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 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
72 return stateblock->lowest_disabled_stage < 7;
75 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
76 static inline BOOL use_nv_clip(const WineD3D_GL_Info *gl_info)
78 return GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
81 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
82 * so upload them above that
84 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
85 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
87 /* ARB_program_shader private data */
110 unsigned int loop_no;
113 struct loop_control loop_control;
117 struct arb_ps_compile_args
119 struct ps_compile_args super;
120 DWORD bools; /* WORD is enough, use DWORD for alignment */
121 unsigned char loop_ctrl[MAX_CONST_I][3];
124 struct stb_const_desc
126 unsigned char texunit;
130 struct arb_ps_compiled_shader
132 struct arb_ps_compile_args args;
134 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
135 unsigned char numbumpenvmatconsts;
136 struct stb_const_desc luminanceconst[MAX_TEXTURES];
137 UINT int_consts[MAX_CONST_I];
142 struct arb_vs_compile_args
144 struct vs_compile_args super;
150 char clip_control[2];
152 DWORD boolclip_compare;
157 unsigned char vertex_samplers[4];
158 DWORD vertex_samplers_compare;
160 unsigned char loop_ctrl[MAX_CONST_I][3];
163 struct arb_vs_compiled_shader
165 struct arb_vs_compile_args args;
167 UINT int_consts[MAX_CONST_I];
172 struct recorded_instruction
174 struct wined3d_shader_instruction ins;
178 struct shader_arb_ctx_priv
183 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
185 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
187 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
191 const struct arb_vs_compile_args *cur_vs_args;
192 const struct arb_ps_compile_args *cur_ps_args;
193 const struct arb_ps_compiled_shader *compiled_fprog;
194 const struct arb_vs_compiled_shader *compiled_vprog;
195 struct list control_frames;
199 unsigned int num_loops, loop_depth, num_ifcs;
202 /* For 3.0 vertex shaders */
203 const char *vs_output[MAX_REG_OUTPUT];
204 /* For 2.x and earlier vertex shaders */
205 const char *texcrd_output[8], *color_output[2], *fog_output;
207 /* 3.0 pshader input for compatibility with fixed function */
208 const char *ps_input[MAX_REG_INPUT];
213 struct wined3d_shader_signature_element *sig;
215 struct wine_rb_entry entry;
218 struct arb_pshader_private {
219 struct arb_ps_compiled_shader *gl_shaders;
220 UINT num_gl_shaders, shader_array_size;
221 BOOL has_signature_idx;
222 DWORD input_signature_idx;
223 DWORD clipplane_emulation;
227 struct arb_vshader_private {
228 struct arb_vs_compiled_shader *gl_shaders;
229 UINT num_gl_shaders, shader_array_size;
232 struct shader_arb_priv
234 GLuint current_vprogram_id;
235 GLuint current_fprogram_id;
236 const struct arb_ps_compiled_shader *compiled_fprog;
237 const struct arb_vs_compiled_shader *compiled_vprog;
238 GLuint depth_blt_vprogram_id;
239 GLuint depth_blt_fprogram_id[tex_type_count];
240 BOOL use_arbfp_fixed_func;
241 struct wine_rb_tree fragment_shaders;
242 BOOL last_ps_const_clamped;
244 struct wine_rb_tree signature_tree;
248 /********************************************************
249 * ARB_[vertex/fragment]_program helper functions follow
250 ********************************************************/
253 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
254 * When constant_list == NULL, it will load all the constants.
256 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
257 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
259 /* GL locking is done by the caller */
260 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
261 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
263 local_constant* lconst;
267 if (TRACE_ON(d3d_shader)) {
268 for(i = 0; i < max_constants; i++) {
269 if(!dirty_consts[i]) continue;
270 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
271 constants[i * 4 + 0], constants[i * 4 + 1],
272 constants[i * 4 + 2], constants[i * 4 + 3]);
275 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
276 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
279 for(i = 0; i < max_constants; i++) {
280 if(!dirty_consts[i]) continue;
284 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
285 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
286 else lcl_const[0] = constants[j + 0];
288 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
289 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
290 else lcl_const[1] = constants[j + 1];
292 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
293 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
294 else lcl_const[2] = constants[j + 2];
296 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
297 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
298 else lcl_const[3] = constants[j + 3];
300 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
303 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
304 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
305 * or just reloading *all* constants at once
307 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
309 for(i = 0; i < max_constants; i++) {
310 if(!dirty_consts[i]) continue;
312 /* Find the next block of dirty constants */
315 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
319 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
322 for(i = 0; i < max_constants; i++) {
323 if(dirty_consts[i]) {
325 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
330 checkGLcall("glProgramEnvParameter4fvARB()");
332 /* Load immediate constants */
333 if(This->baseShader.load_local_constsF) {
334 if (TRACE_ON(d3d_shader)) {
335 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
336 GLfloat* values = (GLfloat*)lconst->value;
337 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
338 values[0], values[1], values[2], values[3]);
341 /* Immediate constants are clamped for 1.X shaders at loading times */
343 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
344 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
345 ret = max(ret, lconst->idx + 1);
346 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
348 checkGLcall("glProgramEnvParameter4fvARB()");
349 return ret; /* The loaded immediate constants need reloading for the next shader */
351 return 0; /* No constants are dirty now */
356 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
358 static void shader_arb_load_np2fixup_constants(
359 IWineD3DDevice* device,
361 char useVertexShader) {
362 /* not implemented */
365 /* GL locking is done by the caller. */
366 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
368 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
369 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
371 struct shader_arb_priv *priv = deviceImpl->shader_priv;
372 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
374 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
376 int texunit = gl_shader->bumpenvmatconst[i].texunit;
378 /* The state manager takes care that this function is always called if the bump env matrix changes */
379 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
380 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
382 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
384 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
385 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
386 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
387 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
389 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
390 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
393 checkGLcall("Load bumpmap consts\n");
395 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
397 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
398 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
403 val[0] = deviceImpl->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
404 val[1] = deviceImpl->render_offscreen ? 1.0 : -1.0;
407 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
408 checkGLcall("y correction loading\n");
411 if(gl_shader->num_int_consts == 0) return;
413 for(i = 0; i < MAX_CONST_I; i++)
415 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
418 val[0] = stateBlock->pixelShaderConstantI[4 * i];
419 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
420 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
423 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
426 checkGLcall("Load ps int consts\n");
429 /* GL locking is done by the caller. */
430 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
432 IWineD3DStateBlockImpl* stateBlock;
433 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
435 struct shader_arb_priv *priv = deviceImpl->shader_priv;
436 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
438 /* Upload the position fixup */
439 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
441 if(gl_shader->num_int_consts == 0) return;
443 stateBlock = deviceImpl->stateBlock;
445 for(i = 0; i < MAX_CONST_I; i++)
447 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
450 val[0] = stateBlock->vertexShaderConstantI[4 * i];
451 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
452 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
455 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
458 checkGLcall("Load vs int consts\n");
462 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
464 * We only support float constants in ARB at the moment, so don't
465 * worry about the Integers or Booleans
467 /* GL locking is done by the caller (state handler) */
468 static void shader_arb_load_constants(
469 IWineD3DDevice* device,
471 char useVertexShader) {
473 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
474 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
475 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
477 if (useVertexShader) {
478 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
480 /* Load DirectX 9 float constants for vertex shader */
481 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
482 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
483 deviceImpl->highest_dirty_vs_const,
484 stateBlock->vertexShaderConstantF,
485 deviceImpl->activeContext->vshader_const_dirty);
487 shader_arb_vs_local_constants(deviceImpl);
490 if (usePixelShader) {
491 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
493 /* Load DirectX 9 float constants for pixel shader */
494 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
495 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
496 deviceImpl->highest_dirty_ps_const,
497 stateBlock->pixelShaderConstantF,
498 deviceImpl->activeContext->pshader_const_dirty);
499 shader_arb_ps_local_constants(deviceImpl);
503 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
505 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
507 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
508 * context. On a context switch the old context will be fully dirtified */
509 memset(This->activeContext->vshader_const_dirty + start, 1,
510 sizeof(*This->activeContext->vshader_const_dirty) * count);
511 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
514 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
516 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
518 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
519 * context. On a context switch the old context will be fully dirtified */
520 memset(This->activeContext->pshader_const_dirty + start, 1,
521 sizeof(*This->activeContext->pshader_const_dirty) * count);
522 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
525 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
529 const local_constant *lconst;
531 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
533 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
535 ERR("Out of memory\n");
539 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
540 ret[lconst->idx] = idx++;
545 /* Generate the variable & register declarations for the ARB_vertex_program output target */
546 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
547 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map, DWORD *num_clipplanes,
548 struct shader_arb_ctx_priv *ctx)
550 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
551 DWORD i, next_local = 0;
552 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
553 unsigned max_constantsF;
554 const local_constant *lconst;
556 /* In pixel shaders, all private constants are program local, we don't need anything
557 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
558 * If we need a private constant the GL implementation will squeeze it in somewhere
560 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
561 * immediate values. The posFixup is loaded using program.env for now, so always
562 * subtract one from the number of constants. If the shader uses indirect addressing,
563 * account for the helper const too because we have to declare all availabke d3d constants
564 * and don't know which are actually used.
567 max_constantsF = GL_LIMITS(pshader_constantsF);
569 if(This->baseShader.reg_maps.usesrelconstF) {
570 DWORD highest_constf = 0, clip_limit;
571 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
572 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
574 for(i = 0; i < This->baseShader.limits.constant_float; i++)
577 DWORD shift = i & 0x1f;
578 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
581 clip_limit = GL_LIMITS(clipplanes);
582 if(ctx->target_version == ARB) clip_limit = min(clip_limit, 4);
583 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
584 max_constantsF -= *num_clipplanes;
585 if(*num_clipplanes < clip_limit)
587 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
592 if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
593 else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
594 max_constantsF = GL_LIMITS(vshader_constantsF);
598 for(i = 0; i < This->baseShader.limits.temporary; i++) {
599 if (reg_maps->temporary[i])
600 shader_addline(buffer, "TEMP R%u;\n", i);
603 for (i = 0; i < This->baseShader.limits.address; i++) {
604 if (reg_maps->address[i])
605 shader_addline(buffer, "ADDRESS A%d;\n", i);
608 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
609 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
610 if (reg_maps->texcoord[i] && pshader)
611 shader_addline(buffer,"TEMP T%u;\n", i);
615 /* Load local constants using the program-local space,
616 * this avoids reloading them each time the shader is used
619 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
620 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
621 lconst_map[lconst->idx]);
622 next_local = max(next_local, lconst_map[lconst->idx] + 1);
626 /* we use the array-based constants array if the local constants are marked for loading,
627 * because then we use indirect addressing, or when the local constant list is empty,
628 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
629 * local constants do not declare the loaded constants as an array because ARB compilers usually
630 * do not optimize unused constants away
632 if(This->baseShader.reg_maps.usesrelconstF) {
633 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
634 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
635 max_constantsF, max_constantsF - 1);
637 for(i = 0; i < max_constantsF; i++) {
640 mask = 1 << (i & 0x1f);
641 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
642 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
650 static const char * const shift_tab[] = {
651 "dummy", /* 0 (none) */
652 "coefmul.x", /* 1 (x2) */
653 "coefmul.y", /* 2 (x4) */
654 "coefmul.z", /* 3 (x8) */
655 "coefmul.w", /* 4 (x16) */
656 "dummy", /* 5 (x32) */
657 "dummy", /* 6 (x64) */
658 "dummy", /* 7 (x128) */
659 "dummy", /* 8 (d256) */
660 "dummy", /* 9 (d128) */
661 "dummy", /* 10 (d64) */
662 "dummy", /* 11 (d32) */
663 "coefdiv.w", /* 12 (d16) */
664 "coefdiv.z", /* 13 (d8) */
665 "coefdiv.y", /* 14 (d4) */
666 "coefdiv.x" /* 15 (d2) */
669 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
670 const struct wined3d_shader_dst_param *dst, char *write_mask)
672 char *ptr = write_mask;
674 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
677 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
678 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
679 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
680 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
686 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
688 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
689 * but addressed as "rgba". To fix this we need to swap the register's x
690 * and z components. */
691 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
692 char *ptr = swizzle_str;
694 /* swizzle bits fields: wwzzyyxx */
695 DWORD swizzle = param->swizzle;
696 DWORD swizzle_x = swizzle & 0x03;
697 DWORD swizzle_y = (swizzle >> 2) & 0x03;
698 DWORD swizzle_z = (swizzle >> 4) & 0x03;
699 DWORD swizzle_w = (swizzle >> 6) & 0x03;
701 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
702 * generate a swizzle string. Unless we need to our own swizzling. */
703 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
706 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
707 *ptr++ = swizzle_chars[swizzle_x];
709 *ptr++ = swizzle_chars[swizzle_x];
710 *ptr++ = swizzle_chars[swizzle_y];
711 *ptr++ = swizzle_chars[swizzle_z];
712 *ptr++ = swizzle_chars[swizzle_w];
719 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
721 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
722 SHADER_BUFFER *buffer = ins->ctx->buffer;
724 if(strcmp(priv->addr_reg, src) == 0) return;
726 strcpy(priv->addr_reg, src);
727 shader_addline(buffer, "ARL A0.x, %s;\n", src);
730 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
731 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
733 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
734 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
736 /* oPos, oFog and oPts in D3D */
737 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
738 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
739 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
740 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
746 case WINED3DSPR_TEMP:
747 sprintf(register_name, "R%u", reg->idx);
750 case WINED3DSPR_INPUT:
753 if(This->baseShader.reg_maps.shader_version.major < 3)
755 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
756 else strcpy(register_name, "fragment.color.secondary");
763 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
765 if(strcmp(rel_reg, "**aL_emul**") == 0)
767 DWORD idx = ctx->aL + reg->idx;
768 if(idx < MAX_REG_INPUT)
770 strcpy(register_name, ctx->ps_input[idx]);
774 ERR("Pixel shader input register out of bounds: %u\n", idx);
775 sprintf(register_name, "out_of_bounds_%u", idx);
778 else if(This->baseShader.reg_maps.input_registers & 0x0300)
780 /* There are two ways basically:
782 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
783 * That means trouble if the loop also contains a breakc or if the control values
784 * aren't local constants.
