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
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 #define GLINFO_LOCATION (*gl_info)
42 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
43 * so upload them above that
45 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
46 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
48 /* ARB_program_shader private data */
49 struct shader_arb_priv {
50 GLuint current_vprogram_id;
51 GLuint current_fprogram_id;
52 GLuint depth_blt_vprogram_id;
53 GLuint depth_blt_fprogram_id;
54 BOOL use_arbfp_fixed_func;
55 struct hash_table_t *fragment_shaders;
58 /********************************************************
59 * ARB_[vertex/fragment]_program helper functions follow
60 ********************************************************/
63 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
64 * When constant_list == NULL, it will load all the constants.
66 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
67 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
69 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
70 unsigned int max_constants, float* constants, char *dirty_consts) {
71 local_constant* lconst;
75 if (TRACE_ON(d3d_shader)) {
76 for(i = 0; i < max_constants; i++) {
77 if(!dirty_consts[i]) continue;
78 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
79 constants[i * 4 + 0], constants[i * 4 + 1],
80 constants[i * 4 + 2], constants[i * 4 + 3]);
83 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
84 if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
85 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
87 for(i = 0; i < max_constants; i++) {
88 if(!dirty_consts[i]) continue;
92 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
93 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
94 else lcl_const[0] = constants[j + 0];
96 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
97 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
98 else lcl_const[1] = constants[j + 1];
100 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
101 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
102 else lcl_const[2] = constants[j + 2];
104 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
105 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
106 else lcl_const[3] = constants[j + 3];
108 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
111 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
112 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
113 * or just reloading *all* constants at once
115 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
117 for(i = 0; i < max_constants; i++) {
118 if(!dirty_consts[i]) continue;
120 /* Find the next block of dirty constants */
123 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
127 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
130 for(i = 0; i < max_constants; i++) {
131 if(dirty_consts[i]) {
133 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
138 checkGLcall("glProgramEnvParameter4fvARB()");
140 /* Load immediate constants */
141 if(This->baseShader.load_local_constsF) {
142 if (TRACE_ON(d3d_shader)) {
143 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
144 GLfloat* values = (GLfloat*)lconst->value;
145 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
146 values[0], values[1], values[2], values[3]);
149 /* Immediate constants are clamped for 1.X shaders at loading times */
151 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
152 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
153 ret = max(ret, lconst->idx + 1);
154 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
156 checkGLcall("glProgramEnvParameter4fvARB()");
157 return ret; /* The loaded immediate constants need reloading for the next shader */
159 return 0; /* No constants are dirty now */
164 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
166 * We only support float constants in ARB at the moment, so don't
167 * worry about the Integers or Booleans
169 static void shader_arb_load_constants(
170 IWineD3DDevice* device,
172 char useVertexShader) {
174 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
175 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
176 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
179 if (useVertexShader) {
180 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
182 /* Load DirectX 9 float constants for vertex shader */
183 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
184 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
185 deviceImpl->highest_dirty_vs_const,
186 stateBlock->vertexShaderConstantF,
187 deviceImpl->activeContext->vshader_const_dirty);
189 /* Upload the position fixup */
190 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
193 if (usePixelShader) {
195 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
196 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
198 /* Load DirectX 9 float constants for pixel shader */
199 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
200 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
201 deviceImpl->highest_dirty_ps_const,
202 stateBlock->pixelShaderConstantF,
203 deviceImpl->activeContext->pshader_const_dirty);
205 for(i = 0; i < psi->numbumpenvmatconsts; i++) {
206 /* The state manager takes care that this function is always called if the bump env matrix changes
208 float *data = (float *) &stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
209 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
210 deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
212 if(psi->luminanceconst[i].const_num != -1) {
213 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
214 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
215 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
216 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
218 float *scale = (float *) &stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
219 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
220 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
224 if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
225 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
229 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
230 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
231 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
233 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
234 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
236 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
237 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
239 mul_low[0] = 1.0; mul_low[1] = 1.0;
240 mul_low[2] = 1.0; mul_low[3] = 1.0;
242 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
243 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
244 checkGLcall("Load sRGB correction constants\n");
245 deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1;
246 deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1;
252 /* Generate the variable & register declarations for the ARB_vertex_program output target */
253 static void shader_generate_arb_declarations(
254 IWineD3DBaseShader *iface,
255 shader_reg_maps* reg_maps,
256 SHADER_BUFFER* buffer,
257 WineD3D_GL_Info* gl_info) {
259 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
260 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
262 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
263 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
264 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
265 UINT extra_constants_needed = 0;
266 local_constant* lconst;
268 /* Temporary Output register */
269 shader_addline(buffer, "TEMP TMP_OUT;\n");
271 for(i = 0; i < This->baseShader.limits.temporary; i++) {
272 if (reg_maps->temporary[i])
273 shader_addline(buffer, "TEMP R%u;\n", i);
276 for (i = 0; i < This->baseShader.limits.address; i++) {
277 if (reg_maps->address[i])
278 shader_addline(buffer, "ADDRESS A%d;\n", i);
281 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
282 if (reg_maps->texcoord[i])
283 shader_addline(buffer,"TEMP T%u;\n", i);
286 /* Texture coordinate registers must be pre-loaded */
287 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
288 if (reg_maps->texcoord[i])
289 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
292 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
293 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
294 if(!reg_maps->bumpmat[i]) continue;
296 cur = ps->numbumpenvmatconsts;
297 ps->bumpenvmatconst[cur].const_num = -1;
298 ps->bumpenvmatconst[cur].texunit = i;
299 ps->luminanceconst[cur].const_num = -1;
300 ps->luminanceconst[cur].texunit = i;
302 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
303 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
306 if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
307 ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
308 shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
309 i, ps->bumpenvmatconst[cur].const_num);
310 extra_constants_needed++;
312 if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
313 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
314 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
315 i, ps->luminanceconst[cur].const_num);
316 extra_constants_needed++;
317 } else if(reg_maps->luminanceparams) {
318 FIXME("No free constant to load the luminance parameters\n");
321 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
324 ps->numbumpenvmatconsts = cur + 1;
327 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
328 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
329 /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
330 * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
331 * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
334 if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
335 /* The idea is that if srgb is enabled, then disabled, the constant loading code
336 * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
337 * and comparison constants. If it disables it that way, the shader won't be recompiled
338 * and the code will stay in, so sRGB writing can be turned on again by setting the
339 * constants from the spec
341 ps_impl->srgb_mode_hardcoded = 0;
342 ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
343 ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
344 shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
345 shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
347 shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
348 srgb_mul_low, srgb_mul_low, srgb_mul_low);
349 shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
350 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
351 ps_impl->srgb_mode_hardcoded = 1;
353 /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
354 * path if the comparison value is set to INF
356 shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
357 srgb_pow, srgb_pow, srgb_pow);
358 shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
359 srgb_mul_high, srgb_mul_high, srgb_mul_high);
360 shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
361 srgb_sub_high, srgb_sub_high, srgb_sub_high);
362 ps_impl->srgb_enabled = 1;
364 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
366 /* Do not write any srgb fixup into the shader to save shader size and processing time.
