2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* We have to subtract any other PARAMs that we might use in our shader programs.
45 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
46 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
47 #define ARB_SHADER_RESERVED_VS_CONSTS 3
49 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
50 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
52 #define ARB_SHADER_RESERVED_PS_CONSTS 2
54 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
55 * so upload them above that
57 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
58 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
60 /* ARB_program_shader private data */
61 struct shader_arb_priv {
62 GLuint current_vprogram_id;
63 GLuint current_fprogram_id;
64 GLuint depth_blt_vprogram_id;
65 GLuint depth_blt_fprogram_id[tex_type_count];
66 BOOL use_arbfp_fixed_func;
67 struct hash_table_t *fragment_shaders;
70 /********************************************************
71 * ARB_[vertex/fragment]_program helper functions follow
72 ********************************************************/
75 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
76 * When constant_list == NULL, it will load all the constants.
78 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
79 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
81 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
82 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
84 DWORD shader_version = This->baseShader.reg_maps.shader_version;
85 local_constant* lconst;
89 if (TRACE_ON(d3d_shader)) {
90 for(i = 0; i < max_constants; i++) {
91 if(!dirty_consts[i]) continue;
92 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
93 constants[i * 4 + 0], constants[i * 4 + 1],
94 constants[i * 4 + 2], constants[i * 4 + 3]);
97 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
98 if (target_type == GL_FRAGMENT_PROGRAM_ARB && WINED3DSHADER_VERSION_MAJOR(shader_version) == 1)
101 for(i = 0; i < max_constants; i++) {
102 if(!dirty_consts[i]) continue;
106 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
107 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
108 else lcl_const[0] = constants[j + 0];
110 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
111 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
112 else lcl_const[1] = constants[j + 1];
114 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
115 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
116 else lcl_const[2] = constants[j + 2];
118 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
119 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
120 else lcl_const[3] = constants[j + 3];
122 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
125 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
126 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
127 * or just reloading *all* constants at once
129 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
131 for(i = 0; i < max_constants; i++) {
132 if(!dirty_consts[i]) continue;
134 /* Find the next block of dirty constants */
137 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
141 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
144 for(i = 0; i < max_constants; i++) {
145 if(dirty_consts[i]) {
147 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
152 checkGLcall("glProgramEnvParameter4fvARB()");
154 /* Load immediate constants */
155 if(This->baseShader.load_local_constsF) {
156 if (TRACE_ON(d3d_shader)) {
157 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
158 GLfloat* values = (GLfloat*)lconst->value;
159 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
160 values[0], values[1], values[2], values[3]);
163 /* Immediate constants are clamped for 1.X shaders at loading times */
165 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
166 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
167 ret = max(ret, lconst->idx + 1);
168 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
170 checkGLcall("glProgramEnvParameter4fvARB()");
171 return ret; /* The loaded immediate constants need reloading for the next shader */
173 return 0; /* No constants are dirty now */
178 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
180 static void shader_arb_load_np2fixup_constants(
181 IWineD3DDevice* device,
183 char useVertexShader) {
184 /* not implemented */
188 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
190 * We only support float constants in ARB at the moment, so don't
191 * worry about the Integers or Booleans
193 static void shader_arb_load_constants(
194 IWineD3DDevice* device,
196 char useVertexShader) {
198 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
199 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
200 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
203 if (useVertexShader) {
204 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
206 /* Load DirectX 9 float constants for vertex shader */
207 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
208 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
209 deviceImpl->highest_dirty_vs_const,
210 stateBlock->vertexShaderConstantF,
211 deviceImpl->activeContext->vshader_const_dirty);
213 /* Upload the position fixup */
214 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
217 if (usePixelShader) {
219 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
220 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
222 /* Load DirectX 9 float constants for pixel shader */
223 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
224 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
225 deviceImpl->highest_dirty_ps_const,
226 stateBlock->pixelShaderConstantF,
227 deviceImpl->activeContext->pshader_const_dirty);
229 for(i = 0; i < psi->numbumpenvmatconsts; i++) {
230 /* The state manager takes care that this function is always called if the bump env matrix changes
232 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
233 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
234 deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
236 if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
238 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
239 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
240 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
241 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
243 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
244 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
245 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
251 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