785 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
786 * source dynamically. The trouble is that we cannot simply read aL.y because it
787 * is an ADDRESS register. We could however push it, load .zw with a value and use
788 * ADAC to load the condition code register and pop it again afterwards
790 FIXME("Relative input register addressing with more than 8 registers\n");
792 /* This is better than nothing for now */
793 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
795 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
797 /* This is problematic because we'd have to consult the ctx->ps_input strings
798 * for where to find the varying. Some may be "0.0", others can be texcoords or
799 * colors. This needs either a pipeline replacement to make the vertex shader feed
800 * proper varyings, or loop unrolling
802 * For now use the texcoords and hope for the best
804 FIXME("Non-vertex shader varying input with indirect addressing\n");
805 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
809 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
810 * pulls GL_NV_fragment_program2 in
812 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
817 if(reg->idx < MAX_REG_INPUT)
819 strcpy(register_name, ctx->ps_input[reg->idx]);
823 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
824 sprintf(register_name, "out_of_bounds_%u", reg->idx);
831 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
832 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
836 case WINED3DSPR_CONST:
837 if (!pshader && reg->rel_addr)
841 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
842 if(This->baseShader.reg_maps.shader_version.major < 2) {
843 sprintf(rel_reg, "A0.x");
845 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
846 if(ctx->target_version == ARB) {
847 if(strcmp(rel_reg, "**aL_emul**") == 0) {
850 shader_arb_request_a0(ins, rel_reg);
851 sprintf(rel_reg, "A0.x");
856 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
857 else if (reg->idx >= rel_offset)
858 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
860 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
864 if (This->baseShader.reg_maps.usesrelconstF)
865 sprintf(register_name, "C[%u]", reg->idx);
867 sprintf(register_name, "C%u", reg->idx);
871 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
873 if(This->baseShader.reg_maps.shader_version.major == 1 &&
874 This->baseShader.reg_maps.shader_version.minor <= 3) {
875 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
876 * and as source to most instructions. For some instructions it is the texcoord
877 * input. Those instructions know about the special use
879 sprintf(register_name, "T%u", reg->idx);
881 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
882 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
887 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
889 sprintf(register_name, "A%u", reg->idx);
893 sprintf(register_name, "A%u_SHADOW", reg->idx);
898 case WINED3DSPR_COLOROUT:
899 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
901 strcpy(register_name, "TMP_COLOR");
905 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
906 if(This->baseShader.reg_maps.highest_render_target > 0)
908 sprintf(register_name, "result.color[%u]", reg->idx);
912 strcpy(register_name, "result.color");
917 case WINED3DSPR_RASTOUT:
918 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
919 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
922 case WINED3DSPR_DEPTHOUT:
923 strcpy(register_name, "result.depth");
926 case WINED3DSPR_ATTROUT:
927 /* case WINED3DSPR_OUTPUT: */
928 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
929 else strcpy(register_name, ctx->color_output[reg->idx]);
932 case WINED3DSPR_TEXCRDOUT:
935 sprintf(register_name, "oT[%u]", reg->idx);
939 if(This->baseShader.reg_maps.shader_version.major < 3)
941 strcpy(register_name, ctx->texcrd_output[reg->idx]);
945 strcpy(register_name, ctx->vs_output[reg->idx]);
950 case WINED3DSPR_LOOP:
951 if(ctx->target_version >= NV2)
953 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
954 if(pshader) sprintf(register_name, "A0.x");
955 else sprintf(register_name, "aL.y");
959 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
960 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
961 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
962 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
965 sprintf(register_name, "**aL_emul**");
970 case WINED3DSPR_CONSTINT:
971 sprintf(register_name, "I%u", reg->idx);
974 case WINED3DSPR_MISCTYPE:
977 sprintf(register_name, "vpos");
979 else if(reg->idx == 1)
981 sprintf(register_name, "fragment.facing.x");
985 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
990 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
991 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
996 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
997 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
999 char register_name[255];
1003 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1004 strcpy(str, register_name);
1006 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1007 strcat(str, write_mask);
1010 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1012 switch(channel_source)
1014 case CHANNEL_SOURCE_ZERO: return "0";
1015 case CHANNEL_SOURCE_ONE: return "1";
1016 case CHANNEL_SOURCE_X: return "x";
1017 case CHANNEL_SOURCE_Y: return "y";
1018 case CHANNEL_SOURCE_Z: return "z";
1019 case CHANNEL_SOURCE_W: return "w";
1021 FIXME("Unhandled channel source %#x\n", channel_source);
1026 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
1027 const char *one, const char *two, struct color_fixup_desc fixup)
1031 if (is_yuv_fixup(fixup))
1033 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1034 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1039 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1040 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1041 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1042 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1047 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1048 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1049 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1053 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1054 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1055 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1056 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1062 char *ptr = reg_mask;
1064 if (mask != WINED3DSP_WRITEMASK_ALL)
1067 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1068 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1069 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1070 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1074 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1078 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1081 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1082 if (!ins->dst_count) return "";
1084 mod = ins->dst[0].modifiers;
1086 /* Silently ignore PARTIALPRECISION if its not supported */
1087 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1089 if(mod & WINED3DSPDM_MSAMPCENTROID)
1091 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1092 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1097 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1100 case WINED3DSPDM_SATURATE:
1103 case WINED3DSPDM_PARTIALPRECISION:
1110 FIXME("Unknown modifiers 0x%08x\n", mod);
1115 #define TEX_PROJ 0x1
1116 #define TEX_BIAS 0x2
1118 #define TEX_DERIV 0x10
1120 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1121 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1123 SHADER_BUFFER *buffer = ins->ctx->buffer;
1124 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1125 const char *tex_type;
1126 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1127 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1128 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1130 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1132 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1133 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1135 switch(sampler_type) {
1141 if(device->stateBlock->textures[sampler_idx] &&
1142 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1147 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1149 if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
1151 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
1156 case WINED3DSTT_VOLUME:
1160 case WINED3DSTT_CUBE:
1165 ERR("Unexpected texture type %d\n", sampler_type);
1169 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1170 * so don't use shader_arb_get_modifier
1172 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1175 /* Fragment samplers always have indentity mapping */
1176 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1178 sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1181 if (flags & TEX_DERIV)
1183 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivates\n");
1184 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivates\n");
1185 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1186 dsx, dsy,sampler_idx, tex_type);
1188 else if(flags & TEX_LOD)
1190 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1191 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1192 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1193 sampler_idx, tex_type);
1195 else if (flags & TEX_BIAS)
1197 /* Shouldn't be possible, but let's check for it */
1198 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1199 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1200 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1202 else if (flags & TEX_PROJ)
1204 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1208 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1213 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1214 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1218 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1219 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1221 /* Generate a line that does the input modifier computation and return the input register to use */
1222 BOOL is_color = FALSE;
1226 SHADER_BUFFER *buffer = ins->ctx->buffer;
1227 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1229 /* Assume a new line will be added */
1232 /* Get register name */
1233 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1234 shader_arb_get_swizzle(src, is_color, swzstr);
1236 switch (src->modifiers)
1238 case WINED3DSPSM_NONE:
1239 sprintf(outregstr, "%s%s", regstr, swzstr);
1242 case WINED3DSPSM_NEG:
1243 sprintf(outregstr, "-%s%s", regstr, swzstr);
1246 case WINED3DSPSM_BIAS:
1247 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1249 case WINED3DSPSM_BIASNEG:
1250 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1252 case WINED3DSPSM_SIGN:
1253 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1255 case WINED3DSPSM_SIGNNEG:
1256 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1258 case WINED3DSPSM_COMP:
1259 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1261 case WINED3DSPSM_X2:
1262 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1264 case WINED3DSPSM_X2NEG:
1265 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1267 case WINED3DSPSM_DZ:
1268 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1269 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1271 case WINED3DSPSM_DW:
1272 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1273 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1275 case WINED3DSPSM_ABS:
1276 if(ctx->target_version >= NV2) {
1277 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1280 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1283 case WINED3DSPSM_ABSNEG:
1284 if(ctx->target_version >= NV2) {
1285 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1287 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1288 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1293 sprintf(outregstr, "%s%s", regstr, swzstr);
1297 /* Return modified or original register, with swizzle */
1299 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1302 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1304 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1305 SHADER_BUFFER *buffer = ins->ctx->buffer;
1307 char src_name[2][50];
1308 DWORD sampler_code = dst->reg.idx;
1310 shader_arb_get_dst_param(ins, dst, dst_name);
1312 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1314 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1315 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1318 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1319 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1320 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1321 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1322 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1324 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1325 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1328 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1330 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1331 SHADER_BUFFER *buffer = ins->ctx->buffer;
1333 char src_name[3][50];
1334 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1335 ins->ctx->reg_maps->shader_version.minor);
1338 shader_arb_get_dst_param(ins, dst, dst_name);
1339 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1341 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1342 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1344 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1346 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1347 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1348 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
1349 /* No modifiers supported on CMP */
1350 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1352 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1353 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1355 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1356 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1361 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1363 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1364 SHADER_BUFFER *buffer = ins->ctx->buffer;
1366 char src_name[3][50];
1369 shader_arb_get_dst_param(ins, dst, dst_name);
1371 /* Generate input register names (with modifiers) */
1372 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1373 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1374 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1376 /* No modifiers are supported on CMP */
1377 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1378 src_name[0], src_name[2], src_name[1]);
1380 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1382 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1383 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1387 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1388 * dst = dot2(src0, src1) + src2 */
1389 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1391 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1392 SHADER_BUFFER *buffer = ins->ctx->buffer;
1394 char src_name[3][50];
1395 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1397 shader_arb_get_dst_param(ins, dst, dst_name);
1398 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1399 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1401 if(ctx->target_version >= NV3)
1403 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1404 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1405 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1406 dst_name, src_name[0], src_name[1], src_name[2]);
1408 else if(ctx->target_version >= NV2)
1410 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1411 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1412 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1413 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1415 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1417 * .xyxy and other swizzles that we could get with this are not valid in
1418 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1420 struct wined3d_shader_src_param tmp_param = ins->src[1];
1421 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1422 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1424 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1426 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1427 dst_name, src_name[2], src_name[0], src_name[1]);
1431 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1432 /* 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]
1433 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1435 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1436 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1437 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1438 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1442 /* Map the opcode 1-to-1 to the GL code */
1443 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1445 SHADER_BUFFER *buffer = ins->ctx->buffer;
1446 const char *instruction;
1447 char arguments[256], dst_str[50];
1449 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1451 switch (ins->handler_idx)
1453 case WINED3DSIH_ABS: instruction = "ABS"; break;
1454 case WINED3DSIH_ADD: instruction = "ADD"; break;
1455 case WINED3DSIH_CRS: instruction = "XPD"; break;
1456 case WINED3DSIH_DP3: instruction = "DP3"; break;
1457 case WINED3DSIH_DP4: instruction = "DP4"; break;
1458 case WINED3DSIH_DST: instruction = "DST"; break;
1459 case WINED3DSIH_EXP: instruction = "EX2"; break;
1460 case WINED3DSIH_EXPP: instruction = "EXP"; break;
1461 case WINED3DSIH_FRC: instruction = "FRC"; break;
1462 case WINED3DSIH_LIT: instruction = "LIT"; break;
1463 case WINED3DSIH_LOG: instruction = "LG2"; break;
1464 case WINED3DSIH_LOGP: instruction = "LOG"; break;
1465 case WINED3DSIH_LRP: instruction = "LRP"; break;
1466 case WINED3DSIH_MAD: instruction = "MAD"; break;
1467 case WINED3DSIH_MAX: instruction = "MAX"; break;
1468 case WINED3DSIH_MIN: instruction = "MIN"; break;
1469 case WINED3DSIH_MOV: instruction = "MOV"; break;
1470 case WINED3DSIH_MUL: instruction = "MUL"; break;
1471 case WINED3DSIH_POW: instruction = "POW"; break;
1472 case WINED3DSIH_SGE: instruction = "SGE"; break;
1473 case WINED3DSIH_SLT: instruction = "SLT"; break;
1474 case WINED3DSIH_SUB: instruction = "SUB"; break;
1475 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1476 case WINED3DSIH_SGN: instruction = "SSG"; break;
1477 case WINED3DSIH_DSX: instruction = "DDX"; break;
1478 default: instruction = "";
1479 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1483 /* Note that shader_arb_add_dst_param() adds spaces. */
1484 arguments[0] = '\0';
1485 shader_arb_get_dst_param(ins, dst, dst_str);
1486 for (i = 0; i < ins->src_count; ++i)
1489 strcat(arguments, ", ");
1490 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1491 strcat(arguments, operand);
1493 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1496 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1498 SHADER_BUFFER *buffer = ins->ctx->buffer;
1499 shader_addline(buffer, "NOP;\n");
1502 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1504 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1505 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1506 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1508 SHADER_BUFFER *buffer = ins->ctx->buffer;
1509 char src0_param[256];
1511 if(ins->handler_idx == WINED3DSIH_MOVA) {
1512 struct wined3d_shader_src_param tmp_src = ins->src[0];
1515 if(ctx->target_version >= NV2) {
1516 shader_hw_map2gl(ins);
1519 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1520 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1521 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1523 /* This implements the mova formula used in GLSL. The first two instructions
1524 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1528 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1530 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1531 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1533 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1534 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1536 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1537 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1538 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1539 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1541 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1543 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1545 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1546 } else if (ins->ctx->reg_maps->shader_version.major == 1
1547 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1548 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1550 src0_param[0] = '\0';
1551 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1553 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1554 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1555 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1559 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1560 * with more than one component. Thus replicate the first source argument over all
1561 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1562 struct wined3d_shader_src_param tmp_src = ins->src[0];
1563 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1564 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1565 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1568 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1570 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1571 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1573 shader_addline(buffer, "#mov handled in srgb write code\n");
1576 shader_hw_map2gl(ins);
1580 shader_hw_map2gl(ins);
1584 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1586 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1587 SHADER_BUFFER *buffer = ins->ctx->buffer;
1590 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1591 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1593 shader_arb_get_dst_param(ins, dst, reg_dest);
1595 if (ins->ctx->reg_maps->shader_version.major >= 2)
1597 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1598 shader_arb_get_dst_param(ins, dst, reg_dest);
1599 shader_addline(buffer, "KIL %s;\n", reg_dest);
1601 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1602 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1604 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1605 * or pass in any temporary register(in shader phase 2)
1607 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1608 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1610 shader_arb_get_dst_param(ins, dst, reg_dest);
1612 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1613 shader_addline(buffer, "KIL TA;\n");
1617 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1619 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1620 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1621 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1622 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1623 ins->ctx->reg_maps->shader_version.minor);
1624 struct wined3d_shader_src_param src;
1628 DWORD reg_sampler_code;
1631 /* All versions have a destination register */
1632 shader_arb_get_dst_param(ins, dst, reg_dest);
1634 /* 1.0-1.4: Use destination register number as texture code.