367 * As a consequence, we can't toggle srgb write on without recompilation
369 ps_impl->srgb_enabled = 0;
370 ps_impl->srgb_mode_hardcoded = 1;
373 /* Load local constants using the program-local space,
374 * this avoids reloading them each time the shader is used
376 if(!This->baseShader.load_local_constsF) {
377 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
378 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
383 /* we use the array-based constants array if the local constants are marked for loading,
384 * because then we use indirect addressing, or when the local constant list is empty,
385 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
386 * local constants do not declare the loaded constants as an array because ARB compilers usually
387 * do not optimize unused constants away
389 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
390 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
391 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
392 max_constantsF, max_constantsF - 1);
394 for(i = 0; i < max_constantsF; i++) {
395 if(!shader_constant_is_local(This, i)) {
396 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
402 static const char * const shift_tab[] = {
403 "dummy", /* 0 (none) */
404 "coefmul.x", /* 1 (x2) */
405 "coefmul.y", /* 2 (x4) */
406 "coefmul.z", /* 3 (x8) */
407 "coefmul.w", /* 4 (x16) */
408 "dummy", /* 5 (x32) */
409 "dummy", /* 6 (x64) */
410 "dummy", /* 7 (x128) */
411 "dummy", /* 8 (d256) */
412 "dummy", /* 9 (d128) */
413 "dummy", /* 10 (d64) */
414 "dummy", /* 11 (d32) */
415 "coefdiv.w", /* 12 (d16) */
416 "coefdiv.z", /* 13 (d8) */
417 "coefdiv.y", /* 14 (d4) */
418 "coefdiv.x" /* 15 (d2) */
421 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
422 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
423 char *ptr = write_mask;
424 char vshader = shader_is_vshader_version(This->baseShader.hex_version);
426 if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
429 } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
431 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
432 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
433 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
434 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
440 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
441 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
442 * but addressed as "rgba". To fix this we need to swap the register's x
443 * and z components. */
444 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
445 char *ptr = swizzle_str;
447 /* swizzle bits fields: wwzzyyxx */
448 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
449 DWORD swizzle_x = swizzle & 0x03;
450 DWORD swizzle_y = (swizzle >> 2) & 0x03;
451 DWORD swizzle_z = (swizzle >> 4) & 0x03;
452 DWORD swizzle_w = (swizzle >> 6) & 0x03;
454 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
455 * generate a swizzle string. Unless we need to our own swizzling. */
456 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
458 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
459 *ptr++ = swizzle_chars[swizzle_x];
461 *ptr++ = swizzle_chars[swizzle_x];
462 *ptr++ = swizzle_chars[swizzle_y];
463 *ptr++ = swizzle_chars[swizzle_z];
464 *ptr++ = swizzle_chars[swizzle_w];
471 static void pshader_get_register_name(IWineD3DBaseShader* iface,
472 const DWORD param, char* regstr) {
474 DWORD reg = param & WINED3DSP_REGNUM_MASK;
475 DWORD regtype = shader_get_regtype(param);
476 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
479 case WINED3DSPR_TEMP:
480 sprintf(regstr, "R%u", reg);
482 case WINED3DSPR_INPUT:
484 strcpy(regstr, "fragment.color.primary");
486 strcpy(regstr, "fragment.color.secondary");
489 case WINED3DSPR_CONST:
490 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
491 sprintf(regstr, "C[%u]", reg);
493 sprintf(regstr, "C%u", reg);
496 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
497 sprintf(regstr,"T%u", reg);
499 case WINED3DSPR_COLOROUT:
501 sprintf(regstr, "TMP_COLOR");
503 /* TODO: See GL_ARB_draw_buffers */
504 FIXME("Unsupported write to render target %u\n", reg);
505 sprintf(regstr, "unsupported_register");
508 case WINED3DSPR_DEPTHOUT:
509 sprintf(regstr, "result.depth");
511 case WINED3DSPR_ATTROUT:
512 sprintf(regstr, "oD[%u]", reg);
514 case WINED3DSPR_TEXCRDOUT:
515 sprintf(regstr, "oT[%u]", reg);
518 FIXME("Unhandled register name Type(%d)\n", regtype);
519 sprintf(regstr, "unrecognized_register");
524 /* TODO: merge with pixel shader */
525 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
527 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
529 /* oPos, oFog and oPts in D3D */
530 static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
532 DWORD reg = param & WINED3DSP_REGNUM_MASK;
533 DWORD regtype = shader_get_regtype(param);
535 BOOL is_color = FALSE;
537 if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
538 strcat(hwLine, " -");
544 case WINED3DSPR_TEMP:
545 sprintf(tmpReg, "R%u", reg);
546 strcat(hwLine, tmpReg);
548 case WINED3DSPR_INPUT:
550 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
553 sprintf(tmpReg, "vertex.attrib[%u]", reg);
554 strcat(hwLine, tmpReg);
556 case WINED3DSPR_CONST:
557 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
558 if(reg >= This->rel_offset) {
559 sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
561 sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
564 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
565 sprintf(tmpReg, "C[%u]", reg);
567 sprintf(tmpReg, "C%u", reg);
570 strcat(hwLine, tmpReg);
572 case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
573 sprintf(tmpReg, "A%u", reg);
574 strcat(hwLine, tmpReg);
576 case WINED3DSPR_RASTOUT:
577 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
578 strcat(hwLine, tmpReg);
580 case WINED3DSPR_ATTROUT:
582 strcat(hwLine, "result.color.primary");
584 strcat(hwLine, "result.color.secondary");
587 case WINED3DSPR_TEXCRDOUT:
588 sprintf(tmpReg, "result.texcoord[%u]", reg);
589 strcat(hwLine, tmpReg);
592 FIXME("Unknown reg type %d %d\n", regtype, reg);
593 strcat(hwLine, "unrecognized_register");
599 shader_arb_get_write_mask(arg, param, write_mask);
600 strcat(hwLine, write_mask);
603 shader_arb_get_swizzle(param, is_color, swizzle);
604 strcat(hwLine, swizzle);
608 static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
609 SHADER_BUFFER* buffer = arg->buffer;
610 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
611 const char *tex_type;
613 switch(sampler_type) {
620 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
621 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
622 if(device->stateBlock->textures[sampler_idx] &&
623 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
631 case WINED3DSTT_VOLUME:
635 case WINED3DSTT_CUBE:
640 ERR("Unexpected texture type %d\n", sampler_type);
645 /* Shouldn't be possible, but let's check for it */
646 if(projected) FIXME("Biased and Projected texture sampling\n");
647 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
648 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
649 } else if (projected) {
650 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
652 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
656 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask,
657 const char *one, const char *two, WINED3DFORMAT fmt,
658 WineD3D_GL_Info *gl_info) {
660 case WINED3DFMT_V8U8:
661 case WINED3DFMT_V16U16:
662 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
663 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
665 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
666 * disabled until an application that needs it is found because it causes unneeded
667 * shader recompilation in some game
669 if(strlen(writemask) >= 4) {
670 shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
674 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
675 * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
676 * all registers, do so, this saves an instruction.
678 if(strlen(writemask) >= 5) {
679 shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one);
680 } else if(strlen(writemask) >= 3) {
681 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
685 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
689 } else if(strlen(writemask) == 2) {
690 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1],
691 reg, writemask[1], two, one);
696 case WINED3DFMT_X8L8V8U8:
697 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
698 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
699 * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
701 if(strlen(writemask) >= 3) {
702 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
706 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
710 } else if(strlen(writemask) == 2) {
711 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
719 case WINED3DFMT_L6V5U5:
720 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
721 if(strlen(writemask) >= 4) {
722 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
723 shader_addline(buffer, "MOV TMP.g, %s.%c;\n",
725 shader_addline(buffer, "MAD %s.%c%c, %s.%c%c, %s, -%s;\n",
726 reg, writemask[1], writemask[1],
727 reg, writemask[1], writemask[3],
729 shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg,
731 } else if(strlen(writemask) == 3) {
732 /* This is bad: We have VL, but we need VU */
733 FIXME("2 components sampled from a converted L6V5U5 texture\n");
735 shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
743 case WINED3DFMT_Q8W8V8U8:
744 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
745 /* Correct the sign in all channels */
746 switch(strlen(writemask)) {
748 shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
753 shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
758 shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
763 /* Should not occur, since it's at minimum '.' and a letter */
765 ERR("Unexpected writemask: \"%s\"\n", writemask);
770 shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
775 case WINED3DFMT_ATI2N:
776 /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
777 * which means the first one is replicated across .rgb, and the 2nd one is in
778 * .a. We need the 2nd in .g
780 * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
781 * are swapped compared to d3d. So swap red and green.
