------------+-----------------+----
3561 * So it appears as if there are 4 chroma images, but in fact the odd rows
3562 * in the chroma images are in the same row as the even ones. So its is
3563 * kinda tricky to read
3565 * When reading from rectangle textures, keep in mind that the input y coordinates
3566 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3568 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3569 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3571 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3572 /* the chroma planes have only half the width */
3573 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3575 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3576 * the coordinate. Also read the right side of the image when reading odd lines
3578 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3581 if(textype == GL_TEXTURE_2D) {
3583 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3585 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3587 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3588 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3590 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3591 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3592 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3593 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3594 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3596 /* clamp, keep the half pixel origin in mind */
3597 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3598 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3599 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3600 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3602 /* Read from [size - size+size/4] */
3603 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3604 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3606 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3607 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3608 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3609 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3610 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3611 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3613 /* Make sure to read exactly from the pixel center */
3614 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3615 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3618 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3619 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3620 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3621 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3622 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3624 /* Read the texture, put the result into the output register */
3625 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3626 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
3628 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3629 * No need to clamp because we're just reusing the already clamped value from above
3631 if(textype == GL_TEXTURE_2D) {
3632 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3634 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3636 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3637 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
3639 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3640 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3641 * values due to filtering
3643 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3644 if(textype == GL_TEXTURE_2D) {
3645 /* Multiply the y coordinate by 2/3 and clamp it */
3646 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3647 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3648 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3649 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3651 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3652 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3655 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3656 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3657 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3664 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3667 SHADER_BUFFER buffer;
3668 char luminance_component;
3669 struct arbfp_blit_priv *priv = device->blit_priv;
3672 shader_buffer_init(&buffer);
3675 GL_EXTCALL(glGenProgramsARB(1, &shader));
3676 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3677 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3678 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3681 shader_buffer_free(&buffer);
3685 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3686 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3687 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3688 * each single pixel it contains, and one U and one V value shared between both
3691 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3692 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3693 * take the format into account when generating the read swizzles
3695 * Reading the Y value is straightforward - just sample the texture. The hardware
3696 * takes care of filtering in the horizontal and vertical direction.
3698 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3699 * because that would mix the U and V values of one pixel or two adjacent pixels.
3700 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3701 * regardless of the filtering setting. Vertical filtering works automatically
3702 * though - the U and V values of two rows are mixed nicely.
3704 * Appart of avoiding filtering issues, the code has to know which value it just
3705 * read, and where it can find the other one. To determine this, it checks if
3706 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3708 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3709 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3711 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3712 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3713 * in an unfiltered situation. Finding the luminance on the other hand requires
3714 * finding out if it is an odd or even pixel. The real drawback of this approach
3715 * is filtering. This would have to be emulated completely in the shader, reading
3716 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3717 * vertically. Beyond that it would require adjustments to the texture handling
3718 * code to deal with the width scaling
3720 shader_addline(&buffer, "!!ARBfp1.0\n");
3721 shader_addline(&buffer, "TEMP luminance;\n");
3722 shader_addline(&buffer, "TEMP temp;\n");
3723 shader_addline(&buffer, "TEMP chroma;\n");
3724 shader_addline(&buffer, "TEMP texcrd;\n");
3725 shader_addline(&buffer, "TEMP texcrd2;\n");
3726 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3727 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3728 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3732 case YUV_FIXUP_UYVY:
3733 case YUV_FIXUP_YUY2:
3734 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3736 shader_buffer_free(&buffer);
3741 case YUV_FIXUP_YV12:
3742 if (!gen_yv12_read(&buffer, textype, &luminance_component))
3744 shader_buffer_free(&buffer);
3750 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3751 shader_buffer_free(&buffer);
3755 /* Calculate the final result. Formula is taken from
3756 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3757 * ranges from -0.5 to 0.5
3759 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
3761 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
3762 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
3763 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3764 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
3765 shader_addline(&buffer, "END\n");
3768 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3770 if (glGetError() == GL_INVALID_OPERATION) {
3772 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3773 FIXME("Fragment program error at position %d: %s\n", pos,
3774 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3776 shader_buffer_free(&buffer);
3781 case YUV_FIXUP_YUY2:
3782 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3783 else priv->yuy2_2d_shader = shader;
3786 case YUV_FIXUP_UYVY:
3787 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3788 else priv->uyvy_2d_shader = shader;
3791 case YUV_FIXUP_YV12:
3792 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3793 else priv->yv12_2d_shader = shader;
3800 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
3801 GLenum textype, UINT width, UINT height)
3804 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3805 float size[4] = {width, height, 1, 1};
3806 struct arbfp_blit_priv *priv = device->blit_priv;
3807 enum yuv_fixup yuv_fixup;
3809 if (!is_yuv_fixup(format_desc->color_fixup))
3812 dump_color_fixup_desc(format_desc->color_fixup);
3813 /* Don't bother setting up a shader for unconverted formats */
3816 checkGLcall("glEnable(textype)");
3821 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
3825 case YUV_FIXUP_YUY2:
3826 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3829 case YUV_FIXUP_UYVY:
3830 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3833 case YUV_FIXUP_YV12:
3834 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3838 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3841 checkGLcall("glEnable(textype)");
3846 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3849 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3850 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3851 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3852 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3853 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3854 checkGLcall("glProgramLocalParameter4fvARB");
3860 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3861 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3864 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3865 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3866 glDisable(GL_TEXTURE_2D);
3867 checkGLcall("glDisable(GL_TEXTURE_2D)");
3868 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3869 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3870 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3872 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3873 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3874 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3879 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3881 enum yuv_fixup yuv_fixup;
3883 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3885 TRACE("Checking support for fixup:\n");
3886 dump_color_fixup_desc(fixup);
3889 if (is_identity_fixup(fixup))
3895 /* We only support YUV conversions. */
3896 if (!is_yuv_fixup(fixup))
3898 TRACE("[FAILED]\n");
3902 yuv_fixup = get_yuv_fixup(fixup);
3905 case YUV_FIXUP_YUY2:
3906 case YUV_FIXUP_UYVY:
3907 case YUV_FIXUP_YV12:
3912 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3913 TRACE("[FAILED]\n");
3918 const struct blit_shader arbfp_blit = {
3923 arbfp_blit_color_fixup_supported,
3926 #undef GLINFO_LOCATION