1635 2.0+: Use provided sampler number as texure code. */
1636 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1637 reg_sampler_code = dst->reg.idx;
1639 reg_sampler_code = ins->src[1].reg.idx;
1641 /* 1.0-1.3: Use the texcoord varying.
1642 1.4+: Use provided coordinate source register. */
1643 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1644 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1646 /* TEX is the only instruction that can handle DW and DZ natively */
1648 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1649 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1650 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1654 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1655 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1656 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1658 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1661 if(reg_sampler_code < MAX_TEXTURES) {
1662 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1664 if (flags & WINED3DTTFF_PROJECTED) {
1665 myflags |= TEX_PROJ;
1668 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1670 DWORD src_mod = ins->src[0].modifiers;
1671 if (src_mod == WINED3DSPSM_DZ) {
1672 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1673 * varying register, so we need a temp reg
1675 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1676 strcpy(reg_coord, "TA");
1677 myflags |= TEX_PROJ;
1678 } else if(src_mod == WINED3DSPSM_DW) {
1679 myflags |= TEX_PROJ;
1682 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1683 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1685 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1688 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1690 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1691 SHADER_BUFFER *buffer = ins->ctx->buffer;
1692 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1693 ins->ctx->reg_maps->shader_version.minor);
1696 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1698 DWORD reg = dst->reg.idx;
1700 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1701 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1705 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1706 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1707 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1711 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1713 SHADER_BUFFER *buffer = ins->ctx->buffer;
1714 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1715 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1718 DWORD reg1 = ins->dst[0].reg.idx;
1722 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1723 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1724 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1725 /* Move .x first in case src_str is "TA" */
1726 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1727 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1728 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1729 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1732 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1734 SHADER_BUFFER *buffer = ins->ctx->buffer;
1736 DWORD reg1 = ins->dst[0].reg.idx;
1740 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1741 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1742 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1743 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1744 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1745 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1748 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1750 DWORD reg1 = ins->dst[0].reg.idx;
1754 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1755 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1756 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1757 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1760 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1762 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1763 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1764 SHADER_BUFFER *buffer = ins->ctx->buffer;
1765 char reg_coord[40], dst_reg[50], src_reg[50];
1766 DWORD reg_dest_code;
1768 /* All versions have a destination register. The Tx where the texture coordinates come
1769 * from is the varying incarnation of the texture register
1771 reg_dest_code = dst->reg.idx;
1772 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1773 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1774 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1776 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1777 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1779 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1780 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1782 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1783 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1786 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1787 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1788 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1789 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1791 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1792 * so we can't let the GL handle this.
1794 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1795 & WINED3DTTFF_PROJECTED) {
1796 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1797 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1798 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1800 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1803 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1805 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1807 /* No src swizzles are allowed, so this is ok */
1808 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1809 src_reg, reg_dest_code, reg_dest_code);
1810 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1814 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1816 DWORD reg = ins->dst[0].reg.idx;
1817 SHADER_BUFFER *buffer = ins->ctx->buffer;
1818 char src0_name[50], dst_name[50];
1820 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1822 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1823 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1824 * T<reg+1> register. Use this register to store the calculated vector
1826 tmp_reg.idx = reg + 1;
1827 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1828 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1831 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1833 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1834 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1836 DWORD reg = ins->dst[0].reg.idx;
1837 SHADER_BUFFER *buffer = ins->ctx->buffer;
1843 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1844 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1846 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1847 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1848 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1849 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1850 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1853 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1855 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1856 DWORD reg = ins->dst[0].reg.idx;
1857 SHADER_BUFFER *buffer = ins->ctx->buffer;
1858 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1859 char src0_name[50], dst_name[50];
1860 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1863 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1864 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1865 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1867 tmp_reg.idx = reg + 2 - current_state->current_row;
1868 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1870 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1871 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1872 dst_name, 'x' + current_state->current_row, reg, src0_name);
1873 current_state->texcoord_w[current_state->current_row++] = reg;
1876 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1878 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1879 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1881 DWORD reg = ins->dst[0].reg.idx;
1882 SHADER_BUFFER *buffer = ins->ctx->buffer;
1883 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1885 char src0_name[50], dst_name[50];
1888 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1889 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1890 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1892 /* Sample the texture using the calculated coordinates */
1893 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1894 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1895 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1896 current_state->current_row = 0;
1899 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1901 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1902 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1904 DWORD reg = ins->dst[0].reg.idx;
1905 SHADER_BUFFER *buffer = ins->ctx->buffer;
1906 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1912 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1913 * components for temporary data storage
1915 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1916 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1917 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1919 /* Construct the eye-ray vector from w coordinates */
1920 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1921 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1922 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1924 /* Calculate reflection vector
1926 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1927 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1928 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1929 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1930 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1931 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1932 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1934 /* Sample the texture using the calculated coordinates */
1935 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1936 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1937 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1938 current_state->current_row = 0;
1941 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1943 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1944 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1946 DWORD reg = ins->dst[0].reg.idx;
1947 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1948 SHADER_BUFFER *buffer = ins->ctx->buffer;
1955 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1956 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1957 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1958 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
1959 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1961 /* Calculate reflection vector.
1964 * dst_reg.xyz = 2 * --------- * N - E
1967 * Which normalizes the normal vector
1969 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1970 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1971 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1972 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1973 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1974 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1976 /* Sample the texture using the calculated coordinates */
1977 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1978 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1979 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1980 current_state->current_row = 0;
1983 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1985 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1986 SHADER_BUFFER *buffer = ins->ctx->buffer;
1989 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1990 * which is essentially an input, is the destination register because it is the first
1991 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1992 * here(writemasks/swizzles are not valid on texdepth)
1994 shader_arb_get_dst_param(ins, dst, dst_name);
1996 /* According to the msdn, the source register(must be r5) is unusable after
1997 * the texdepth instruction, so we're free to modify it
1999 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
2001 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2002 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2003 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2005 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2006 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2007 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2008 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2011 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2012 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2013 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2014 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2016 SHADER_BUFFER *buffer = ins->ctx->buffer;
2017 DWORD sampler_idx = ins->dst[0].reg.idx;
2021 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2022 shader_addline(buffer, "MOV TB, 0.0;\n");
2023 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2025 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2026 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2029 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2030 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2031 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2033 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2036 SHADER_BUFFER *buffer = ins->ctx->buffer;
2038 /* Handle output register */
2039 shader_arb_get_dst_param(ins, dst, dst_str);
2040 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2041 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2044 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2045 * Perform the 3rd row of a 3x3 matrix multiply */
2046 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2048 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2049 SHADER_BUFFER *buffer = ins->ctx->buffer;
2050 char dst_str[50], dst_name[50];
2054 shader_arb_get_dst_param(ins, dst, dst_str);
2055 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2056 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2057 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2058 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2061 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2062 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2063 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2064 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2066 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2068 SHADER_BUFFER *buffer = ins->ctx->buffer;
2069 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2070 char src0[50], dst_name[50];
2073 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2074 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2075 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2077 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2078 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2079 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2081 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2082 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2083 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2084 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2087 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2088 Vertex/Pixel shaders to ARB_vertex_program codes */
2089 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2092 int nComponents = 0;
2093 struct wined3d_shader_dst_param tmp_dst = {{0}};
2094 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2095 struct wined3d_shader_instruction tmp_ins;
2097 memset(&tmp_ins, 0, sizeof(tmp_ins));
2099 /* Set constants for the temporary argument */
2100 tmp_ins.ctx = ins->ctx;
2101 tmp_ins.dst_count = 1;
2102 tmp_ins.dst = &tmp_dst;
2103 tmp_ins.src_count = 2;
2104 tmp_ins.src = tmp_src;
2106 switch(ins->handler_idx)
2108 case WINED3DSIH_M4x4:
2110 tmp_ins.handler_idx = WINED3DSIH_DP4;
2112 case WINED3DSIH_M4x3:
2114 tmp_ins.handler_idx = WINED3DSIH_DP4;
2116 case WINED3DSIH_M3x4:
2118 tmp_ins.handler_idx = WINED3DSIH_DP3;
2120 case WINED3DSIH_M3x3:
2122 tmp_ins.handler_idx = WINED3DSIH_DP3;
2124 case WINED3DSIH_M3x2:
2126 tmp_ins.handler_idx = WINED3DSIH_DP3;
2129 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2133 tmp_dst = ins->dst[0];
2134 tmp_src[0] = ins->src[0];
2135 tmp_src[1] = ins->src[1];
2136 for (i = 0; i < nComponents; i++) {
2137 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2138 shader_hw_map2gl(&tmp_ins);
2139 ++tmp_src[1].reg.idx;
2143 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
2145 SHADER_BUFFER *buffer = ins->ctx->buffer;
2146 const char *instruction;
2151 switch(ins->handler_idx)
2153 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2154 case WINED3DSIH_RCP: instruction = "RCP"; break;
2155 default: instruction = "";
2156 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2160 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2161 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2162 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2164 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2170 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2173 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2175 SHADER_BUFFER *buffer = ins->ctx->buffer;
2178 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2179 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2181 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2182 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2184 if(pshader && priv->target_version >= NV3)
2186 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2190 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2191 shader_addline(buffer, "RSQ TA, TA.x;\n");
2192 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2193 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2198 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2200 SHADER_BUFFER *buffer = ins->ctx->buffer;
2202 char src_name[3][50];
2204 /* ARB_fragment_program has a convenient LRP instruction */
2205 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2206 shader_hw_map2gl(ins);
2210 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2211 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2212 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2213 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2215 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2216 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2217 dst_name, src_name[0], src_name[2]);
2220 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2222 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2223 * must contain fixed constants. So we need a separate function to filter those constants and
2226 SHADER_BUFFER *buffer = ins->ctx->buffer;
2227 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2228 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2230 char src_name0[50], src_name1[50], src_name2[50];
2233 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2234 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2235 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2236 /* No modifiers are supported on SCS */
2237 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2239 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2241 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2242 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2244 } else if(priv->target_version >= NV2) {
2245 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2247 /* Sincos writemask must be .x, .y or .xy */
2248 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2249 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2250 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2251 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2253 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2254 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2256 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2257 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2259 * The constants we get are:
2261 * +1 +1, -1 -1 +1 +1 -1 -1
2262 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2263 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2265 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2269 * (x/2)^4 = x^4 / 16
2270 * (x/2)^5 = x^5 / 32
2273 * To get the final result:
2274 * sin(x) = 2 * sin(x/2) * cos(x/2)
2275 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2276 * (from sin(x+y) and cos(x+y) rules)
2278 * As per MSDN, dst.z is undefined after the operation, and so is
2279 * dst.x and dst.y if they're masked out by the writemask. Ie
2280 * sincos dst.y, src1, c0, c1
2281 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2282 * vsa.exe also stops with an error if the dest register is the same register as the source
2283 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2284 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2286 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2287 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2288 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2290 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2291 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2292 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2293 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2294 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2295 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2299 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2300 * properly merge that with MULs in the code above?
2301 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2302 * we can merge the sine and cosine MAD rows to calculate them together.