783 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
784 shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
785 reg, reg, writemask[2], writemask[1]);
787 if(strlen(writemask) == 5) {
788 shader_addline(buffer, "MOV %s.%c, %s.%c;\n",
789 reg, writemask[2], reg, writemask[4]);
790 } else if(strlen(writemask) == 2) {
793 /* This is bad: We have VL, but we need VU */
794 FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
799 /* stupid compiler */
805 static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
806 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
807 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
808 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
810 WINED3DFORMAT conversion_group;
811 IWineD3DBaseTextureImpl *texture;
813 BOOL recorded = FALSE;
815 DWORD hex_version = shader->baseShader.hex_version;
819 switch(arg->opcode->opcode) {
821 if (hex_version < WINED3DPS_VERSION(2,0)) {
822 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
824 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
828 case WINED3DSIO_TEXLDL:
829 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
832 case WINED3DSIO_TEXDP3TEX:
833 case WINED3DSIO_TEXM3x3TEX:
834 case WINED3DSIO_TEXM3x3SPEC:
835 case WINED3DSIO_TEXM3x3VSPEC:
836 case WINED3DSIO_TEXBEM:
837 case WINED3DSIO_TEXREG2AR:
838 case WINED3DSIO_TEXREG2GB:
839 case WINED3DSIO_TEXREG2RGB:
840 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
844 /* Not a texture sampling instruction, nothing to do */
848 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
850 fmt = texture->resource.format;
851 conversion_group = texture->baseTexture.shader_conversion_group;
853 fmt = WINED3DFMT_UNKNOWN;
854 conversion_group = WINED3DFMT_UNKNOWN;
857 /* before doing anything, record the sampler with the format in the format conversion list,
858 * but check if it's not there already
860 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
861 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
866 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
867 shader->baseShader.num_sampled_samplers++;
868 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
871 pshader_get_register_name(arg->shader, arg->dst, reg);
872 shader_arb_get_write_mask(arg, arg->dst, writemask);
873 if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
875 gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info);
880 static void pshader_gen_input_modifier_line (
881 IWineD3DBaseShader *iface,
882 SHADER_BUFFER* buffer,
887 /* Generate a line that does the input modifier computation and return the input register to use */
892 /* Assume a new line will be added */
895 /* Get register name */
896 pshader_get_register_name(iface, instr, regstr);
897 shader_arb_get_swizzle(instr, FALSE, swzstr);
899 switch (instr & WINED3DSP_SRCMOD_MASK) {
900 case WINED3DSPSM_NONE:
901 sprintf(outregstr, "%s%s", regstr, swzstr);
904 case WINED3DSPSM_NEG:
905 sprintf(outregstr, "-%s%s", regstr, swzstr);
908 case WINED3DSPSM_BIAS:
909 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
911 case WINED3DSPSM_BIASNEG:
912 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
914 case WINED3DSPSM_SIGN:
915 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
917 case WINED3DSPSM_SIGNNEG:
918 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
920 case WINED3DSPSM_COMP:
921 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
924 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
926 case WINED3DSPSM_X2NEG:
927 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
930 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
931 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
934 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
935 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
938 sprintf(outregstr, "%s%s", regstr, swzstr);
942 /* Return modified or original register, with swizzle */
944 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
947 static inline void pshader_gen_output_modifier_line(
948 SHADER_BUFFER* buffer,
954 /* Generate a line that does the output modifier computation */
955 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
956 regstr, write_mask, regstr, shift_tab[shift]);
959 void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
960 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
962 SHADER_BUFFER* buffer = arg->buffer;
964 char src_name[2][50];
966 DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
967 BOOL has_bumpmat = FALSE;
970 for(i = 0; i < This->numbumpenvmatconsts; i++) {
971 if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
977 pshader_get_register_name(arg->shader, arg->dst, dst_name);
978 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
979 strcat(dst_name, dst_wmask);
981 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
982 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
985 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
986 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
987 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
988 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
989 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
991 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
993 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
997 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
999 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1000 SHADER_BUFFER* buffer = arg->buffer;
1003 char src_name[3][50];
1004 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1005 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1007 /* FIXME: support output modifiers */
1009 /* Handle output register */
1010 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1011 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1013 /* Generate input register names (with modifiers) */
1014 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1015 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1016 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1018 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1019 if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
1020 arg->opcode_token & WINED3DSI_COISSUE) {
1021 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
1023 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
1024 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
1025 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
1028 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1031 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
1033 SHADER_BUFFER* buffer = arg->buffer;
1036 char src_name[3][50];
1037 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1038 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1040 /* FIXME: support output modifiers */
1042 /* Handle output register */
1043 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1044 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1046 /* Generate input register names (with modifiers) */
1047 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1048 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1049 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1051 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1052 src_name[0], src_name[2], src_name[1]);
1055 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1058 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1059 * dst = dot2(src0, src1) + src2 */
1060 void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
1061 SHADER_BUFFER* buffer = arg->buffer;
1064 char src_name[3][50];
1065 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1066 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1068 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1069 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1071 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1072 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1073 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1075 /* Emulate a DP2 with a DP3 and 0.0 */
1076 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
1077 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
1078 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
1079 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
1082 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1085 /* Map the opcode 1-to-1 to the GL code */
1086 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1088 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1089 SHADER_BUFFER* buffer = arg->buffer;
1090 DWORD dst = arg->dst;
1091 DWORD* src = arg->src;
1096 /* Output token related */
1097 char output_rname[256];
1098 char output_wmask[20];
1099 BOOL saturate = FALSE;
1100 BOOL centroid = FALSE;
1101 BOOL partialprecision = FALSE;
1104 strcpy(tmpLine, curOpcode->glname);
1106 /* Process modifiers */
1107 if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
1108 DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
1110 saturate = mask & WINED3DSPDM_SATURATE;
1111 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
1112 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
1113 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
1115 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1118 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1120 shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1122 /* Generate input and output registers */
1123 if (curOpcode->num_params > 0) {
1124 char operands[4][100];
1126 /* Generate input register names (with modifiers) */
1127 for (i = 1; i < curOpcode->num_params; ++i)
1128 pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
1130 /* Handle output register */
1131 pshader_get_register_name(arg->shader, dst, output_rname);
1132 strcpy(operands[0], output_rname);
1133 shader_arb_get_write_mask(arg, dst, output_wmask);
1134 strcat(operands[0], output_wmask);
1136 if (saturate && (shift == 0))
1137 strcat(tmpLine, "_SAT");
1138 strcat(tmpLine, " ");
1139 strcat(tmpLine, operands[0]);
1140 for (i = 1; i < curOpcode->num_params; i++) {
1141 strcat(tmpLine, ", ");
1142 strcat(tmpLine, operands[i]);
1144 strcat(tmpLine,";\n");
1145 shader_addline(buffer, tmpLine);
1147 /* A shift requires another line. */
1149 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1153 void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
1154 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1155 DWORD hex_version = This->baseShader.hex_version;
1156 SHADER_BUFFER* buffer = arg->buffer;
1159 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1160 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1162 pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1164 if(hex_version >= WINED3DPS_VERSION(2,0)) {
1165 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1166 shader_addline(buffer, "KIL %s;\n", reg_dest);
1168 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1169 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1171 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1172 shader_addline(buffer, "MOV TMP.w, one.w;\n");
1173 shader_addline(buffer, "KIL TMP;\n");
1177 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
1178 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1179 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1181 DWORD dst = arg->dst;
1182 DWORD* src = arg->src;
1183 SHADER_BUFFER* buffer = arg->buffer;
1184 DWORD hex_version = This->baseShader.hex_version;
1185 BOOL projected = FALSE, bias = FALSE;
1189 DWORD reg_dest_code;
1190 DWORD reg_sampler_code;
1192 /* All versions have a destination register */
1193 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1194 pshader_get_register_name(arg->shader, dst, reg_dest);
1196 /* 1.0-1.3: Use destination register as coordinate source.
1197 1.4+: Use provided coordinate source register. */
1198 if (hex_version < WINED3DPS_VERSION(1,4))
1199 strcpy(reg_coord, reg_dest);
1201 pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1203 /* 1.0-1.4: Use destination register number as texture code.