253 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
255 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
256 * context. On a context switch the old context will be fully dirtified */
257 memset(This->activeContext->vshader_const_dirty + start, 1,
258 sizeof(*This->activeContext->vshader_const_dirty) * count);
259 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
262 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
264 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
266 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
267 * context. On a context switch the old context will be fully dirtified */
268 memset(This->activeContext->pshader_const_dirty + start, 1,
269 sizeof(*This->activeContext->pshader_const_dirty) * count);
270 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
273 /* Generate the variable & register declarations for the ARB_vertex_program output target */
274 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
275 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
277 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
278 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
280 char pshader = shader_is_pshader_version(reg_maps->shader_version);
281 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
282 (pshader ? GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS :
283 GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS));
284 UINT extra_constants_needed = 0;
285 const local_constant *lconst;
287 /* Temporary Output register */
288 shader_addline(buffer, "TEMP TMP_OUT;\n");
290 for(i = 0; i < This->baseShader.limits.temporary; i++) {
291 if (reg_maps->temporary[i])
292 shader_addline(buffer, "TEMP R%u;\n", i);
295 for (i = 0; i < This->baseShader.limits.address; i++) {
296 if (reg_maps->address[i])
297 shader_addline(buffer, "ADDRESS A%d;\n", i);
300 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
301 if (reg_maps->texcoord[i])
302 shader_addline(buffer,"TEMP T%u;\n", i);
305 /* Texture coordinate registers must be pre-loaded */
306 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
307 if (reg_maps->texcoord[i])
308 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
311 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
312 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
313 if(!reg_maps->bumpmat[i]) continue;
315 cur = ps->numbumpenvmatconsts;
316 ps->bumpenvmatconst[cur].const_num = -1;
317 ps->bumpenvmatconst[cur].texunit = i;
318 ps->luminanceconst[cur].const_num = -1;
319 ps->luminanceconst[cur].texunit = i;
321 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
322 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
325 if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
326 ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
327 shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
328 i, ps->bumpenvmatconst[cur].const_num);
329 extra_constants_needed++;
331 if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
332 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
333 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
334 i, ps->luminanceconst[cur].const_num);
335 extra_constants_needed++;
336 } else if(reg_maps->luminanceparams) {
337 FIXME("No free constant to load the luminance parameters\n");
340 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
343 ps->numbumpenvmatconsts = cur + 1;
346 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
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 shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
352 srgb_pow, srgb_pow, srgb_pow);
353 shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
354 srgb_mul_high, srgb_mul_high, srgb_mul_high);
355 shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
356 srgb_sub_high, srgb_sub_high, srgb_sub_high);
359 /* Load local constants using the program-local space,
360 * this avoids reloading them each time the shader is used
362 if(!This->baseShader.load_local_constsF) {
363 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
364 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
369 /* we use the array-based constants array if the local constants are marked for loading,
370 * because then we use indirect addressing, or when the local constant list is empty,
371 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
372 * local constants do not declare the loaded constants as an array because ARB compilers usually
373 * do not optimize unused constants away
375 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
376 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
377 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
378 max_constantsF, max_constantsF - 1);
380 for(i = 0; i < max_constantsF; i++) {
381 if(!shader_constant_is_local(This, i)) {
382 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
388 static const char * const shift_tab[] = {
389 "dummy", /* 0 (none) */
390 "coefmul.x", /* 1 (x2) */
391 "coefmul.y", /* 2 (x4) */
392 "coefmul.z", /* 3 (x8) */
393 "coefmul.w", /* 4 (x16) */
394 "dummy", /* 5 (x32) */
395 "dummy", /* 6 (x64) */
396 "dummy", /* 7 (x128) */
397 "dummy", /* 8 (d256) */
398 "dummy", /* 9 (d128) */
399 "dummy", /* 10 (d64) */
400 "dummy", /* 11 (d32) */
401 "coefdiv.w", /* 12 (d16) */
402 "coefdiv.z", /* 13 (d8) */
403 "coefdiv.y", /* 14 (d4) */
404 "coefdiv.x" /* 15 (d2) */
407 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
408 const struct wined3d_shader_dst_param *dst, char *write_mask)
410 char *ptr = write_mask;
411 char vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version);
413 if (vshader && dst->register_type == WINED3DSPR_ADDR)
418 else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
421 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
422 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
423 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
424 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
430 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
432 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
433 * but addressed as "rgba". To fix this we need to swap the register's x
434 * and z components. */
435 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
436 char *ptr = swizzle_str;
438 /* swizzle bits fields: wwzzyyxx */
439 DWORD swizzle = param->swizzle;
440 DWORD swizzle_x = swizzle & 0x03;
441 DWORD swizzle_y = (swizzle >> 2) & 0x03;
442 DWORD swizzle_z = (swizzle >> 4) & 0x03;
443 DWORD swizzle_w = (swizzle >> 6) & 0x03;
445 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