2304 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2305 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2306 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2307 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2310 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2311 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2312 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2314 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2316 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2317 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2319 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2321 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2322 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2327 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2329 SHADER_BUFFER *buffer = ins->ctx->buffer;
2332 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2334 /* SGN is only valid in vertex shaders */
2335 if(ctx->target_version == NV2) {
2336 shader_hw_map2gl(ins);
2339 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2340 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2342 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2343 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2345 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2346 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2348 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2349 * Then use TA, and calculate the final result
2351 * Not reading from TA? Store the first result in TA to avoid overwriting the
2352 * destination if src reg = dst reg
2354 if(strstr(src_name, "TA"))
2356 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2357 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2358 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2362 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2363 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2364 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2369 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2371 SHADER_BUFFER *buffer = ins->ctx->buffer;
2377 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2378 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2379 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2381 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2382 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2385 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2387 SHADER_BUFFER *buffer = ins->ctx->buffer;
2389 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2392 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2396 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2397 struct list *e = list_head(&priv->control_frames);
2398 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2400 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2401 /* The constant loader makes sure to load -1 into iX.w */
2402 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2403 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2404 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2408 shader_addline(buffer, "LOOP %s;\n", src_name);
2412 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2414 SHADER_BUFFER *buffer = ins->ctx->buffer;
2416 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2418 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2420 /* The constant loader makes sure to load -1 into iX.w */
2423 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2424 struct list *e = list_head(&priv->control_frames);
2425 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2427 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2429 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2430 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2431 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2435 shader_addline(buffer, "REP %s;\n", src_name);
2439 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2441 SHADER_BUFFER *buffer = ins->ctx->buffer;
2442 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2446 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2447 struct list *e = list_head(&priv->control_frames);
2448 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2450 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2451 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2452 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2454 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2458 shader_addline(buffer, "ENDLOOP;\n");
2462 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2464 SHADER_BUFFER *buffer = ins->ctx->buffer;
2465 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2469 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2470 struct list *e = list_head(&priv->control_frames);
2471 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2473 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2474 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2475 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2477 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2481 shader_addline(buffer, "ENDREP;\n");
2485 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2487 struct control_frame *control_frame;
2489 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2491 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2493 ERR("Could not find loop for break\n");
2497 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2499 SHADER_BUFFER *buffer = ins->ctx->buffer;
2500 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2501 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2505 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2509 shader_addline(buffer, "BRK;\n");
2513 static const char *get_compare(COMPARISON_TYPE flags)
2517 case COMPARISON_GT: return "GT";
2518 case COMPARISON_EQ: return "EQ";
2519 case COMPARISON_GE: return "GE";
2520 case COMPARISON_LT: return "LT";
2521 case COMPARISON_NE: return "NE";
2522 case COMPARISON_LE: return "LE";
2524 FIXME("Unrecognized comparison value: %u\n", flags);
2529 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2533 case COMPARISON_GT: return COMPARISON_LE;
2534 case COMPARISON_EQ: return COMPARISON_NE;
2535 case COMPARISON_GE: return COMPARISON_LT;
2536 case COMPARISON_LT: return COMPARISON_GE;
2537 case COMPARISON_NE: return COMPARISON_EQ;
2538 case COMPARISON_LE: return COMPARISON_GT;
2540 FIXME("Unrecognized comparison value: %u\n", flags);
2545 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2547 SHADER_BUFFER *buffer = ins->ctx->buffer;
2548 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2549 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2552 const char *comp = get_compare(ins->flags);
2554 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2555 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2559 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2560 * away the subtraction result
2562 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2563 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2567 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2568 shader_addline(buffer, "BRK (%s.x);\n", comp);
2572 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2574 SHADER_BUFFER *buffer = ins->ctx->buffer;
2575 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2576 struct list *e = list_head(&priv->control_frames);
2577 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2581 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2583 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2584 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2588 /* Invert the flag. We jump to the else label if the condition is NOT true */
2589 comp = get_compare(invert_compare(ins->flags));
2590 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2591 shader_addline(buffer, "BRA ifc_%u_endif (%s.x);\n", control_frame->ifc_no, comp);
2595 comp = get_compare(ins->flags);
2596 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2597 shader_addline(buffer, "IF %s.x;\n", comp);
2601 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2603 SHADER_BUFFER *buffer = ins->ctx->buffer;
2604 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2605 struct list *e = list_head(&priv->control_frames);
2606 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2607 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2611 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2612 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2613 control_frame->had_else = TRUE;
2617 shader_addline(buffer, "ELSE;\n");
2621 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2623 SHADER_BUFFER *buffer = ins->ctx->buffer;
2624 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2625 struct list *e = list_head(&priv->control_frames);
2626 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2627 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2631 if(control_frame->had_else)
2633 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2637 shader_addline(buffer, "#No else branch. else is endif\n");
2638 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2643 shader_addline(buffer, "ENDIF;\n");
2647 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2649 DWORD sampler_idx = ins->src[1].reg.idx;
2651 char reg_src[3][40];
2652 DWORD flags = TEX_DERIV;
2654 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2655 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2656 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2657 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2659 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2660 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2662 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2665 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2667 DWORD sampler_idx = ins->src[1].reg.idx;
2670 DWORD flags = TEX_LOD;
2672 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2673 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2675 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2676 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2678 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2681 /* GL locking is done by the caller */
2682 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
2684 GLuint program_id = 0;
2685 const char *blt_vprogram =
2687 "PARAM c[1] = { { 1, 0.5 } };\n"
2688 "MOV result.position, vertex.position;\n"
2689 "MOV result.color, c[0].x;\n"
2690 "MOV result.texcoord[0], vertex.texcoord[0];\n"
2693 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2694 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
2695 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
2697 if (glGetError() == GL_INVALID_OPERATION) {
2699 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2700 FIXME("Vertex program error at position %d: %s\n", pos,
2701 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2707 /* GL locking is done by the caller */
2708 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
2710 GLuint program_id = 0;
2711 static const char * const blt_fprograms[tex_type_count] =
2718 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
2719 "MOV result.depth.z, R0.x;\n"
2726 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
2727 "MOV result.depth.z, R0.x;\n"
2732 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
2733 "MOV result.depth.z, R0.x;\n"
2737 if (!blt_fprograms[tex_type])
2739 FIXME("tex_type %#x not supported\n", tex_type);
2743 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2744 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
2745 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
2747 if (glGetError() == GL_INVALID_OPERATION) {
2749 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2750 FIXME("Fragment program error at position %d: %s\n", pos,
2751 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2757 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
2758 const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) {
2759 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
2763 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
2764 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
2765 /* Calculate the > 0.0031308 case */
2766 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
2767 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
2768 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
2769 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
2770 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
2771 /* Calculate the < case */
2772 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
2776 /* Calculate the > 0.0031308 case */
2777 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
2778 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
2779 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
2780 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
2781 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
2782 /* Calculate the < case */
2783 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
2784 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
2785 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
2786 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
2787 /* Store the components > 0.0031308 in the destination */
2788 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
2789 /* Add the components that are < 0.0031308 */
2790 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
2791 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
2792 * result.color writes(.rgb first, then .a), or handle overwriting already written
2793 * components. The assembler uses a temporary register in this case, which is usually
2794 * not allocated from one of our registers that were used earlier.
2797 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2798 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
2801 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
2803 const local_constant *constant;
2805 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
2807 if (constant->idx == idx)
2809 return constant->value;
2815 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
2816 struct shader_arb_ctx_priv *priv)
2818 const char *texcoords[8] =
2820 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
2821 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
2824 const struct wined3d_shader_signature_element *sig = This->input_signature;
2825 const char *semantic_name;
2828 switch(args->super.vp_mode)
2830 case pretransformed:
2832 /* The pixelshader has to collect the varyings on its own. In any case properly load
2833 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
2834 * other attribs to 0.0.
2836 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
2837 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
2838 * load the texcoord attrib pointers to match the pixel shader signature
2840 for(i = 0; i < MAX_REG_INPUT; i++)
2842 semantic_name = sig[i].semantic_name;
2843 semantic_idx = sig[i].semantic_idx;
2844 if(semantic_name == NULL) continue;
2846 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
2848 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
2849 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
2850 else priv->ps_input[i] = "0.0";
2852 else if(args->super.vp_mode == fixedfunction)
2854 priv->ps_input[i] = "0.0";
2856 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
2858 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
2859 else priv->ps_input[i] = "0.0";
2861 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
2863 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
2864 else priv->ps_input[i] = "0.0";
2868 priv->ps_input[i] = "0.0";
2871 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
2876 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
2879 for(i = 0; i < 8; i++)
2881 priv->ps_input[i] = texcoords[i];
2883 priv->ps_input[8] = "fragment.color.primary";
2884 priv->ps_input[9] = "fragment.color.secondary";
2889 /* GL locking is done by the caller */
2890 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
2891 SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
2893 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2894 CONST DWORD *function = This->baseShader.function;
2895 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2896 const local_constant *lconst;
2899 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
2900 struct shader_arb_ctx_priv priv_ctx;
2901 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
2902 BOOL want_nv_prog = FALSE;
2903 struct arb_pshader_private *shader_priv = This->backend_priv;
2906 unsigned int i, found = 0;
2908 for(i = 0; i < This->baseShader.limits.temporary; i++) {
2910 /* Don't overwrite the color source */
2911 if(This->color0_mov && i == This->color0_reg) continue;
2912 else if(reg_maps->shader_version.major < 2 && i == 0) continue;
2914 if(reg_maps->temporary[i]) {
2915 sprintf(srgbtmp[found], "R%u", i);
2917 if(found == 4) break;
2922 case 4: dcl_tmp = FALSE; break;
2924 sprintf(srgbtmp[0], "TA");
2925 sprintf(srgbtmp[1], "TB");
2926 sprintf(srgbtmp[2], "TC");
2927 sprintf(srgbtmp[3], "TD");
2931 sprintf(srgbtmp[1], "TA");
2932 sprintf(srgbtmp[2], "TB");
2933 sprintf(srgbtmp[3], "TC");
2936 sprintf(srgbtmp[2], "TA");
2937 sprintf(srgbtmp[3], "TB");
2940 sprintf(srgbtmp[3], "TA");
2944 /* Create the hw ARB shader */
2945 memset(&priv_ctx, 0, sizeof(priv_ctx));
2946 priv_ctx.cur_ps_args = args;
2947 priv_ctx.compiled_fprog = compiled;
2948 init_ps_input(This, args, &priv_ctx);
2949 list_init(&priv_ctx.control_frames);
2951 /* Avoid enabling NV_fragment_program* if we do not need it.
2953 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
2954 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
2955 * is faster than what we gain from using higher native instructions. There are some things though
2956 * that cannot be emulated. In that case enable the extensions.
2957 * If the extension is enabled, instruction handlers that support both ways will use it.
2959 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
2960 * So enable the best we can get.
2962 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
2963 reg_maps->usestexldl || reg_maps->usesfacing)
2965 want_nv_prog = TRUE;
2968 shader_addline(buffer, "!!ARBfp1.0\n");
2969 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
2970 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
2971 priv_ctx.target_version = NV3;
2972 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2973 shader_addline(buffer, "OPTION NV_fragment_program;\n");
2974 priv_ctx.target_version = NV2;
2978 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
2981 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
2984 priv_ctx.target_version = ARB;
2987 if(This->baseShader.reg_maps.highest_render_target > 0)
2989 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
2992 if (reg_maps->shader_version.major < 3)
2994 switch(args->super.fog) {
2998 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3001 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3004 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3009 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3010 * unused temps away(but occupies them for the whole shader if they're used once). Always
3011 * declaring them avoids tricky bookkeeping work
3013 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3014 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3015 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3016 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3017 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3018 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3019 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3021 if (reg_maps->shader_version.major < 2)
3023 strcpy(fragcolor, "R0");
3025 if(args->super.srgb_correction) {
3026 if(This->color0_mov) {
3027 sprintf(fragcolor, "R%u", This->color0_reg);
3029 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3030 strcpy(fragcolor, "TMP_COLOR");
3033 strcpy(fragcolor, "result.color");
3037 if(args->super.srgb_correction) {
3038 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3039 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3040 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3041 srgb_sub_high, 0.0, 0.0, 0.0);
3044 /* Base Declarations */
3045 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3046 lconst_map, NULL, &priv_ctx);
3048 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
3049 if(!reg_maps->bumpmat[i]) continue;
3051 cur = compiled->numbumpenvmatconsts;
3052 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3053 compiled->bumpenvmatconst[cur].texunit = i;
3054 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3055 compiled->luminanceconst[cur].texunit = i;
3057 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3058 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3059 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3060 * textures due to conditional NP2 restrictions)
3062 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3063 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3064 * their location is shader dependent anyway and they cannot be loaded globally.