1204 2.0+: Use provided sampler number as texure code. */
1205 if (hex_version < WINED3DPS_VERSION(2,0))
1206 reg_sampler_code = reg_dest_code;
1208 reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1211 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1212 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1213 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1215 if(hex_version < WINED3DPS_VERSION(1,4)) {
1217 if(reg_sampler_code < MAX_TEXTURES) {
1218 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1220 if (flags & WINED3DTTFF_PROJECTED) {
1223 } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1224 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1225 if (src_mod == WINED3DSPSM_DZ) {
1227 } else if(src_mod == WINED3DSPSM_DW) {
1231 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1234 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1238 shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1241 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
1243 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1244 DWORD dst = arg->dst;
1245 SHADER_BUFFER* buffer = arg->buffer;
1246 DWORD hex_version = This->baseShader.hex_version;
1249 shader_arb_get_write_mask(arg, dst, tmp);
1250 if (hex_version != WINED3DPS_VERSION(1,4)) {
1251 DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1252 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1254 DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1257 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1258 shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1262 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
1264 SHADER_BUFFER* buffer = arg->buffer;
1265 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1266 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1269 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1273 sprintf(dst_str, "T%u", reg1);
1274 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1275 shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1276 shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1277 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1278 shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1281 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
1283 SHADER_BUFFER* buffer = arg->buffer;
1285 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1289 sprintf(dst_str, "T%u", reg1);
1290 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1291 shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1292 shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1293 shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1296 void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
1298 SHADER_BUFFER* buffer = arg->buffer;
1299 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1303 sprintf(dst_str, "T%u", reg1);
1304 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1305 shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1308 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
1309 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1310 BOOL has_bumpmat = FALSE;
1311 BOOL has_luminance = FALSE;
1314 DWORD dst = arg->dst;
1315 DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1316 SHADER_BUFFER* buffer = arg->buffer;
1319 DWORD reg_dest_code;
1321 /* All versions have a destination register */
1322 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1323 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1324 pshader_get_register_name(arg->shader, dst, reg_coord);
1326 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1327 if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
1332 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1333 if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
1334 has_luminance = TRUE;
1340 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1342 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1343 shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1344 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1345 shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1347 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1348 * so we can't let the GL handle this.
1350 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1351 & WINED3DTTFF_PROJECTED) {
1352 shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1353 shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1354 shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1356 shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1359 shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1361 if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1362 shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1363 src, reg_dest_code, reg_dest_code);
1364 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1369 if(reg_dest_code < MAX_TEXTURES) {
1370 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1374 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1375 shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1379 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1381 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1382 SHADER_BUFFER* buffer = arg->buffer;
1385 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1386 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1389 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1391 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1392 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1394 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1395 SHADER_BUFFER* buffer = arg->buffer;
1399 sprintf(dst_str, "T%u", reg);
1400 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1401 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1402 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1403 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1406 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1408 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1409 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1410 SHADER_BUFFER* buffer = arg->buffer;
1411 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1414 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1415 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1416 current_state->texcoord_w[current_state->current_row++] = reg;
1419 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1421 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1422 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1424 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1425 SHADER_BUFFER* buffer = arg->buffer;
1426 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1430 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1431 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1433 /* Sample the texture using the calculated coordinates */
1434 sprintf(dst_str, "T%u", reg);
1435 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1436 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1437 current_state->current_row = 0;
1440 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1442 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1443 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1445 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1446 SHADER_BUFFER* buffer = arg->buffer;
1447 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1451 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1452 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1454 /* Construct the eye-ray vector from w coordinates */
1455 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1456 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1457 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1459 /* Calculate reflection vector
1461 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1462 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1463 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1464 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1465 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1466 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1467 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1469 /* Sample the texture using the calculated coordinates */
1470 sprintf(dst_str, "T%u", reg);
1471 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1472 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1473 current_state->current_row = 0;
1476 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1478 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1479 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1481 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1482 DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1483 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1484 SHADER_BUFFER* buffer = arg->buffer;
1488 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1489 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1491 /* Calculate reflection vector.
1494 * TMP.xyz = 2 * --------- * N - E
1497 * Which normalizes the normal vector
1499 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1500 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1501 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1502 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1503 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1504 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1506 /* Sample the texture using the calculated coordinates */
1507 sprintf(dst_str, "T%u", reg);
1508 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1509 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1510 current_state->current_row = 0;
1513 void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
1514 SHADER_BUFFER* buffer = arg->buffer;
1517 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1518 * which is essentially an input, is the destination register because it is the first
1519 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1522 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1524 /* According to the msdn, the source register(must be r5) is unusable after
1525 * the texdepth instruction, so we're free to modify it
1527 shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1529 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1530 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1531 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1533 shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1534 shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1535 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1536 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1539 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1540 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1541 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1542 void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
1543 SHADER_BUFFER* buffer = arg->buffer;
1544 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1548 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1549 shader_addline(buffer, "MOV TMP, 0.0;\n");
1550 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1552 sprintf(dst_str, "T%u", sampler_idx);
1553 shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1556 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1557 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1558 void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
1562 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1563 SHADER_BUFFER* buffer = arg->buffer;
1565 /* Handle output register */
1566 pshader_get_register_name(arg->shader, arg->dst, dst_str);
1567 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1569 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1570 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1572 /* TODO: Handle output modifiers */
1575 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1576 * Perform the 3rd row of a 3x3 matrix multiply */
1577 void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
1578 SHADER_BUFFER* buffer = arg->buffer;
1582 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1584 pshader_get_register_name(arg->shader, arg->dst, dst_str);
1585 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1587 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1588 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1589 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1591 /* TODO: Handle output modifiers */
1594 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1595 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1596 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1597 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1599 void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
1600 SHADER_BUFFER* buffer = arg->buffer;
1601 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1604 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1605 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1607 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1608 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1609 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1611 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1612 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1613 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1614 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1617 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1618 Vertex/Pixel shaders to ARB_vertex_program codes */
1619 void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
1622 int nComponents = 0;
1623 SHADER_OPCODE_ARG tmpArg;
1625 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1627 /* Set constants for the temporary argument */
1628 tmpArg.shader = arg->shader;
1629 tmpArg.buffer = arg->buffer;
1630 tmpArg.src[0] = arg->src[0];
1631 tmpArg.src_addr[0] = arg->src_addr[0];
1632 tmpArg.src_addr[1] = arg->src_addr[1];
1633 tmpArg.reg_maps = arg->reg_maps;
1635 switch(arg->opcode->opcode) {
1636 case WINED3DSIO_M4x4:
1638 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1640 case WINED3DSIO_M4x3:
1642 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1644 case WINED3DSIO_M3x4:
1646 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1648 case WINED3DSIO_M3x3:
1650 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1652 case WINED3DSIO_M3x2:
1654 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1660 for (i = 0; i < nComponents; i++) {
1661 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1662 tmpArg.src[1] = arg->src[1]+i;
1663 vshader_hw_map2gl(&tmpArg);
1667 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
1668 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1669 SHADER_BUFFER* buffer = arg->buffer;
1670 DWORD dst = arg->dst;
1671 DWORD src = arg->src[0];
1672 DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1676 strcpy(tmpLine, curOpcode->glname); /* Opcode */
1677 vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1678 strcat(tmpLine, ",");
1679 vshader_program_add_param(arg, src, TRUE, tmpLine);
1680 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1681 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1684 strcat(tmpLine, ".w");
1687 shader_addline(buffer, "%s;\n", tmpLine);
1690 void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
1691 SHADER_BUFFER* buffer = arg->buffer;
1695 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1696 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1698 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1699 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1701 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1702 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1703 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1704 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1705 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1709 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1712 void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
1713 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1714 * must contain fixed constants. So we need a separate function to filter those constants and
1717 SHADER_BUFFER* buffer = arg->buffer;
1721 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1722 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1724 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1725 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1727 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1728 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1732 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1736 /* TODO: merge with pixel shader */
1737 /* Map the opcode 1-to-1 to the GL code */
1738 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1740 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl*) arg->shader;
1741 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1742 SHADER_BUFFER* buffer = arg->buffer;
1743 DWORD dst = arg->dst;
1744 DWORD* src = arg->src;
1746 DWORD dst_regtype = shader_get_regtype(dst);
1750 if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) {
1751 memset(tmpLine, 0, sizeof(tmpLine));
1752 if(shader->rel_offset) {
1753 vshader_program_add_param(arg, src[0], TRUE, tmpLine);
1754 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
1755 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1757 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1758 * with more than one component. Thus replicate the first source argument over all
1759 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1761 DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