446 * generate a swizzle string. Unless we need to our own swizzling. */
447 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
450 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
451 *ptr++ = swizzle_chars[swizzle_x];
453 *ptr++ = swizzle_chars[swizzle_x];
454 *ptr++ = swizzle_chars[swizzle_y];
455 *ptr++ = swizzle_chars[swizzle_z];
456 *ptr++ = swizzle_chars[swizzle_w];
463 static void shader_arb_get_register_name(IWineD3DBaseShader *iface, WINED3DSHADER_PARAM_REGISTER_TYPE register_type,
464 UINT register_idx, BOOL rel_addr, char *register_name, BOOL *is_color)
466 /* oPos, oFog and oPts in D3D */
467 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
468 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
469 DWORD shader_version = This->baseShader.reg_maps.shader_version;
470 BOOL pshader = shader_is_pshader_version(shader_version);
474 switch (register_type)
476 case WINED3DSPR_TEMP:
477 sprintf(register_name, "R%u", register_idx);
480 case WINED3DSPR_INPUT:
483 if (register_idx == 0) strcpy(register_name, "fragment.color.primary");
484 else strcpy(register_name, "fragment.color.secondary");
488 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
489 sprintf(register_name, "vertex.attrib[%u]", register_idx);
493 case WINED3DSPR_CONST:
494 if (!pshader && rel_addr)
496 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
497 if (register_idx >= rel_offset)
498 sprintf(register_name, "C[A0.x + %u]", register_idx - rel_offset);
500 sprintf(register_name, "C[A0.x - %u]", -register_idx + rel_offset);
504 if (This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF))
505 sprintf(register_name, "C[%u]", register_idx);
507 sprintf(register_name, "C%u", register_idx);
511 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
512 if (pshader) sprintf(register_name, "T%u", register_idx);
513 else sprintf(register_name, "A%u", register_idx);
516 case WINED3DSPR_COLOROUT:
517 if (register_idx == 0)
519 strcpy(register_name, "TMP_COLOR");
523 /* TODO: See GL_ARB_draw_buffers */
524 FIXME("Unsupported write to render target %u\n", register_idx);
525 sprintf(register_name, "unsupported_register");
529 case WINED3DSPR_RASTOUT:
530 sprintf(register_name, "%s", rastout_reg_names[register_idx]);
533 case WINED3DSPR_DEPTHOUT:
534 strcpy(register_name, "result.depth");
537 case WINED3DSPR_ATTROUT:
538 if (pshader) sprintf(register_name, "oD[%u]", register_idx);
539 else if (register_idx == 0) strcpy(register_name, "result.color.primary");
540 else strcpy(register_name, "result.color.secondary");
543 case WINED3DSPR_TEXCRDOUT:
544 if (pshader) sprintf(register_name, "oT[%u]", register_idx);
545 else sprintf(register_name, "result.texcoord[%u]", register_idx);
549 FIXME("Unhandled register type %#x[%u]\n", register_type, register_idx);
550 sprintf(register_name, "unrecognized_register[%u]", register_idx);
555 static void shader_arb_add_src_param(const struct wined3d_shader_instruction *ins,
556 const struct wined3d_shader_src_param *wined3d_src, char *str)
558 char register_name[255];
562 if (wined3d_src->modifiers == WINED3DSPSM_NEG) strcat(str, " -");
563 else strcat(str, " ");
565 shader_arb_get_register_name(ins->ctx->shader, wined3d_src->register_type,
566 wined3d_src->register_idx, !!wined3d_src->rel_addr, register_name, &is_color);
567 strcat(str, register_name);
569 shader_arb_get_swizzle(wined3d_src, is_color, swizzle);
570 strcat(str, swizzle);
573 static void shader_arb_add_dst_param(const struct wined3d_shader_instruction *ins,
574 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
576 char register_name[255];
582 shader_arb_get_register_name(ins->ctx->shader, wined3d_dst->register_type,
583 wined3d_dst->register_idx, !!wined3d_dst->rel_addr, register_name, &is_color);
584 strcat(str, register_name);
586 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
587 strcat(str, write_mask);
590 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
592 switch(channel_source)
594 case CHANNEL_SOURCE_ZERO: return "0";
595 case CHANNEL_SOURCE_ONE: return "1";
596 case CHANNEL_SOURCE_X: return "x";
597 case CHANNEL_SOURCE_Y: return "y";
598 case CHANNEL_SOURCE_Z: return "z";
599 case CHANNEL_SOURCE_W: return "w";
601 FIXME("Unhandled channel source %#x\n", channel_source);
606 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
607 const char *one, const char *two, struct color_fixup_desc fixup)
611 if (is_yuv_fixup(fixup))
613 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
614 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
619 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
620 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
621 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
622 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
627 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
628 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
629 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
633 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
634 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
635 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
636 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
642 char *ptr = reg_mask;
644 if (mask != WINED3DSP_WRITEMASK_ALL)
647 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
648 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
649 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
650 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
654 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
658 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
659 const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
661 SHADER_BUFFER *buffer = ins->ctx->buffer;
662 DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
663 const char *tex_type;
664 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
665 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
667 switch(sampler_type) {
673 if(device->stateBlock->textures[sampler_idx] &&
674 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
679 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
681 const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
682 if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
683 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
688 case WINED3DSTT_VOLUME:
692 case WINED3DSTT_CUBE:
697 ERR("Unexpected texture type %d\n", sampler_type);
702 /* Shouldn't be possible, but let's check for it */
703 if(projected) FIXME("Biased and Projected texture sampling\n");
704 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
705 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