3066 compiled->bumpenvmatconst[cur].const_num = next_local++;
3067 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3068 i, compiled->bumpenvmatconst[cur].const_num);
3069 compiled->numbumpenvmatconsts = cur + 1;
3071 if(!reg_maps->luminanceparams[i]) continue;
3073 compiled->luminanceconst[cur].const_num = next_local++;
3074 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3075 i, compiled->luminanceconst[cur].const_num);
3078 for(i = 0; i < MAX_CONST_I; i++)
3080 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3081 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3083 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3087 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3088 control_values[0], control_values[1], control_values[2]);
3092 compiled->int_consts[i] = next_local;
3093 compiled->num_int_consts++;
3094 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3099 if(reg_maps->vpos || reg_maps->usesdsy)
3101 compiled->ycorrection = next_local;
3102 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3106 shader_addline(buffer, "TEMP vpos;\n");
3107 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3108 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3109 * ycorrection.z: 1.0
3110 * ycorrection.w: 0.0
3112 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3113 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3118 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3121 if(shader_priv->clipplane_emulation)
3123 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation - 1);
3126 /* Base Shader Body */
3127 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3129 if(args->super.srgb_correction) {
3130 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3131 priv_ctx.target_version >= NV2);
3132 } else if(reg_maps->shader_version.major < 2) {
3133 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3135 shader_addline(buffer, "END\n");
3137 /* TODO: change to resource.glObjectHandle or something like that */
3138 GL_EXTCALL(glGenProgramsARB(1, &retval));
3140 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3141 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3143 TRACE("Created hw pixel shader, prg=%d\n", retval);
3144 /* Create the program and check for errors */
3145 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3146 buffer->bsize, buffer->buffer));
3148 if (glGetError() == GL_INVALID_OPERATION) {
3150 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3151 FIXME("HW PixelShader Error at position %d: %s\n",
3152 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3156 /* Load immediate constants */
3158 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3159 const float *value = (const float *)lconst->value;
3160 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3161 checkGLcall("glProgramLocalParameter4fvARB");
3163 HeapFree(GetProcessHeap(), 0, lconst_map);
3169 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3174 for(i = 0; i < MAX_REG_INPUT; i++)
3176 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3178 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3179 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3183 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3184 if(ret != 0) return ret;
3185 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3186 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3187 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3188 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3189 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3194 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3196 struct wined3d_shader_signature_element *new;
3200 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3201 for(i = 0; i < MAX_REG_INPUT; i++)
3203 if(sig[i].semantic_name == NULL)
3209 /* Clone the semantic string */
3210 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3211 strcpy(name, sig[i].semantic_name);
3212 new[i].semantic_name = name;
3217 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3219 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3220 struct ps_signature *found_sig;
3224 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3225 TRACE("Found existing signature %u\n", found_sig->idx);
3226 return found_sig->idx;
3228 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3229 found_sig->sig = clone_sig(sig);
3230 found_sig->idx = priv->ps_sig_number++;
3231 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3232 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3234 ERR("Failed to insert program entry.\n");
3236 return found_sig->idx;
3239 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx)
3242 static const char *texcoords[8] =
3244 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3245 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3247 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3248 const struct wined3d_shader_signature_element *sig;
3249 const char *semantic_name;
3250 DWORD semantic_idx, reg_idx;
3252 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3253 * and varying 9 to result.color.secondary
3255 const char *decl_idx_to_string[MAX_REG_INPUT] =
3257 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3258 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3259 "result.color.primary", "result.color.secondary"
3264 TRACE("Pixel shader uses builtin varyings\n");
3265 /* Map builtins to builtins */
3266 for(i = 0; i < 8; i++)
3268 priv_ctx->texcrd_output[i] = texcoords[i];
3270 priv_ctx->color_output[0] = "result.color.primary";
3271 priv_ctx->color_output[1] = "result.color.secondary";
3272 priv_ctx->fog_output = "result.fogcoord";
3274 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3275 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3277 semantic_name = shader->output_signature[i].semantic_name;
3278 if(semantic_name == NULL) continue;
3280 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3282 TRACE("o%u is TMP_OUT\n", i);
3283 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3284 else priv_ctx->vs_output[i] = "TA";
3286 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3288 TRACE("o%u is result.pointsize\n", i);
3289 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3290 else priv_ctx->vs_output[i] = "TA";
3292 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3294 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3295 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
3296 else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
3297 else priv_ctx->vs_output[i] = "TA";
3299 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3301 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3302 if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3303 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3305 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3307 TRACE("o%u is result.fogcoord\n", i);
3308 if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3309 else priv_ctx->vs_output[i] = "result.fogcoord";
3313 priv_ctx->vs_output[i] = "TA";
3319 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3320 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3322 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
3323 TRACE("Pixel shader uses declared varyings\n");
3325 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3326 for(i = 0; i < 8; i++)
3328 priv_ctx->texcrd_output[i] = "TA";
3330 priv_ctx->color_output[0] = "TA";
3331 priv_ctx->color_output[1] = "TA";
3332 priv_ctx->fog_output = "TA";
3334 for(i = 0; i < MAX_REG_INPUT; i++)
3336 semantic_name = sig[i].semantic_name;
3337 semantic_idx = sig[i].semantic_idx;
3338 reg_idx = sig[i].register_idx;
3339 if(semantic_name == NULL) continue;
3341 /* If a declared input register is not written by builtin arguments, don't write to it.
3342 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3344 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3345 * to TMP_OUT in any case
3347 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3349 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3351 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3353 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3355 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3357 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3361 /* Map declared to declared */
3362 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3364 /* Write unread output to TA to throw them away */
3365 priv_ctx->vs_output[i] = "TA";
3366 semantic_name = shader->output_signature[i].semantic_name;
3367 if(semantic_name == NULL)
3372 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
3373 shader->output_signature[i].semantic_idx == 0)
3375 priv_ctx->vs_output[i] = "TMP_OUT";
3378 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
3379 shader->output_signature[i].semantic_idx == 0)
3381 priv_ctx->vs_output[i] = "result.pointsize";
3385 for(j = 0; j < MAX_REG_INPUT; j++)
3387 if(sig[j].semantic_name == NULL)
3392 if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
3393 sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
3395 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3401 /* GL locking is done by the caller */
3402 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
3403 SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3405 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3406 CONST DWORD *function = This->baseShader.function;
3407 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3408 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3409 const local_constant *lconst;
3411 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3412 struct shader_arb_ctx_priv priv_ctx;
3414 DWORD num_clipplanes = 0;
3416 memset(&priv_ctx, 0, sizeof(priv_ctx));
3417 priv_ctx.cur_vs_args = args;
3418 list_init(&priv_ctx.control_frames);
3419 init_output_registers(This, args->ps_signature, &priv_ctx);
3421 /* Create the hw ARB shader */
3422 shader_addline(buffer, "!!ARBvp1.0\n");
3424 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3425 * mesurable performance penalty, and we can always make use of it for clipplanes.
3427 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
3428 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3429 priv_ctx.target_version = NV3;
3430 shader_addline(buffer, "ADDRESS aL;\n");
3431 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
3432 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3433 priv_ctx.target_version = NV2;
3434 shader_addline(buffer, "ADDRESS aL;\n");
3436 priv_ctx.target_version = ARB;
3439 shader_addline(buffer, "TEMP TMP_OUT;\n");
3440 if(need_helper_const(gl_info)) {
3441 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3443 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3444 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3445 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3448 shader_addline(buffer, "TEMP TA;\n");
3450 /* Base Declarations */
3451 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3452 lconst_map, &num_clipplanes, &priv_ctx);
3454 for(i = 0; i < MAX_CONST_I; i++)
3456 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3457 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3459 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3463 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3464 control_values[0], control_values[1], control_values[2]);
3468 compiled->int_consts[i] = next_local;
3469 compiled->num_int_consts++;
3470 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3475 /* We need a constant to fixup the final position */
3476 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
3477 compiled->pos_fixup = next_local++;
3479 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3480 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3481 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3482 * a replacement shader depend on the texcoord.w being set properly.
3484 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3485 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3486 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3487 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3488 * this can eat a number of instructions, so skip it unless this cap is set as well
3490 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
3491 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3493 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
3495 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3496 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3497 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3498 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3504 /* Base Shader Body */
3505 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3507 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3508 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3509 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3510 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3512 if(args->super.fog_src == VS_FOG_Z) {
3513 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3514 } else if (!reg_maps->fog) {
3515 /* posFixup.x is always 1.0, so we can savely use it */
3516 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3519 /* Write the final position.
3521 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3522 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3523 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3524 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3526 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3527 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3528 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3530 if(use_nv_clip(gl_info) && priv_ctx.target_version >= NV2)
3532 for(i = 0; i < num_clipplanes; i++)
3534 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3537 else if(args->boolclip.clip_control[0])
3539 unsigned int cur_clip = 0;
3540 char component[4] = {'x', 'y', 'z', 'w'};
3542 for(i = 0; i < GL_LIMITS(clipplanes); i++)
3544 if(args->boolclip.clip_control[1] & (1 << i))
3546 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3547 component[cur_clip++], i);
3553 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
3556 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
3559 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
3562 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
3565 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3566 args->boolclip.clip_control[0] - 1);
3569 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3570 * and the glsl equivalent
3572 if(need_helper_const(gl_info)) {
3573 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
3575 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3576 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3579 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3581 shader_addline(buffer, "END\n");
3583 /* TODO: change to resource.glObjectHandle or something like that */
3584 GL_EXTCALL(glGenProgramsARB(1, &ret));
3586 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3587 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3589 TRACE("Created hw vertex shader, prg=%d\n", ret);
3590 /* Create the program and check for errors */
3591 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3592 buffer->bsize, buffer->buffer));
3594 if (glGetError() == GL_INVALID_OPERATION) {
3596 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3597 FIXME("HW VertexShader Error at position %d: %s\n",
3598 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3601 /* Load immediate constants */
3603 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3604 const float *value = (const float *)lconst->value;
3605 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3609 HeapFree(GetProcessHeap(), 0, lconst_map);
3614 static void find_clip_texcoord(IWineD3DPixelShaderImpl *ps)
3616 struct arb_pshader_private *shader_priv = ps->backend_priv;
3618 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)ps->baseShader.device)->adapter->gl_info;
3620 /* See if we can use fragment.texcoord[7] for clipplane emulation
3622 * Don't do this if it is not supported, or fragment.texcoord[7] is used
3624 if(ps->baseShader.reg_maps.shader_version.major < 3)
3626 for(i = GL_LIMITS(texture_stages); i > 0; i--)
3628 if(!ps->baseShader.reg_maps.texcoord[i - 1])
3630 shader_priv->clipplane_emulation = i;
3634 WARN("Did not find a free clip reg(2.0)\n");
3638 for(i = GL_LIMITS(texture_stages); i > 0; i--)
3640 if(!(ps->baseShader.reg_maps.input_registers & (1 << (i - 1))))
3642 shader_priv->clipplane_emulation = i;
3646 WARN("Did not find a free clip reg(3.0)\n");
3650 /* GL locking is done by the caller */
3651 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3655 struct arb_ps_compiled_shader *new_array;
3656 SHADER_BUFFER buffer;
3657 struct arb_pshader_private *shader_data;
3660 if(!shader->backend_priv) {
3661 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3662 struct shader_arb_priv *priv = device->shader_priv;
3664 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3665 shader_data = shader->backend_priv;
3666 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
3668 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
3669 else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
3671 shader_data->has_signature_idx = TRUE;
3672 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
3674 if(!device->vs_clipping) find_clip_texcoord(shader);
3676 shader_data = shader->backend_priv;
3678 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3679 * so a linear search is more performant than a hashmap or a binary search
3680 * (cache coherency etc)
3682 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3683 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3684 return &shader_data->gl_shaders[i];
3688 TRACE("No matching GL shader found, compiling a new shader\n");
3689 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3690 if (shader_data->num_gl_shaders)
3692 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3693 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3694 new_size * sizeof(*shader_data->gl_shaders));
3696 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3701 ERR("Out of memory\n");
3704 shader_data->gl_shaders = new_array;
3705 shader_data->shader_array_size = new_size;
3708 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3710 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3711 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3713 shader_buffer_init(&buffer);
3714 ret = shader_arb_generate_pshader(shader, &buffer, args,
3715 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3716 shader_buffer_free(&buffer);
3717 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3719 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3722 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
3723 const DWORD use_map, BOOL skip_int) {
3724 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
3725 if(stored->super.fog_src != new->super.fog_src) return FALSE;
3726 if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
3727 if(stored->ps_signature != new->ps_signature) return FALSE;
3728 if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
3729 if(skip_int) return TRUE;
3731 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
3734 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
3738 struct arb_vs_compiled_shader *new_array;
3739 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3740 SHADER_BUFFER buffer;
3741 struct arb_vshader_private *shader_data;
3743 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3745 if(!shader->backend_priv) {
3746 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3748 shader_data = shader->backend_priv;
3750 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3751 * so a linear search is more performant than a hashmap or a binary search
3752 * (cache coherency etc)
3754 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3755 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
3756 return &shader_data->gl_shaders[i];
3760 TRACE("No matching GL shader found, compiling a new shader\n");
3762 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3763 if (shader_data->num_gl_shaders)
3765 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3766 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3767 new_size * sizeof(*shader_data->gl_shaders));
3769 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3774 ERR("Out of memory\n");
3777 shader_data->gl_shaders = new_array;
3778 shader_data->shader_array_size = new_size;
3781 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3783 shader_buffer_init(&buffer);
3784 ret = shader_arb_generate_vshader(shader, &buffer, args,
3785 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3786 shader_buffer_free(&buffer);
3787 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3789 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3792 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3793 struct arb_ps_compile_args *args)
3797 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3798 find_ps_compile_args(shader, stateblock, &args->super);
3800 /* This forces all local boolean constants to 1 to make them stateblock independent */
3801 args->bools = shader->baseShader.reg_maps.local_bool_consts;
3803 for(i = 0; i < MAX_CONST_B; i++)
3805 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
3808 /* Skip if unused or local, or supported natively */
3809 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3810 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
3812 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3816 for(i = 0; i < MAX_CONST_I; i++)
3818 if(int_skip & (1 << i))
3820 args->loop_ctrl[i][0] = 0;
3821 args->loop_ctrl[i][1] = 0;
3822 args->loop_ctrl[i][2] = 0;
3826 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
3827 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
3828 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
3833 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3834 struct arb_vs_compile_args *args)
3838 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
3839 const WineD3D_GL_Info *gl_info = &dev->adapter->gl_info;
3840 find_vs_compile_args(shader, stateblock, &args->super);
3842 /* This forces all local boolean constants to 1 to make them stateblock independent */
3843 args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
3845 if(use_ps(stateblock))
3847 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
3848 struct arb_pshader_private *shader_priv = ps->backend_priv;
3849 args->ps_signature = shader_priv->input_signature_idx;
3851 args->boolclip.clip_control[0] = shader_priv->clipplane_emulation;
3855 args->ps_signature = ~0;
3856 if(dev->vs_clipping)
3858 args->boolclip.clip_control[0] = 0;
3862 args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
3866 if(args->boolclip.clip_control[0])
3868 if(stateblock->renderState[WINED3DRS_CLIPPING])
3870 args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
3874 args->boolclip.clip_control[1] = 0;
3878 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
3879 for(i = 0; i < MAX_CONST_B; i++)
3881 if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
3884 args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
3885 args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
3886 args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
3887 args->vertex_samplers[3] = 0;
3889 /* Skip if unused or local */
3890 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3891 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) /* This is about flow control, not clipping */
3893 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3897 for(i = 0; i < MAX_CONST_I; i++)
3899 if(int_skip & (1 << i))
3901 args->loop_ctrl[i][0] = 0;
3902 args->loop_ctrl[i][1] = 0;
3903 args->loop_ctrl[i][2] = 0;
3907 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
3908 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
3909 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
3914 /* GL locking is done by the caller */
3915 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3916 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3917 struct shader_arb_priv *priv = This->shader_priv;
3918 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3921 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
3923 struct arb_ps_compile_args compile_args;
3924 struct arb_ps_compiled_shader *compiled;
3925 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
3927 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
3928 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
3929 compiled = find_arb_pshader(ps, &compile_args);
3930 priv->current_fprogram_id = compiled->prgId;
3931 priv->compiled_fprog = compiled;
3933 /* Bind the fragment program */