1762 if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
1763 parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
1764 } else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
1765 parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
1766 } else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
1767 parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
1768 } else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
1769 parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
1771 vshader_program_add_param(arg, parm, TRUE, tmpLine);
1772 shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
1776 strcpy(tmpLine, curOpcode->glname);
1778 if (curOpcode->num_params > 0) {
1779 vshader_program_add_param(arg, dst, FALSE, tmpLine);
1780 for (i = 1; i < curOpcode->num_params; ++i) {
1781 strcat(tmpLine, ",");
1782 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
1785 shader_addline(buffer, "%s;\n", tmpLine);
1788 static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
1789 GLuint program_id = 0;
1790 const char *blt_vprogram =
1792 "PARAM c[1] = { { 1, 0.5 } };\n"
1793 "MOV result.position, vertex.position;\n"
1794 "MOV result.color, c[0].x;\n"
1795 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1796 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1799 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1800 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1801 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1803 if (glGetError() == GL_INVALID_OPERATION) {
1805 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1806 FIXME("Vertex program error at position %d: %s\n", pos,
1807 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1813 static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
1814 GLuint program_id = 0;
1815 const char *blt_fprogram =
1818 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1819 "MOV result.depth.z, R0.x;\n"
1822 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1823 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1824 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
1826 if (glGetError() == GL_INVALID_OPERATION) {
1828 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1829 FIXME("Fragment program error at position %d: %s\n", pos,
1830 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1836 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1837 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1838 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1839 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1842 TRACE("Using vertex shader\n");
1844 priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId;
1846 /* Bind the vertex program */
1847 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1848 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1850 /* Enable OpenGL vertex programs */
1851 glEnable(GL_VERTEX_PROGRAM_ARB);
1852 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1853 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1854 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1855 priv->current_vprogram_id = 0;
1856 glDisable(GL_VERTEX_PROGRAM_ARB);
1857 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1861 TRACE("Using pixel shader\n");
1863 priv->current_fprogram_id = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId;
1865 /* Bind the fragment program */
1866 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1867 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1869 /* Enable OpenGL fragment programs */
1870 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1871 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1872 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1874 priv->current_fprogram_id = 0;
1876 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1877 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1878 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1879 * replacement shader
1881 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1882 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1887 static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
1888 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1889 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1890 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1892 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1893 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1894 glEnable(GL_VERTEX_PROGRAM_ARB);
1896 if (!priv->depth_blt_fprogram_id) priv->depth_blt_fprogram_id = create_arb_blt_fragment_program(gl_info);
1897 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->depth_blt_fprogram_id));
1898 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1901 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1902 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1903 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1904 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1906 if (priv->current_vprogram_id) {
1907 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1908 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1910 glEnable(GL_VERTEX_PROGRAM_ARB);
1911 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1913 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1915 glDisable(GL_VERTEX_PROGRAM_ARB);
1916 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1919 if (priv->current_fprogram_id) {
1920 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1921 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1923 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1924 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1926 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1927 } else if(!priv->use_arbfp_fixed_func) {
1928 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1929 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1933 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1934 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1935 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1936 if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1937 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1940 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1941 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
1942 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
1945 GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId));
1946 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))");
1948 This->baseShader.prgId = 0;
1949 This->baseShader.is_compiled = FALSE;
1952 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1953 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1954 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1958 static void shader_arb_free(IWineD3DDevice *iface) {
1959 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1960 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1961 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1963 if(priv->depth_blt_vprogram_id) {
1964 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1966 if(priv->depth_blt_fprogram_id) {
1967 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id));
1970 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1973 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1977 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1978 const char *tmp2, const char *tmp3, const char *tmp4) {
1979 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1981 /* Calculate the > 0.0031308 case */
1982 shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1983 shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1984 shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1985 shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1986 shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
1987 /* Calculate the < case */
1988 shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
1989 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1990 shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
1991 shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
1992 /* Store the components > 0.0031308 in the destination */
1993 shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1994 /* Add the components that are < 0.0031308 */
1995 shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1996 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1999 static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
2000 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
2001 shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2002 CONST DWORD *function = This->baseShader.function;
2003 const char *fragcolor;
2004 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2005 local_constant* lconst;
2007 /* Create the hw ARB shader */
2008 shader_addline(buffer, "!!ARBfp1.0\n");
2010 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
2011 shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
2012 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2013 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2014 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2015 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2016 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2017 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2019 /* Base Declarations */
2020 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2022 /* We need two variables for fog blending */
2023 shader_addline(buffer, "TEMP TMP_FOG;\n");
2024 if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
2025 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2028 /* Base Shader Body */
2029 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2031 /* calculate fog and blend it
2032 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
2033 * -1/(e-s) and e/(e-s) respectively.
2035 shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
2037 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
2040 fragcolor = "TMP_COLOR";
2042 if(This->srgb_enabled) {
2043 arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
2045 if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
2046 shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
2047 shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
2050 shader_addline(buffer, "END\n");
2052 /* TODO: change to resource.glObjectHandle or something like that */
2053 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2055 TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
2056 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
2058 TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
2059 /* Create the program and check for errors */
2060 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2061 buffer->bsize, buffer->buffer));
2063 if (glGetError() == GL_INVALID_OPERATION) {
2065 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2066 FIXME("HW PixelShader Error at position %d: %s\n",
2067 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2068 This->baseShader.prgId = -1;
2071 /* Load immediate constants */
2072 if(!This->baseShader.load_local_constsF) {
2073 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2074 float *value = (float *) lconst->value;
2075 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
2076 checkGLcall("glProgramLocalParameter4fvARB");
2081 static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
2082 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2083 shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2084 CONST DWORD *function = This->baseShader.function;
2085 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2086 WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2087 local_constant* lconst;
2089 /* Create the hw ARB shader */
2090 shader_addline(buffer, "!!ARBvp1.0\n");
2091 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2093 /* Mesa supports only 95 constants */
2094 if (GL_VEND(MESA) || GL_VEND(WINE))
2095 This->baseShader.limits.constant_float =
2096 min(95, This->baseShader.limits.constant_float);
2098 shader_addline(buffer, "TEMP TMP;\n");
2100 /* Base Declarations */
2101 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2103 /* We need a constant to fixup the final position */
2104 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2106 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2107 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2108 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2109 * a replacement shader depend on the texcoord.w being set properly.
2111 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2112 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2113 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2114 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2115 * this can eat a number of instructions, so skip it unless this cap is set as well
2117 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2118 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2120 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2122 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2123 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2124 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2125 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2131 /* Base Shader Body */
2132 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2134 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2136 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2138 /* Write the final position.
2140 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2141 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2142 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2143 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2145 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2146 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2147 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2149 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2150 * and the glsl equivalent
2152 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2154 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2156 shader_addline(buffer, "END\n");
2158 /* TODO: change to resource.glObjectHandle or something like that */
2159 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2161 TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
2162 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
2164 TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
2165 /* Create the program and check for errors */
2166 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2167 buffer->bsize, buffer->buffer));
2169 if (glGetError() == GL_INVALID_OPERATION) {
2171 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2172 FIXME("HW VertexShader Error at position %d: %s\n",
2173 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2174 This->baseShader.prgId = -1;
2177 /* Load immediate constants */
2178 if(!This->baseShader.load_local_constsF) {
2179 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2180 float *value = (float *) lconst->value;
2181 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2186 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
2187 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2188 * then overwrite the shader specific ones
2190 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2192 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2193 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2194 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2195 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2198 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2199 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2200 pCaps->PixelShader1xMaxValue = 8.0;
2201 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2205 static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) {
2206 TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
2208 case WINED3DFMT_V8U8:
2209 case WINED3DFMT_V16U16:
2210 case WINED3DFMT_X8L8V8U8:
2211 case WINED3DFMT_L6V5U5:
2212 case WINED3DFMT_Q8W8V8U8:
2213 case WINED3DFMT_ATI2N:
2222 const shader_backend_t arb_program_shader_backend = {
2224 shader_arb_select_depth_blt,
2225 shader_arb_deselect_depth_blt,
2226 shader_arb_load_constants,
2228 shader_arb_color_correction,
2232 shader_arb_dirty_const,
2233 shader_arb_generate_pshader,
2234 shader_arb_generate_vshader,
2235 shader_arb_get_caps,
2236 shader_arb_conv_supported,
2239 /* ARB_fragment_program fixed function pipeline replacement definitions */
2240 #define ARB_FFP_CONST_TFACTOR 0
2241 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2242 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2243 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2244 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2246 struct arbfp_ffp_desc
2248 struct ffp_desc parent;
2250 unsigned int num_textures_used;
2253 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2255 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2256 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2258 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2259 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2263 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2264 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2265 struct shader_arb_priv *priv;
2266 /* Share private data between the shader backend and the pipeline replacement, if both
2267 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2268 * if no pixel shader is bound or not
2270 if(This->shader_backend == &arb_program_shader_backend) {
2271 This->fragment_priv = This->shader_priv;
2273 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2274 if(!This->fragment_priv) return E_OUTOFMEMORY;
2276 priv = (struct shader_arb_priv *) This->fragment_priv;
2277 priv->fragment_shaders = hash_table_create(ffp_program_key_hash, ffp_program_key_compare);
2278 priv->use_arbfp_fixed_func = TRUE;
2282 static void arbfp_free_ffpshader(void *value, void *gli) {
2283 WineD3D_GL_Info *gl_info = gli;
2284 struct arbfp_ffp_desc *entry_arb = value;
2287 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2288 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2289 HeapFree(GetProcessHeap(), 0, entry_arb);
2293 static void arbfp_free(IWineD3DDevice *iface) {
2294 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2295 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
2297 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2298 priv->use_arbfp_fixed_func = FALSE;
2300 if(This->shader_backend != &arb_program_shader_backend) {
2301 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2305 static void arbfp_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps) {
2306 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2307 WINED3DTEXOPCAPS_SELECTARG1 |
2308 WINED3DTEXOPCAPS_SELECTARG2 |
2309 WINED3DTEXOPCAPS_MODULATE4X |
2310 WINED3DTEXOPCAPS_MODULATE2X |
2311 WINED3DTEXOPCAPS_MODULATE |
2312 WINED3DTEXOPCAPS_ADDSIGNED2X |
2313 WINED3DTEXOPCAPS_ADDSIGNED |
2314 WINED3DTEXOPCAPS_ADD |
2315 WINED3DTEXOPCAPS_SUBTRACT |
2316 WINED3DTEXOPCAPS_ADDSMOOTH |
2317 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2318 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2319 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2320 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2321 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2322 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2323 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2324 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2325 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2326 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2327 WINED3DTEXOPCAPS_MULTIPLYADD |
2328 WINED3DTEXOPCAPS_LERP |
2329 WINED3DTEXOPCAPS_BUMPENVMAP |
2330 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2332 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2334 caps->MaxTextureBlendStages = 8;
2335 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2337 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2339 #undef GLINFO_LOCATION
2341 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2342 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2344 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2346 /* Do not overwrite pixel shader constants if a pshader is in use */
2347 if(use_ps(device)) return;
2349 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2350 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2351 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2353 if(device->shader_backend == &arb_program_shader_backend) {
2354 device = stateblock->wineD3DDevice;
2355 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2356 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2360 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2362 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2364 /* Do not overwrite pixel shader constants if a pshader is in use */
2365 if(use_ps(device)) return;
2367 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2368 /* The specular color has no alpha */
2369 col[0] = 1.0; col[1] = 1.0;
2370 col[2] = 1.0; col[3] = 0.0;
2372 col[0] = 0.0; col[1] = 0.0;
2373 col[2] = 0.0; col[3] = 0.0;
2375 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2376 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2378 if(device->shader_backend == &arb_program_shader_backend) {
2379 device = stateblock->wineD3DDevice;
2380 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2381 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2385 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2386 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2387 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2390 if(use_ps(device)) {
2392 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2393 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2396 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2397 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2400 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2404 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2405 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2406 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2407 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2409 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2410 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2412 if(device->shader_backend == &arb_program_shader_backend) {
2413 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2414 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2418 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2419 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2420 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2423 if(use_ps(device)) {
2425 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2426 /* The pixel shader has to know the luminance offset. Do a constants update if it
2427 * isn't scheduled anyway
2429 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2430 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2433 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2437 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2438 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2442 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2443 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2445 if(device->shader_backend == &arb_program_shader_backend) {
2446 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2447 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2451 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2454 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2456 switch(arg & WINED3DTA_SELECTMASK) {
2457 case WINED3DTA_DIFFUSE:
2458 ret = "fragment.color.primary"; break;
2460 case WINED3DTA_CURRENT:
2461 if(stage == 0) ret = "fragment.color.primary";
2465 case WINED3DTA_TEXTURE:
2467 case 0: ret = "tex0"; break;
2468 case 1: ret = "tex1"; break;
2469 case 2: ret = "tex2"; break;
2470 case 3: ret = "tex3"; break;
2471 case 4: ret = "tex4"; break;
2472 case 5: ret = "tex5"; break;
2473 case 6: ret = "tex6"; break;
2474 case 7: ret = "tex7"; break;
2475 default: ret = "unknown texture";
2479 case WINED3DTA_TFACTOR:
2480 ret = "tfactor"; break;
2482 case WINED3DTA_SPECULAR:
2483 ret = "fragment.color.secondary"; break;
2485 case WINED3DTA_TEMP:
2486 ret = "tempreg"; break;
2488 case WINED3DTA_CONSTANT:
2489 FIXME("Implement perstage constants\n");
2491 case 0: ret = "const0"; break;
2492 case 1: ret = "const1"; break;
2493 case 2: ret = "const2"; break;
2494 case 3: ret = "const3"; break;
2495 case 4: ret = "const4"; break;
2496 case 5: ret = "const5"; break;
2497 case 6: ret = "const6"; break;
2498 case 7: ret = "const7"; break;
2504 if(arg & WINED3DTA_COMPLEMENT) {
2505 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2506 if(argnum == 0) ret = "arg0";
2507 if(argnum == 1) ret = "arg1";
2508 if(argnum == 2) ret = "arg2";
2510 if(arg & WINED3DTA_ALPHAREPLICATE) {
2511 shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret);
2512 if(argnum == 0) ret = "arg0";
2513 if(argnum == 1) ret = "arg1";
2514 if(argnum == 2) ret = "arg2";
2519 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2520 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2521 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2522 unsigned int mul = 1;
2523 BOOL mul_final_dest = FALSE;
2525 if(color && alpha) dstmask = "";
2526 else if(color) dstmask = ".rgb";
2527 else dstmask = ".a";
2529 if(dst == tempreg) dstreg = "tempreg";
2530 else dstreg = "ret";
2532 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2533 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2534 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2537 case WINED3DTOP_DISABLE:
2538 if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2541 case WINED3DTOP_SELECTARG2:
2543 case WINED3DTOP_SELECTARG1:
2544 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2547 case WINED3DTOP_MODULATE4X:
2549 case WINED3DTOP_MODULATE2X:
2551 if(strcmp(dstreg, "result.color") == 0) {
2553 mul_final_dest = TRUE;
2555 case WINED3DTOP_MODULATE:
2556 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2559 case WINED3DTOP_ADDSIGNED2X:
2561 if(strcmp(dstreg, "result.color") == 0) {
2563 mul_final_dest = TRUE;
2565 case WINED3DTOP_ADDSIGNED:
2566 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2568 case WINED3DTOP_ADD:
2569 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2572 case WINED3DTOP_SUBTRACT:
2573 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2576 case WINED3DTOP_ADDSMOOTH:
2577 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2578 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2581 case WINED3DTOP_BLENDCURRENTALPHA:
2582 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2583 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2585 case WINED3DTOP_BLENDFACTORALPHA:
2586 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2587 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2589 case WINED3DTOP_BLENDTEXTUREALPHA:
2590 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2591 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2593 case WINED3DTOP_BLENDDIFFUSEALPHA:
2594 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2595 shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2598 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2599 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2600 shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
2601 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
2604 /* D3DTOP_PREMODULATE ???? */
2606 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2607 shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
2608 shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2610 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2611 shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2613 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2614 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2615 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
2617 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2618 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
2621 case WINED3DTOP_DOTPRODUCT3:
2623 if(strcmp(dstreg, "result.color") == 0) {
2625 mul_final_dest = TRUE;
2627 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2628 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2629 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2632 case WINED3DTOP_MULTIPLYADD:
2633 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2636 case WINED3DTOP_LERP:
2637 /* The msdn is not quite right here */
2638 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2641 case WINED3DTOP_BUMPENVMAP:
2642 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2643 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2647 FIXME("Unhandled texture op %08x\n", op);
2651 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2652 } else if(mul == 4) {
2653 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2657 /* The stateblock is passed for GLINFO_LOCATION */
2658 static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateBlockImpl *stateblock) {
2660 SHADER_BUFFER buffer;
2661 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2662 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2663 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2664 const char *textype;
2665 const char *instr, *sat;
2666 char colorcor_dst[8];
2668 DWORD arg0, arg1, arg2;
2669 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2671 const char *final_combiner_src = "ret";
2673 /* Find out which textures are read */
2674 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2675 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2676 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2677 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2678 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2679 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2680 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2681 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2683 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2684 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2685 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2686 bump_used[stage] = TRUE;
2687 tex_read[stage] = TRUE;
2689 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2690 bump_used[stage] = TRUE;
2691 tex_read[stage] = TRUE;
2692 luminance_used[stage] = TRUE;
2693 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2694 tfactor_used = TRUE;
2697 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2698 tfactor_used = TRUE;
2701 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2702 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2703 tempreg_used = TRUE;
2706 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2707 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2708 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2709 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2710 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2711 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2712 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2714 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2715 tempreg_used = TRUE;
2717 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2718 tfactor_used = TRUE;
2725 buffer.newline = TRUE;
2726 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2728 shader_addline(&buffer, "!!ARBfp1.0\n");
2730 switch(settings->fog) {
2731 case FOG_OFF: break;
2732 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2733 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2734 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2735 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2738 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2739 shader_addline(&buffer, "TEMP ret;\n");
2740 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2741 shader_addline(&buffer, "TEMP arg0;\n");
2742 shader_addline(&buffer, "TEMP arg1;\n");
2743 shader_addline(&buffer, "TEMP arg2;\n");
2744 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2745 if(!tex_read[stage]) continue;
2746 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2747 if(!bump_used[stage]) continue;
2748 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2749 if(!luminance_used[stage]) continue;
2750 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2753 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2755 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2757 if(settings->sRGB_write) {
2758 shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2759 srgb_mul_low, srgb_mul_low, srgb_mul_low);
2760 shader_addline(&buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2761 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2762 shader_addline(&buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2763 srgb_pow, srgb_pow, srgb_pow);
2764 shader_addline(&buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2765 srgb_mul_high, srgb_mul_high, srgb_mul_high);
2766 shader_addline(&buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2767 srgb_sub_high, srgb_sub_high, srgb_sub_high);
2770 /* Generate texture sampling instructions) */
2771 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2772 if(!tex_read[stage]) continue;
2774 switch(settings->op[stage].tex_type) {
2775 case tex_1d: textype = "1D"; break;
2776 case tex_2d: textype = "2D"; break;
2777 case tex_3d: textype = "3D"; break;
2778 case tex_cube: textype = "CUBE"; break;
2779 case tex_rect: textype = "RECT"; break;
2780 default: textype = "unexpected_textype"; break;
2783 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2784 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2790 if(settings->op[stage].projected == proj_none) {
2792 } else if(settings->op[stage].projected == proj_count4 ||
2793 settings->op[stage].projected == proj_count3) {
2796 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2801 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2802 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2803 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2804 shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
2805 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2806 shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
2808 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2809 * so multiply the displacement with the dividing parameter before passing it to TXP
2811 if (settings->op[stage].projected != proj_none) {
2812 if(settings->op[stage].projected == proj_count4) {
2813 shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage);
2814 shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage);
2816 shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage);
2817 shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage);
2820 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2823 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2824 instr, sat, stage, stage, textype);