3934 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
3935 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
3937 if(!priv->use_arbfp_fixed_func) {
3938 /* Enable OpenGL fragment programs */
3939 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3940 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
3942 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
3944 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
3945 * a 1.x and newer shader, reload the first 8 constants
3947 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts)
3949 priv->last_ps_const_clamped = ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts;
3950 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
3951 for(i = 0; i < 8; i++)
3953 This->activeContext->pshader_const_dirty[i] = 1;
3955 /* Also takes care of loading local constants */
3956 shader_arb_load_constants(iface, TRUE, FALSE);
3960 shader_arb_ps_local_constants(This);
3962 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
3963 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
3964 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
3965 * replacement shader
3967 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3968 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3969 priv->current_fprogram_id = 0;
3973 struct arb_vs_compile_args compile_args;
3974 struct arb_vs_compiled_shader *compiled;
3976 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
3977 find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
3978 compiled = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
3979 priv->current_vprogram_id = compiled->prgId;
3980 priv->compiled_vprog = compiled;
3982 /* Bind the vertex program */
3983 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
3984 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
3986 /* Enable OpenGL vertex programs */
3987 glEnable(GL_VERTEX_PROGRAM_ARB);
3988 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
3989 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
3990 shader_arb_vs_local_constants(This);
3991 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
3992 priv->current_vprogram_id = 0;
3993 glDisable(GL_VERTEX_PROGRAM_ARB);
3994 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
3998 /* GL locking is done by the caller */
3999 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4000 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4001 struct shader_arb_priv *priv = This->shader_priv;
4002 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
4003 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4005 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4006 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4007 glEnable(GL_VERTEX_PROGRAM_ARB);
4009 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
4010 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4011 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4014 /* GL locking is done by the caller */
4015 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4016 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4017 struct shader_arb_priv *priv = This->shader_priv;
4018 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4020 if (priv->current_vprogram_id) {
4021 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4022 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4024 glEnable(GL_VERTEX_PROGRAM_ARB);
4025 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4027 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4029 glDisable(GL_VERTEX_PROGRAM_ARB);
4030 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4033 if (priv->current_fprogram_id) {
4034 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4035 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4037 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4038 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4040 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4042 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4043 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4047 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4048 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4049 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4050 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
4052 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4054 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4056 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
4057 struct arb_pshader_private *shader_data = This->backend_priv;
4060 if(!shader_data) return; /* This can happen if a shader was never compiled */
4062 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4063 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4064 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4067 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4068 HeapFree(GetProcessHeap(), 0, shader_data);
4069 This->backend_priv = NULL;
4071 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
4072 struct arb_vshader_private *shader_data = This->backend_priv;
4075 if(!shader_data) return; /* This can happen if a shader was never compiled */
4077 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4078 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4079 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4082 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4083 HeapFree(GetProcessHeap(), 0, shader_data);
4084 This->backend_priv = NULL;
4088 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4090 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4091 return compare_sig(key, e->sig);
4094 struct wine_rb_functions sig_tree_functions =
4102 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4103 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4104 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4105 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4107 ERR("RB tree init failed\n");
4108 HeapFree(GetProcessHeap(), 0, priv);
4109 return E_OUTOFMEMORY;
4111 This->shader_priv = priv;
4115 static void release_signature(struct wine_rb_entry *entry, void *context)
4117 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4119 for(i = 0; i < MAX_REG_INPUT; i++)
4121 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4123 HeapFree(GetProcessHeap(), 0, sig->sig);
4124 HeapFree(GetProcessHeap(), 0, sig);
4127 static void shader_arb_free(IWineD3DDevice *iface) {
4128 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4129 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4130 struct shader_arb_priv *priv = This->shader_priv;
4134 if(priv->depth_blt_vprogram_id) {
4135 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4137 for (i = 0; i < tex_type_count; ++i) {
4138 if (priv->depth_blt_fprogram_id[i]) {
4139 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
4144 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4145 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4148 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4152 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4154 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4155 * then overwrite the shader specific ones
4157 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
4159 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4160 if(GL_SUPPORT(NV_VERTEX_PROGRAM3))
4162 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4163 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4165 else if(GL_LIMITS(vshader_constantsF) >= 256)
4167 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4168 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4169 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4173 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4174 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4176 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4179 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
4180 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2))
4182 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4183 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4185 else if(GL_LIMITS(vshader_constantsF) >= 32)
4187 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4188 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4189 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4193 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4194 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4196 pCaps->PixelShader1xMaxValue = 8.0;
4197 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4200 pCaps->VSClipping = use_nv_clip(gl_info);
4203 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4205 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4207 TRACE("Checking support for color_fixup:\n");
4208 dump_color_fixup_desc(fixup);
4211 /* We support everything except YUV conversions. */
4212 if (!is_yuv_fixup(fixup))
4218 TRACE("[FAILED]\n");
4222 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4224 char write_mask[20], regstr[50];
4225 SHADER_BUFFER *buffer = ins->ctx->buffer;
4226 BOOL is_color = FALSE;
4227 const struct wined3d_shader_dst_param *dst;
4229 if (!ins->dst_count) return;
4233 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4235 shader_arb_get_write_mask(ins, dst, write_mask);
4236 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4238 /* Generate a line that does the output modifier computation
4239 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4240 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4242 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4243 regstr, write_mask, regstr, shift_tab[shift]);
4246 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4248 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4249 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4250 /* WINED3DSIH_BEM */ pshader_hw_bem,
4251 /* WINED3DSIH_BREAK */ shader_hw_break,
4252 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4253 /* WINED3DSIH_BREAKP */ NULL,
4254 /* WINED3DSIH_CALL */ NULL,
4255 /* WINED3DSIH_CALLNZ */ NULL,
4256 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4257 /* WINED3DSIH_CND */ pshader_hw_cnd,
4258 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4259 /* WINED3DSIH_DCL */ NULL,
4260 /* WINED3DSIH_DEF */ NULL,
4261 /* WINED3DSIH_DEFB */ NULL,
4262 /* WINED3DSIH_DEFI */ NULL,
4263 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4264 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4265 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4266 /* WINED3DSIH_DST */ shader_hw_map2gl,
4267 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4268 /* WINED3DSIH_DSY */ shader_hw_dsy,
4269 /* WINED3DSIH_ELSE */ shader_hw_else,
4270 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4271 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4272 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4273 /* WINED3DSIH_EXP */ shader_hw_map2gl,
4274 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
4275 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4276 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4277 /* WINED3DSIH_IFC */ shader_hw_ifc,
4278 /* WINED3DSIH_LABEL */ NULL,
4279 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4280 /* WINED3DSIH_LOG */ shader_hw_map2gl,
4281 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
4282 /* WINED3DSIH_LOOP */ shader_hw_loop,
4283 /* WINED3DSIH_LRP */ shader_hw_lrp,
4284 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4285 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4286 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4287 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4288 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4289 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4290 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4291 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4292 /* WINED3DSIH_MOV */ shader_hw_mov,
4293 /* WINED3DSIH_MOVA */ shader_hw_mov,
4294 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4295 /* WINED3DSIH_NOP */ shader_hw_nop,
4296 /* WINED3DSIH_NRM */ shader_hw_nrm,
4297 /* WINED3DSIH_PHASE */ NULL,
4298 /* WINED3DSIH_POW */ shader_hw_map2gl,
4299 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
4300 /* WINED3DSIH_REP */ shader_hw_rep,
4301 /* WINED3DSIH_RET */ NULL,
4302 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
4303 /* WINED3DSIH_SETP */ NULL,
4304 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4305 /* WINED3DSIH_SGN */ shader_hw_sgn,
4306 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4307 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4308 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4309 /* WINED3DSIH_TEX */ pshader_hw_tex,
4310 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4311 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4312 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4313 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4314 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4315 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4316 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4317 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4318 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4319 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4320 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4321 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4322 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4323 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4324 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4325 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4326 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4327 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4328 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4329 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4330 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4333 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4335 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4337 WORD flag = (1 << idx);
4338 const local_constant *constant;
4339 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4341 if(This->baseShader.reg_maps.local_bool_consts & flag)
4343 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4344 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4346 if (constant->idx == idx)
4348 return constant->value[0];
4351 ERR("Local constant not found\n");
4356 if(vshader) bools = priv->cur_vs_args->boolclip.bools;
4357 else bools = priv->cur_ps_args->bools;
4358 return bools & flag;
4362 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
4363 IWineD3DBaseShaderImpl *This, UINT idx, struct loop_control *loop_control)
4365 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4366 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4368 /* Integer constants can either be a local constant, or they can be stored in the shader
4369 * type specific compile args. */
4370 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4372 const local_constant *constant;
4374 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4376 if (constant->idx == idx)
4378 loop_control->count = constant->value[0];
4379 loop_control->start = constant->value[1];
4380 /* Step is signed. */
4381 loop_control->step = (int)constant->value[2];
4385 /* If this happens the flag was set incorrectly */
4386 ERR("Local constant not found\n");
4387 loop_control->count = 0;
4388 loop_control->start = 0;
4389 loop_control->step = 0;
4396 /* Count and aL start value are unsigned */
4397 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
4398 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
4399 /* Step is signed. */
4400 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
4404 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
4405 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
4406 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
4412 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4415 struct wined3d_shader_dst_param *dst_param = NULL;
4416 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4417 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4420 ERR("Out of memory\n");
4425 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4426 if(!dst_param) goto free;
4427 *dst_param = *ins->dst;
4428 if(ins->dst->reg.rel_addr)
4430 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4431 if(!rel_addr) goto free;
4432 *rel_addr = *ins->dst->reg.rel_addr;
4433 dst_param->reg.rel_addr = rel_addr;
4435 rec->ins.dst = dst_param;
4437 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4438 if(!src_param) goto free;
4439 for(i = 0; i < ins->src_count; i++)
4441 src_param[i] = ins->src[i];
4442 if(ins->src[i].reg.rel_addr)
4444 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4445 if(!rel_addr) goto free;
4446 *rel_addr = *ins->src[i].reg.rel_addr;
4447 src_param[i].reg.rel_addr = rel_addr;
4450 rec->ins.src = src_param;
4451 list_add_tail(list, &rec->entry);
4455 ERR("Out of memory\n");
4458 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4459 HeapFree(GetProcessHeap(), 0, dst_param);
4463 for(i = 0; i < ins->src_count; i++)
4465 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4467 HeapFree(GetProcessHeap(), 0, src_param);
4469 HeapFree(GetProcessHeap(), 0, rec);
4472 static void free_recorded_instruction(struct list *list)
4474 struct recorded_instruction *rec_ins, *entry2;
4477 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4479 list_remove(&rec_ins->entry);
4480 if(rec_ins->ins.dst)
4482 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4483 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4485 if(rec_ins->ins.src)
4487 for(i = 0; i < rec_ins->ins.src_count; i++)
4489 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4491 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4493 HeapFree(GetProcessHeap(), 0, rec_ins);
4497 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4498 SHADER_HANDLER hw_fct;
4499 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4500 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4501 struct control_frame *control_frame;
4502 SHADER_BUFFER *buffer = ins->ctx->buffer;
4504 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4506 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4507 list_add_head(&priv->control_frames, &control_frame->entry);
4509 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4510 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4512 if(priv->target_version >= NV2)
4514 control_frame->loop_no = priv->num_loops++;
4519 /* Don't bother recording when we're in a not used if branch */
4525 if(!priv->recording)
4527 list_init(&priv->record);
4528 priv->recording = TRUE;
4529 control_frame->outer_loop = TRUE;
4530 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
4531 return; /* Instruction is handled */
4533 /* Record this loop in the outer loop's recording */
4536 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4538 if(priv->target_version >= NV2)
4540 /* Nothing to do. The control frame is popped after the HW instr handler */
4544 struct list *e = list_head(&priv->control_frames);
4545 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4546 list_remove(&control_frame->entry);
4548 if(control_frame->outer_loop)
4550 int iteration, aL = 0;
4553 /* Turn off recording before playback */
4554 priv->recording = FALSE;
4556 /* Move the recorded instructions to a separate list and get them out of the private data
4557 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4558 * be recorded again, thus priv->record might be overwritten
4561 list_move_tail(©, &priv->record);
4562 list_init(&priv->record);
4564 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4566 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4567 control_frame->loop_control.count, control_frame->loop_control.start,
4568 control_frame->loop_control.step);
4569 aL = control_frame->loop_control.start;
4573 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
4576 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
4578 struct recorded_instruction *rec_ins;
4579 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4582 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4586 shader_addline(buffer, "#Iteration %d\n", iteration);
4589 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
4591 shader_arb_handle_instruction(&rec_ins->ins);
4594 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4596 aL += control_frame->loop_control.step;
4599 shader_addline(buffer, "#end loop/rep\n");
4601 free_recorded_instruction(©);
4602 HeapFree(GetProcessHeap(), 0, control_frame);
4603 return; /* Instruction is handled */
4607 /* This is a nested loop. Proceed to the normal recording function */
4608 HeapFree(GetProcessHeap(), 0, control_frame);
4615 record_instruction(&priv->record, ins);
4620 if(ins->handler_idx == WINED3DSIH_IF)
4622 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4623 list_add_head(&priv->control_frames, &control_frame->entry);
4624 control_frame->type = IF;
4626 if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
4628 shader_addline(buffer, "#if(FALSE){\n");
4630 control_frame->muting = TRUE;
4632 else shader_addline(buffer, "#if(TRUE) {\n");
4634 return; /* Instruction is handled */
4636 else if(ins->handler_idx == WINED3DSIH_IFC)
4638 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
4639 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4640 control_frame->type = IFC;
4641 control_frame->ifc_no = priv->num_ifcs++;
4642 list_add_head(&priv->control_frames, &control_frame->entry);
4644 else if(ins->handler_idx == WINED3DSIH_ELSE)
4646 struct list *e = list_head(&priv->control_frames);
4647 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4649 if(control_frame->type == IF)
4651 shader_addline(buffer, "#} else {\n");
4652 if(!priv->muted && !control_frame->muting)
4655 control_frame->muting = TRUE;
4657 else if(control_frame->muting) priv->muted = FALSE;
4658 return; /* Instruction is handled. */
4660 /* In case of an ifc, generate a HW shader instruction */
4662 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4664 struct list *e = list_head(&priv->control_frames);
4665 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4667 if(control_frame->type == IF)
4669 shader_addline(buffer, "#} endif\n");
4670 if(control_frame->muting) priv->muted = FALSE;
4671 list_remove(&control_frame->entry);
4672 HeapFree(GetProcessHeap(), 0, control_frame);
4673 return; /* Instruction is handled */
4677 if(priv->muted) return;
4679 /* Select handler */
4680 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
4682 /* Unhandled opcode */
4685 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4690 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4692 struct list *e = list_head(&priv->control_frames);
4693 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4694 list_remove(&control_frame->entry);
4695 HeapFree(GetProcessHeap(), 0, control_frame);
4698 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4700 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
4701 struct list *e = list_head(&priv->control_frames);
4702 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4703 list_remove(&control_frame->entry);
4704 HeapFree(GetProcessHeap(), 0, control_frame);
4708 shader_arb_add_instruction_modifiers(ins);
4711 const shader_backend_t arb_program_shader_backend = {
4712 shader_arb_handle_instruction,
4714 shader_arb_select_depth_blt,
4715 shader_arb_deselect_depth_blt,
4716 shader_arb_update_float_vertex_constants,
4717 shader_arb_update_float_pixel_constants,
4718 shader_arb_load_constants,
4719 shader_arb_load_np2fixup_constants,
4723 shader_arb_dirty_const,
4724 shader_arb_get_caps,
4725 shader_arb_color_fixup_supported,
4728 /* ARB_fragment_program fixed function pipeline replacement definitions */
4729 #define ARB_FFP_CONST_TFACTOR 0
4730 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
4731 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
4732 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
4733 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
4735 struct arbfp_ffp_desc
4737 struct ffp_frag_desc parent;
4739 unsigned int num_textures_used;
4742 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
4745 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4746 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
4748 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4749 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4754 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
4755 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4756 struct shader_arb_priv *priv;
4757 /* Share private data between the shader backend and the pipeline replacement, if both
4758 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
4759 * if no pixel shader is bound or not
4761 if(This->shader_backend == &arb_program_shader_backend) {
4762 This->fragment_priv = This->shader_priv;
4764 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
4765 if(!This->fragment_priv) return E_OUTOFMEMORY;
4767 priv = This->fragment_priv;
4768 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
4770 ERR("Failed to initialize rbtree.\n");
4771 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4772 return E_OUTOFMEMORY;
4774 priv->use_arbfp_fixed_func = TRUE;
4778 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
4780 const WineD3D_GL_Info *gl_info = context;
4781 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
4784 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
4785 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
4786 HeapFree(GetProcessHeap(), 0, entry_arb);
4790 static void arbfp_free(IWineD3DDevice *iface) {
4791 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4792 struct shader_arb_priv *priv = This->fragment_priv;
4794 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
4795 priv->use_arbfp_fixed_func = FALSE;
4797 if(This->shader_backend != &arb_program_shader_backend) {
4798 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4802 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
4804 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
4805 WINED3DTEXOPCAPS_SELECTARG1 |
4806 WINED3DTEXOPCAPS_SELECTARG2 |
4807 WINED3DTEXOPCAPS_MODULATE4X |
4808 WINED3DTEXOPCAPS_MODULATE2X |
4809 WINED3DTEXOPCAPS_MODULATE |
4810 WINED3DTEXOPCAPS_ADDSIGNED2X |
4811 WINED3DTEXOPCAPS_ADDSIGNED |
4812 WINED3DTEXOPCAPS_ADD |
4813 WINED3DTEXOPCAPS_SUBTRACT |
4814 WINED3DTEXOPCAPS_ADDSMOOTH |
4815 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
4816 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
4817 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
4818 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
4819 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
4820 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
4821 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
4822 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
4823 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
4824 WINED3DTEXOPCAPS_DOTPRODUCT3 |
4825 WINED3DTEXOPCAPS_MULTIPLYADD |
4826 WINED3DTEXOPCAPS_LERP |
4827 WINED3DTEXOPCAPS_BUMPENVMAP |
4828 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
4830 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
4832 caps->MaxTextureBlendStages = 8;
4833 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
4835 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
4837 #undef GLINFO_LOCATION
4839 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
4840 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4842 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4844 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4845 * application provided constants
4847 if(device->shader_backend == &arb_program_shader_backend) {
4848 if (use_ps(stateblock)) return;
4850 device = stateblock->wineD3DDevice;
4851 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
4852 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
4855 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
4856 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
4857 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
4861 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4863 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4865 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4866 * application provided constants
4868 if(device->shader_backend == &arb_program_shader_backend) {
4869 if (use_ps(stateblock)) return;
4871 device = stateblock->wineD3DDevice;
4872 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
4873 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
4876 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
4877 /* The specular color has no alpha */
4878 col[0] = 1.0; col[1] = 1.0;
4879 col[2] = 1.0; col[3] = 0.0;
4881 col[0] = 0.0; col[1] = 0.0;
4882 col[2] = 0.0; col[3] = 0.0;
4884 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
4885 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
4888 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4889 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4890 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4893 if (use_ps(stateblock))
4896 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
4897 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
4900 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4901 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4905 if(device->shader_backend == &arb_program_shader_backend) {
4906 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4909 } else if(device->shader_backend == &arb_program_shader_backend) {
4910 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
4911 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
4914 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
4915 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
4916 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
4917 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
4919 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
4920 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
4923 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4924 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4925 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4928 if (use_ps(stateblock))
4931 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
4932 /* The pixel shader has to know the luminance offset. Do a constants update if it
4933 * isn't scheduled anyway
4935 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4936 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4940 if(device->shader_backend == &arb_program_shader_backend) {
4941 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4944 } else if(device->shader_backend == &arb_program_shader_backend) {
4945 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
4946 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
4949 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
4950 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
4954 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
4955 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
4958 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
4961 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
4963 switch(arg & WINED3DTA_SELECTMASK) {
4964 case WINED3DTA_DIFFUSE:
4965 ret = "fragment.color.primary"; break;
4967 case WINED3DTA_CURRENT:
4968 if(stage == 0) ret = "fragment.color.primary";
4972 case WINED3DTA_TEXTURE:
4974 case 0: ret = "tex0"; break;
4975 case 1: ret = "tex1"; break;
4976 case 2: ret = "tex2"; break;
4977 case 3: ret = "tex3"; break;
4978 case 4: ret = "tex4"; break;
4979 case 5: ret = "tex5"; break;
4980 case 6: ret = "tex6"; break;
4981 case 7: ret = "tex7"; break;
4982 default: ret = "unknown texture";
4986 case WINED3DTA_TFACTOR:
4987 ret = "tfactor"; break;
4989 case WINED3DTA_SPECULAR:
4990 ret = "fragment.color.secondary"; break;
4992 case WINED3DTA_TEMP:
4993 ret = "tempreg"; break;
4995 case WINED3DTA_CONSTANT:
4996 FIXME("Implement perstage constants\n");
4998 case 0: ret = "const0"; break;
4999 case 1: ret = "const1"; break;
5000 case 2: ret = "const2"; break;
5001 case 3: ret = "const3"; break;
5002 case 4: ret = "const4"; break;
5003 case 5: ret = "const5"; break;
5004 case 6: ret = "const6"; break;
5005 case 7: ret = "const7"; break;
5006 default: ret = "unknown constant";
5014 if(arg & WINED3DTA_COMPLEMENT) {
5015 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5016 if(argnum == 0) ret = "arg0";
5017 if(argnum == 1) ret = "arg1";
5018 if(argnum == 2) ret = "arg2";
5020 if(arg & WINED3DTA_ALPHAREPLICATE) {
5021 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5022 if(argnum == 0) ret = "arg0";
5023 if(argnum == 1) ret = "arg1";
5024 if(argnum == 2) ret = "arg2";
5029 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
5030 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
5031 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5032 unsigned int mul = 1;
5033 BOOL mul_final_dest = FALSE;
5035 if(color && alpha) dstmask = "";
5036 else if(color) dstmask = ".xyz";
5037 else dstmask = ".w";
5039 if(dst == tempreg) dstreg = "tempreg";
5040 else dstreg = "ret";
5042 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5043 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5044 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5047 case WINED3DTOP_DISABLE:
5048 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5051 case WINED3DTOP_SELECTARG2:
5053 case WINED3DTOP_SELECTARG1:
5054 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5057 case WINED3DTOP_MODULATE4X:
5059 case WINED3DTOP_MODULATE2X:
5061 if(strcmp(dstreg, "result.color") == 0) {
5063 mul_final_dest = TRUE;
5065 case WINED3DTOP_MODULATE:
5066 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5069 case WINED3DTOP_ADDSIGNED2X:
5071 if(strcmp(dstreg, "result.color") == 0) {
5073 mul_final_dest = TRUE;
5075 case WINED3DTOP_ADDSIGNED:
5076 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5078 case WINED3DTOP_ADD:
5079 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5082 case WINED3DTOP_SUBTRACT:
5083 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5086 case WINED3DTOP_ADDSMOOTH:
5087 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5088 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5091 case WINED3DTOP_BLENDCURRENTALPHA:
5092 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5093 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5095 case WINED3DTOP_BLENDFACTORALPHA:
5096 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5097 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5099 case WINED3DTOP_BLENDTEXTUREALPHA:
5100 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5101 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5103 case WINED3DTOP_BLENDDIFFUSEALPHA:
5104 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5105 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5108 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5109 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5110 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5111 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5114 /* D3DTOP_PREMODULATE ???? */
5116 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5117 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5118 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5120 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5121 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5123 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5124 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5125 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5127 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5128 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5131 case WINED3DTOP_DOTPRODUCT3:
5133 if(strcmp(dstreg, "result.color") == 0) {
5135 mul_final_dest = TRUE;
5137 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5138 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5139 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5142 case WINED3DTOP_MULTIPLYADD:
5143 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5146 case WINED3DTOP_LERP:
5147 /* The msdn is not quite right here */
5148 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5151 case WINED3DTOP_BUMPENVMAP:
5152 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5153 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5157 FIXME("Unhandled texture op %08x\n", op);
5161 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5162 } else if(mul == 4) {
5163 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5167 /* The stateblock is passed for GLINFO_LOCATION */
5168 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5171 SHADER_BUFFER buffer;
5172 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5173 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5174 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5175 const char *textype;
5176 const char *instr, *sat;
5177 char colorcor_dst[8];
5179 DWORD arg0, arg1, arg2;
5180 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5182 const char *final_combiner_src = "ret";
5184 /* Find out which textures are read */
5185 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5186 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5187 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5188 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5189 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5190 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5191 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5192 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5194 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5195 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5196 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5197 bump_used[stage] = TRUE;
5198 tex_read[stage] = TRUE;
5200 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5201 bump_used[stage] = TRUE;
5202 tex_read[stage] = TRUE;
5203 luminance_used[stage] = TRUE;
5204 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5205 tfactor_used = TRUE;
5208 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5209 tfactor_used = TRUE;
5212 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5213 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5214 tempreg_used = TRUE;
5217 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5218 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5219 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5220 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5221 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5222 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5223 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5225 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5226 tempreg_used = TRUE;
5228 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5229 tfactor_used = TRUE;
5234 shader_buffer_init(&buffer);
5236 shader_addline(&buffer, "!!ARBfp1.0\n");
5238 switch(settings->fog) {
5239 case FOG_OFF: break;
5240 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5241 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5242 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5243 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5246 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5247 shader_addline(&buffer, "TEMP TMP;\n");
5248 shader_addline(&buffer, "TEMP ret;\n");
5249 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5250 shader_addline(&buffer, "TEMP arg0;\n");
5251 shader_addline(&buffer, "TEMP arg1;\n");
5252 shader_addline(&buffer, "TEMP arg2;\n");
5253 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5254 if(!tex_read[stage]) continue;
5255 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5256 if(!bump_used[stage]) continue;
5257 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5258 if(!luminance_used[stage]) continue;
5259 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5262 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5264 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5266 if(settings->sRGB_write) {
5267 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5268 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5269 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5270 srgb_sub_high, 0.0, 0.0, 0.0);
5273 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5275 /* Generate texture sampling instructions) */
5276 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5277 if(!tex_read[stage]) continue;
5279 switch(settings->op[stage].tex_type) {
5280 case tex_1d: textype = "1D"; break;
5281 case tex_2d: textype = "2D"; break;
5282 case tex_3d: textype = "3D"; break;
5283 case tex_cube: textype = "CUBE"; break;
5284 case tex_rect: textype = "RECT"; break;
5285 default: textype = "unexpected_textype"; break;
5288 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5289 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5295 if(settings->op[stage].projected == proj_none) {
5297 } else if(settings->op[stage].projected == proj_count4 ||
5298 settings->op[stage].projected == proj_count3) {
5301 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5306 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5307 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5308 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5309 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5310 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5311 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5313 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5314 * so multiply the displacement with the dividing parameter before passing it to TXP
5316 if (settings->op[stage].projected != proj_none) {
5317 if(settings->op[stage].projected == proj_count4) {
5318 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5319 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5321 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5322 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5325 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5328 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5329 instr, sat, stage, stage, textype);
5330 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5331 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5332 stage - 1, stage - 1, stage - 1);
5333 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5335 } else if(settings->op[stage].projected == proj_count3) {
5336 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5337 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5338 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5339 instr, sat, stage, stage, textype);
5341 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5342 instr, sat, stage, stage, stage, textype);
5345 sprintf(colorcor_dst, "tex%u", stage);
5346 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5347 settings->op[stage].color_fixup);
5350 /* Generate the main shader */
5351 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5352 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5354 final_combiner_src = "fragment.color.primary";
5359 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5360 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5361 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5362 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5363 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5364 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5365 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5366 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5367 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5368 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5369 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5370 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5372 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5373 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5374 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5375 settings->op[stage].carg2 == settings->op[stage].aarg2;
5378 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5379 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5380 settings->op[stage].cop, settings->op[stage].carg0,
5381 settings->op[stage].carg1, settings->op[stage].carg2);
5383 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5385 } else if(op_equal) {
5386 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5387 settings->op[stage].cop, settings->op[stage].carg0,
5388 settings->op[stage].carg1, settings->op[stage].carg2);
5390 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5391 settings->op[stage].cop, settings->op[stage].carg0,
5392 settings->op[stage].carg1, settings->op[stage].carg2);
5393 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5394 settings->op[stage].aop, settings->op[stage].aarg0,
5395 settings->op[stage].aarg1, settings->op[stage].aarg2);
5399 if(settings->sRGB_write) {
5400 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5401 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5403 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5407 shader_addline(&buffer, "END\n");
5409 /* Generate the shader */
5410 GL_EXTCALL(glGenProgramsARB(1, &ret));
5411 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5412 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5414 if (glGetError() == GL_INVALID_OPERATION) {
5416 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5417 FIXME("Fragment program error at position %d: %s\n", pos,
5418 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5420 shader_buffer_free(&buffer);
5424 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5425 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5426 struct shader_arb_priv *priv = device->fragment_priv;
5427 BOOL use_pshader = use_ps(stateblock);
5428 BOOL use_vshader = use_vs(stateblock);
5429 struct ffp_frag_settings settings;
5430 const struct arbfp_ffp_desc *desc;
5433 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5435 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5436 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5437 /* Reload fixed function constants since they collide with the pixel shader constants */
5438 for(i = 0; i < MAX_TEXTURES; i++) {
5439 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5441 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5442 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5443 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5444 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
5450 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5451 gen_ffp_frag_op(stateblock, &settings, FALSE);
5452 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5454 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5457 ERR("Out of memory\n");
5460 new_desc->num_textures_used = 0;
5461 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
5462 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5463 new_desc->num_textures_used = i;
5466 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5467 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5468 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5469 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5473 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5474 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5477 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5478 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5479 priv->current_fprogram_id = desc->shader;
5481 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5482 /* Reload fixed function constants since they collide with the pixel shader constants */
5483 for(i = 0; i < MAX_TEXTURES; i++) {
5484 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5486 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5487 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5489 context->last_was_pshader = FALSE;
5491 context->last_was_pshader = TRUE;
5494 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5495 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5496 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5497 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5498 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5500 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5503 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5504 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
5506 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
5507 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
5511 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5515 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5516 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5517 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5518 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5519 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5521 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5522 enum fogsource new_source;
5524 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5526 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5527 fragment_prog_arbfp(state, stateblock, context);
5530 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
5532 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
5533 if(use_vs(stateblock)) {
5534 new_source = FOGSOURCE_VS;
5536 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5537 new_source = FOGSOURCE_COORD;
5539 new_source = FOGSOURCE_FFP;
5543 new_source = FOGSOURCE_FFP;
5545 if(new_source != context->fog_source) {
5546 context->fog_source = new_source;