2825 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2826 shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
2827 stage - 1, stage - 1, stage - 1);
2828 shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
2830 } else if(settings->op[stage].projected == proj_count3) {
2831 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2832 shader_addline(&buffer, "MOV ret.a, ret.b;\n");
2833 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2834 instr, sat, stage, stage, textype);
2836 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2837 instr, sat, stage, stage, stage, textype);
2840 sprintf(colorcor_dst, "tex%u", stage);
2841 gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y",
2842 settings->op[stage].color_correction, &GLINFO_LOCATION);
2845 /* Generate the main shader */
2846 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2847 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2849 final_combiner_src = "fragment.color.primary";
2854 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2855 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2856 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2857 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2858 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2859 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2860 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2861 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2862 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2863 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2864 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2865 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2867 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
2868 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2869 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2870 settings->op[stage].carg2 == settings->op[stage].aarg2;
2873 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2874 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2875 settings->op[stage].cop, settings->op[stage].carg0,
2876 settings->op[stage].carg1, settings->op[stage].carg2);
2878 shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n");
2880 } else if(op_equal) {
2881 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2882 settings->op[stage].cop, settings->op[stage].carg0,
2883 settings->op[stage].carg1, settings->op[stage].carg2);
2885 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2886 settings->op[stage].cop, settings->op[stage].carg0,
2887 settings->op[stage].carg1, settings->op[stage].carg2);
2888 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2889 settings->op[stage].aop, settings->op[stage].aarg0,
2890 settings->op[stage].aarg1, settings->op[stage].aarg2);
2894 if(settings->sRGB_write) {
2895 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2896 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2897 shader_addline(&buffer, "MOV result.color.a, ret.a;\n");
2899 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2903 shader_addline(&buffer, "END\n");
2905 /* Generate the shader */
2906 GL_EXTCALL(glGenProgramsARB(1, &ret));
2907 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2908 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2910 if (glGetError() == GL_INVALID_OPERATION) {
2912 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2913 FIXME("Fragment program error at position %d: %s\n", pos,
2914 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2916 HeapFree(GetProcessHeap(), 0, buffer.buffer);
2920 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2921 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2922 struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
2923 BOOL use_pshader = use_ps(device);
2924 BOOL use_vshader = use_vs(device);
2925 struct ffp_settings settings;
2926 struct arbfp_ffp_desc *desc;
2929 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
2931 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2932 } else if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2933 /* Reload fixed function constants since they collide with the pixel shader constants */
2934 for(i = 0; i < MAX_TEXTURES; i++) {
2935 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2937 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2938 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2944 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2946 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2947 gen_ffp_op(stateblock, &settings, FALSE);
2948 desc = (struct arbfp_ffp_desc *) find_ffp_shader(priv->fragment_shaders, &settings);
2950 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
2952 ERR("Out of memory\n");
2955 desc->num_textures_used = 0;
2956 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
2957 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
2958 desc->num_textures_used = i;
2961 memcpy(&desc->parent.settings, &settings, sizeof(settings));
2962 desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
2963 add_ffp_shader(priv->fragment_shaders, &desc->parent);
2964 TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
2967 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
2968 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
2971 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
2972 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
2974 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2975 /* Reload fixed function constants since they collide with the pixel shader constants */
2976 for(i = 0; i < MAX_TEXTURES; i++) {
2977 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2979 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2980 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2984 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
2985 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
2986 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
2987 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
2988 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
2990 * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
2991 * to be compiled before activating them(needs some cleanups in the shader backend interface)
2993 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2994 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2996 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2997 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3001 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3005 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3006 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3007 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3008 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3009 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3011 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3012 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3013 fragment_prog_arbfp(state, stateblock, context);
3017 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3018 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3019 fragment_prog_arbfp(state, stateblock, context);
3023 #undef GLINFO_LOCATION
3025 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3026 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3027 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3028 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3029 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3030 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3031 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3032 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3033 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3034 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3035 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3036 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3037 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3038 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3039 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3040 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3041 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3042 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3043 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3044 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3045 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3046 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3047 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3048 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3049 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3050 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3051 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3052 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3053 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3054 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3055 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3056 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3057 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3058 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3059 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3060 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3061 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3062 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3063 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3064 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3065 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3066 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3067 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3068 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3069 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3070 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3071 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3072 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3073 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3074 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3075 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3076 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3077 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3078 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3079 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3080 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3081 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3082 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3083 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3084 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3085 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3086 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3087 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3088 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3089 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3090 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3091 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3092 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3093 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3094 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3095 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3096 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3097 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3098 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3099 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3100 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3101 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3102 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3103 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3104 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3105 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3106 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3107 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3108 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3109 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3110 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3111 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3112 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3113 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3114 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3115 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3116 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3117 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3118 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3119 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3120 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3121 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3122 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3123 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3124 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3125 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3126 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3127 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3128 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3129 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3130 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3131 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3132 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3133 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3134 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3135 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3136 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3137 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3138 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3139 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3140 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3141 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3142 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3143 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3144 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3145 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3146 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3147 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3148 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3149 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3150 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3151 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3152 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3153 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3154 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3155 { STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3156 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3157 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3158 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3159 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3160 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3161 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3162 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3163 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3164 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3165 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3166 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3167 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3168 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3169 {0 /* Terminate */, { 0, 0 }, 0 },
3172 const struct fragment_pipeline arbfp_fragment_pipeline = {
3177 shader_arb_conv_supported,
3178 arbfp_fragmentstate_template,
3179 TRUE /* We can disable projected textures */
3182 #define GLINFO_LOCATION device->adapter->gl_info
3184 struct arbfp_blit_priv {
3185 GLenum yuy2_rect_shader, yuy2_2d_shader;
3186 GLenum uyvy_rect_shader, uyvy_2d_shader;
3187 GLenum yv12_rect_shader, yv12_2d_shader;
3190 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3191 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3192 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3193 if(!device->blit_priv) {
3194 ERR("Out of memory\n");
3195 return E_OUTOFMEMORY;
3199 static void arbfp_blit_free(IWineD3DDevice *iface) {
3200 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3201 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3204 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3205 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3206 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3207 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3208 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3209 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3210 checkGLcall("Delete yuv programs\n");
3214 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3216 const char *tex, *texinstr;
3218 if(fmt == WINED3DFMT_UYVY) {
3226 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3227 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3229 /* This is more tricky than just replacing the texture type - we have to navigate
3230 * properly in the texture to find the correct chroma values
3232 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3236 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3237 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3238 * filtering when we sample the texture.
3240 * These are the rules for reading the chroma:
3246 * So we have to get the sampling x position in non-normalized coordinates in integers
3248 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3249 shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
3250 shader_addline(buffer, "MOV texcrd.a, size.x;\n");
3252 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3254 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3255 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3258 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3259 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3261 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3262 * even and odd pixels respectively
3264 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3265 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3267 /* Sample Pixel 1 */
3268 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3270 /* Put the value into either of the chroma values */
3271 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3272 shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
3273 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3274 shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
3276 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3277 * the pixel right to the current one. Otherwise, sample the left pixel.
3278 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3280 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3281 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3282 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3284 /* Put the value into the other chroma */
3285 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3286 shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
3287 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3288 shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
3290 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3291 * the current one and lerp the two U and V values
3294 /* This gives the correctly filtered luminance value */
3295 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3300 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3304 case GL_TEXTURE_2D: tex = "2D"; break;
3305 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3307 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3311 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3312 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3313 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3314 * pitch of the luminance plane, the packing into the gl texture is a bit
3315 * unfortunate. If the whole texture is interpreted as luminance data it looks
3316 * approximately like this:
3318 * +----------------------------------+----
3330 * +----------------+-----------------+----
3332 * | U even rows | U odd rows |
3334 * +----------------+------------------ -
3336 * | V even rows | V odd rows |
3338 * +----------------+-----------------+----
3342 * So it appears as if there are 4 chroma images, but in fact the odd rows
3343 * in the chroma images are in the same row as the even ones. So its is
3344 * kinda tricky to read
3346 * When reading from rectangle textures, keep in mind that the input y coordinates
3347 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3349 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3350 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3352 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3353 /* the chroma planes have only half the width */
3354 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3356 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3357 * the coordinate. Also read the right side of the image when reading odd lines
3359 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3362 if(textype == GL_TEXTURE_2D) {
3364 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3366 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3368 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3369 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3371 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3372 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3373 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3374 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3375 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3377 /* clamp, keep the half pixel origin in mind */
3378 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3379 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3380 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3381 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3383 /* Read from [size - size+size/4] */
3384 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3385 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3387 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3388 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3389 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3390 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3391 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3392 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3394 /* Make sure to read exactly from the pixel center */
3395 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3396 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3399 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3400 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3401 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3402 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3403 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3405 /* Read the texture, put the result into the output register */
3406 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3407 shader_addline(buffer, "MOV chroma.r, temp.a;\n");
3409 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3410 * No need to clamp because we're just reusing the already clamped value from above
3412 if(textype == GL_TEXTURE_2D) {
3413 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3415 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3417 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3418 shader_addline(buffer, "MOV chroma.g, temp.a;\n");
3420 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3421 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3422 * values due to filtering
3424 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3425 if(textype == GL_TEXTURE_2D) {
3426 /* Multiply the y coordinate by 2/3 and clamp it */
3427 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3428 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3429 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3430 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3432 /* Reading from texture_rectangles is pretty streightforward, just use the unmodified
3433 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3436 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3437 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3438 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3445 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
3447 SHADER_BUFFER buffer;
3448 char luminance_component;
3449 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3454 buffer.newline = TRUE;
3455 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
3457 GL_EXTCALL(glGenProgramsARB(1, &shader));
3458 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3459 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3460 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3462 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3466 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3467 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3468 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3469 * each single pixel it contains, and one U and one V value shared between both
3472 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3473 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3474 * take the format into account when generating the read swizzles
3476 * Reading the Y value is streightforward - just sample the texture. The hardware
3477 * takes care of filtering in the horizontal and vertical direction.
3479 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3480 * because that would mix the U and V values of one pixel or two adjacent pixels.
3481 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3482 * regardless of the filtering setting. Vertical filtering works automatically
3483 * though - the U and V values of two rows are mixed nicely.
3485 * Appart of avoiding filtering issues, the code has to know which value it just
3486 * read, and where it can find the other one. To determine this, it checks if
3487 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3489 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3490 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3492 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3493 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3494 * in an unfiltered situation. Finding the luminance on the other hand requires
3495 * finding out if it is an odd or even pixel. The real drawback of this approach
3496 * is filtering. This would have to be emulated completely in the shader, reading
3497 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3498 * vertically. Beyond that it would require adjustments to the texture handling
3499 * code to deal with the width scaling
3501 shader_addline(&buffer, "!!ARBfp1.0\n");
3502 shader_addline(&buffer, "TEMP luminance;\n");
3503 shader_addline(&buffer, "TEMP temp;\n");
3504 shader_addline(&buffer, "TEMP chroma;\n");
3505 shader_addline(&buffer, "TEMP texcrd;\n");
3506 shader_addline(&buffer, "TEMP texcrd2;\n");
3507 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3508 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3509 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3511 if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) {
3512 if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3513 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3517 if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3518 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3523 /* Calculate the final result. Formula is taken from
3524 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3525 * ranges from -0.5 to 0.5
3527 shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
3529 shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component);
3530 shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component);
3531 shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
3532 shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component);
3533 shader_addline(&buffer, "END\n");
3535 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3537 if (glGetError() == GL_INVALID_OPERATION) {
3539 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3540 FIXME("Fragment program error at position %d: %s\n", pos,
3541 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3543 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3545 if(fmt == WINED3DFMT_YUY2) {
3546 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3547 priv->yuy2_rect_shader = shader;
3549 priv->yuy2_2d_shader = shader;
3551 } else if(fmt == WINED3DFMT_UYVY) {
3552 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3553 priv->uyvy_rect_shader = shader;
3555 priv->uyvy_2d_shader = shader;
3558 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3559 priv->yv12_rect_shader = shader;
3561 priv->yv12_2d_shader = shader;
3567 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3569 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3570 float size[4] = {width, height, 1, 1};
3571 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3572 const GlPixelFormatDesc *glDesc;
3574 getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
3576 if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY &&
3577 glDesc->conversion_group != WINED3DFMT_YV12) {
3578 TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
3579 /* Don't bother setting up a shader for unconverted formats */
3581 checkGLcall("glEnable(textype)");
3585 if(glDesc->conversion_group == WINED3DFMT_YUY2) {
3586 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3587 shader = priv->yuy2_rect_shader;
3589 shader = priv->yuy2_2d_shader;
3591 } else if(glDesc->conversion_group == WINED3DFMT_UYVY) {
3592 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3593 shader = priv->uyvy_rect_shader;
3595 shader = priv->uyvy_2d_shader;
3598 if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3599 shader = priv->yv12_rect_shader;
3601 shader = priv->yv12_2d_shader;
3606 shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
3609 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3610 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3611 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3612 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3613 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3614 checkGLcall("glProgramLocalParameter4fvARB");
3619 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3620 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3621 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3622 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3623 glDisable(GL_TEXTURE_2D);
3624 checkGLcall("glDisable(GL_TEXTURE_2D)");
3625 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3626 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3627 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3629 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3630 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3631 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3635 static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) {
3636 TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt));
3638 case WINED3DFMT_YUY2:
3639 case WINED3DFMT_UYVY:
3640 case WINED3DFMT_YV12:
3644 TRACE("[FAILED]\n");
3649 const struct blit_shader arbfp_blit = {
3654 arbfp_blit_conv_supported
3657 #undef GLINFO_LOCATION