5547 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
5551 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5552 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5553 fragment_prog_arbfp(state, stateblock, context);
5557 #undef GLINFO_LOCATION
5559 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
5560 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
5561 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5562 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5563 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5564 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5565 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5566 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5567 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5568 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5569 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5570 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5571 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5572 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5573 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5574 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5575 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5576 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5577 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5578 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5579 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5580 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5581 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5582 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5583 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5584 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5585 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5586 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5587 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5588 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5589 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5590 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5591 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5592 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5593 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5594 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5595 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5596 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5597 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5598 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5599 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5600 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5601 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5602 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5603 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5604 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5605 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5606 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5607 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5608 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5609 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5610 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5611 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5612 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5613 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5614 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5615 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5616 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5617 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5618 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5619 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5620 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5621 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5622 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5623 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5624 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5625 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5626 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5627 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5628 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5629 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5630 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5631 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5632 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5633 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5634 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5635 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5636 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5637 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5638 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5639 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5640 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5641 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5642 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5643 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5644 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5645 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5646 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5647 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5648 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5649 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5650 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5651 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5652 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5653 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5654 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5655 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5656 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5657 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5658 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5659 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5660 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5661 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5662 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5663 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5664 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5665 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5666 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5667 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5668 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5669 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5670 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5671 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5672 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5673 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5674 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5675 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5676 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5677 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5678 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5679 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5680 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5681 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5682 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5683 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5684 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5685 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5686 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5687 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5688 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5689 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5690 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5691 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5692 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5693 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5694 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5695 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5696 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5697 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5698 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5699 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5700 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5701 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5702 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5703 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5704 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5705 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5706 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
5707 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5710 const struct fragment_pipeline arbfp_fragment_pipeline = {
5715 shader_arb_color_fixup_supported,
5716 arbfp_fragmentstate_template,
5717 TRUE /* We can disable projected textures */
5720 #define GLINFO_LOCATION device->adapter->gl_info
5722 struct arbfp_blit_priv {
5723 GLenum yuy2_rect_shader, yuy2_2d_shader;
5724 GLenum uyvy_rect_shader, uyvy_2d_shader;
5725 GLenum yv12_rect_shader, yv12_2d_shader;
5728 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
5729 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5730 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
5731 if(!device->blit_priv) {
5732 ERR("Out of memory\n");
5733 return E_OUTOFMEMORY;
5737 static void arbfp_blit_free(IWineD3DDevice *iface) {
5738 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5739 struct arbfp_blit_priv *priv = device->blit_priv;
5742 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
5743 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
5744 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
5745 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
5746 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
5747 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
5748 checkGLcall("Delete yuv programs\n");
5752 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
5755 const char *tex, *texinstr;
5757 if (yuv_fixup == YUV_FIXUP_UYVY) {
5765 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
5766 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
5768 /* This is more tricky than just replacing the texture type - we have to navigate
5769 * properly in the texture to find the correct chroma values
5771 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
5775 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
5776 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
5777 * filtering when we sample the texture.
5779 * These are the rules for reading the chroma:
5785 * So we have to get the sampling x position in non-normalized coordinates in integers
5787 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
5788 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
5789 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
5791 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5793 /* We must not allow filtering between pixel x and x+1, this would mix U and V
5794 * Vertical filtering is ok. However, bear in mind that the pixel center is at
5797 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
5798 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
5800 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
5801 * even and odd pixels respectively
5803 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
5804 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
5806 /* Sample Pixel 1 */
5807 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5809 /* Put the value into either of the chroma values */
5810 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5811 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
5812 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5813 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
5815 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
5816 * the pixel right to the current one. Otherwise, sample the left pixel.
5817 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
5819 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
5820 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
5821 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5823 /* Put the value into the other chroma */
5824 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5825 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
5826 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5827 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
5829 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
5830 * the current one and lerp the two U and V values
5833 /* This gives the correctly filtered luminance value */
5834 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
5839 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
5844 case GL_TEXTURE_2D: tex = "2D"; break;
5845 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
5847 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
5851 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
5852 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
5853 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
5854 * pitch of the luminance plane, the packing into the gl texture is a bit
5855 * unfortunate. If the whole texture is interpreted as luminance data it looks
5856 * approximately like this:
5858 * +----------------------------------+----
5870 * +----------------+-----------------+----
5872 * | U even rows | U odd rows |
5874 * +----------------+------------------ -
5876 * | V even rows | V odd rows |
5878 * +----------------+-----------------+----
5882 * So it appears as if there are 4 chroma images, but in fact the odd rows
5883 * in the chroma images are in the same row as the even ones. So its is
5884 * kinda tricky to read
5886 * When reading from rectangle textures, keep in mind that the input y coordinates
5887 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
5889 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
5890 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
5892 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5893 /* the chroma planes have only half the width */
5894 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
5896 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
5897 * the coordinate. Also read the right side of the image when reading odd lines
5899 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
5902 if(textype == GL_TEXTURE_2D) {
5904 shader_addline(buffer, "RCP chroma.w, size.y;\n");
5906 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
5908 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
5909 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
5911 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5912 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5913 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5914 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5915 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5917 /* clamp, keep the half pixel origin in mind */
5918 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
5919 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5920 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
5921 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5923 /* Read from [size - size+size/4] */
5924 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5925 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
5927 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5928 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5929 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5930 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5931 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
5932 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5934 /* Make sure to read exactly from the pixel center */
5935 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5936 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
5939 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
5940 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
5941 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5942 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
5943 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5945 /* Read the texture, put the result into the output register */
5946 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5947 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
5949 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
5950 * No need to clamp because we're just reusing the already clamped value from above
5952 if(textype == GL_TEXTURE_2D) {
5953 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
5955 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
5957 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5958 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
5960 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
5961 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
5962 * values due to filtering
5964 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5965 if(textype == GL_TEXTURE_2D) {
5966 /* Multiply the y coordinate by 2/3 and clamp it */
5967 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
5968 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
5969 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5970 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5972 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
5973 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
5976 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
5977 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
5978 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5985 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
5988 SHADER_BUFFER buffer;
5989 char luminance_component;
5990 struct arbfp_blit_priv *priv = device->blit_priv;
5993 shader_buffer_init(&buffer);
5996 GL_EXTCALL(glGenProgramsARB(1, &shader));
5997 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
5998 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
5999 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6002 shader_buffer_free(&buffer);
6006 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6007 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6008 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6009 * each single pixel it contains, and one U and one V value shared between both
6012 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6013 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6014 * take the format into account when generating the read swizzles
6016 * Reading the Y value is straightforward - just sample the texture. The hardware
6017 * takes care of filtering in the horizontal and vertical direction.
6019 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6020 * because that would mix the U and V values of one pixel or two adjacent pixels.
6021 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6022 * regardless of the filtering setting. Vertical filtering works automatically
6023 * though - the U and V values of two rows are mixed nicely.
6025 * Appart of avoiding filtering issues, the code has to know which value it just
6026 * read, and where it can find the other one. To determine this, it checks if
6027 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6029 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6030 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6032 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6033 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6034 * in an unfiltered situation. Finding the luminance on the other hand requires
6035 * finding out if it is an odd or even pixel. The real drawback of this approach
6036 * is filtering. This would have to be emulated completely in the shader, reading
6037 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6038 * vertically. Beyond that it would require adjustments to the texture handling
6039 * code to deal with the width scaling
6041 shader_addline(&buffer, "!!ARBfp1.0\n");
6042 shader_addline(&buffer, "TEMP luminance;\n");
6043 shader_addline(&buffer, "TEMP temp;\n");
6044 shader_addline(&buffer, "TEMP chroma;\n");
6045 shader_addline(&buffer, "TEMP texcrd;\n");
6046 shader_addline(&buffer, "TEMP texcrd2;\n");
6047 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6048 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6049 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6053 case YUV_FIXUP_UYVY:
6054 case YUV_FIXUP_YUY2:
6055 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6057 shader_buffer_free(&buffer);
6062 case YUV_FIXUP_YV12:
6063 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6065 shader_buffer_free(&buffer);
6071 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6072 shader_buffer_free(&buffer);
6076 /* Calculate the final result. Formula is taken from
6077 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6078 * ranges from -0.5 to 0.5
6080 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6082 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6083 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6084 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6085 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6086 shader_addline(&buffer, "END\n");
6089 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
6091 if (glGetError() == GL_INVALID_OPERATION) {
6093 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6094 FIXME("Fragment program error at position %d: %s\n", pos,
6095 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6097 shader_buffer_free(&buffer);
6102 case YUV_FIXUP_YUY2:
6103 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6104 else priv->yuy2_2d_shader = shader;
6107 case YUV_FIXUP_UYVY:
6108 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6109 else priv->uyvy_2d_shader = shader;
6112 case YUV_FIXUP_YV12:
6113 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6114 else priv->yv12_2d_shader = shader;
6121 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
6122 GLenum textype, UINT width, UINT height)
6125 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6126 float size[4] = {width, height, 1, 1};
6127 struct arbfp_blit_priv *priv = device->blit_priv;
6128 enum yuv_fixup yuv_fixup;
6130 if (!is_yuv_fixup(format_desc->color_fixup))
6133 dump_color_fixup_desc(format_desc->color_fixup);
6134 /* Don't bother setting up a shader for unconverted formats */
6137 checkGLcall("glEnable(textype)");
6142 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
6146 case YUV_FIXUP_YUY2:
6147 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6150 case YUV_FIXUP_UYVY:
6151 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6154 case YUV_FIXUP_YV12:
6155 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6159 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
6162 checkGLcall("glEnable(textype)");
6167 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
6170 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6171 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6172 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6173 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6174 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6175 checkGLcall("glProgramLocalParameter4fvARB");
6181 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6182 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6185 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6186 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6187 glDisable(GL_TEXTURE_2D);
6188 checkGLcall("glDisable(GL_TEXTURE_2D)");
6189 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
6190 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6191 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6193 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
6194 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6195 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6200 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
6202 enum yuv_fixup yuv_fixup;
6204 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6206 TRACE("Checking support for fixup:\n");
6207 dump_color_fixup_desc(fixup);
6210 if (is_identity_fixup(fixup))
6216 /* We only support YUV conversions. */
6217 if (!is_yuv_fixup(fixup))
6219 TRACE("[FAILED]\n");
6223 yuv_fixup = get_yuv_fixup(fixup);
6226 case YUV_FIXUP_YUY2:
6227 case YUV_FIXUP_UYVY:
6228 case YUV_FIXUP_YV12:
6233 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6234 TRACE("[FAILED]\n");
6239 const struct blit_shader arbfp_blit = {
6244 arbfp_blit_color_fixup_supported,
6247 #undef GLINFO_LOCATION