706 } else if (projected) {
707 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
709 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
712 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
714 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
715 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
716 "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
720 static void pshader_gen_input_modifier_line(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
721 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
723 /* Generate a line that does the input modifier computation and return the input register to use */
724 BOOL is_color = FALSE;
729 /* Assume a new line will be added */
732 /* Get register name */
733 shader_arb_get_register_name(iface, src->register_type,
734 src->register_idx, !!src->rel_addr, regstr, &is_color);
735 shader_arb_get_swizzle(src, is_color, swzstr);
737 switch (src->modifiers)
739 case WINED3DSPSM_NONE:
740 sprintf(outregstr, "%s%s", regstr, swzstr);
743 case WINED3DSPSM_NEG:
744 sprintf(outregstr, "-%s%s", regstr, swzstr);
747 case WINED3DSPSM_BIAS:
748 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
750 case WINED3DSPSM_BIASNEG:
751 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
753 case WINED3DSPSM_SIGN:
754 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
756 case WINED3DSPSM_SIGNNEG:
757 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
759 case WINED3DSPSM_COMP:
760 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
763 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
765 case WINED3DSPSM_X2NEG:
766 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
769 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
770 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
773 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
774 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
777 sprintf(outregstr, "%s%s", regstr, swzstr);
781 /* Return modified or original register, with swizzle */
783 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
786 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask,
787 int shift, const char *regstr)
789 /* Generate a line that does the output modifier computation */
790 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
791 regstr, write_mask, regstr, shift_tab[shift]);
794 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
796 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
797 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
798 SHADER_BUFFER *buffer = ins->ctx->buffer;
800 char src_name[2][50];
802 DWORD sampler_code = dst->register_idx;
803 BOOL has_bumpmat = FALSE;
807 for(i = 0; i < This->numbumpenvmatconsts; i++) {
808 if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
809 && This->bumpenvmatconst[i].texunit == sampler_code)
816 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
817 dst->register_idx, !!dst->rel_addr, dst_name, &is_color);
818 shader_arb_get_write_mask(ins, dst, dst_wmask);
819 strcat(dst_name, dst_wmask);
821 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
822 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
825 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
826 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
827 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
828 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
829 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
831 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
833 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
837 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
839 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
840 SHADER_BUFFER *buffer = ins->ctx->buffer;
843 char src_name[3][50];
844 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
845 DWORD shift = dst->shift;
848 /* FIXME: support output modifiers */
850 /* Handle output register */
851 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
852 dst->register_idx, !!dst->rel_addr, dst_name, &is_color);
853 shader_arb_get_write_mask(ins, dst, dst_wmask);
855 /* Generate input register names (with modifiers) */
856 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
857 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
858 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[2], 2, src_name[2]);
860 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
861 if (ins->ctx->reg_maps->shader_version <= WINED3DPS_VERSION(1, 3) && ins->coissue)
863 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
865 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
866 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
867 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
870 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
873 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
875 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
876 SHADER_BUFFER *buffer = ins->ctx->buffer;
879 char src_name[3][50];
880 DWORD shift = dst->shift;
881 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
884 /* FIXME: support output modifiers */
886 /* Handle output register */
887 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
888 dst->register_idx, !!dst->rel_addr, dst_name, &is_color);
889 shader_arb_get_write_mask(ins, dst, dst_wmask);
891 /* Generate input register names (with modifiers) */
892 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
893 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
894 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[2], 2, src_name[2]);
896 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
897 src_name[0], src_name[2], src_name[1]);
900 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
903 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
904 * dst = dot2(src0, src1) + src2 */
905 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
907 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
908 SHADER_BUFFER *buffer = ins->ctx->buffer;
911 char src_name[3][50];
912 DWORD shift = dst->shift;
913 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
916 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
917 dst->register_idx, !!dst->rel_addr, dst_name, &is_color);
918 shader_arb_get_write_mask(ins, dst, dst_wmask);
920 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name[0]);
921 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src_name[1]);
922 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[2], 2, src_name[2]);
924 /* Emulate a DP2 with a DP3 and 0.0 */
925 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
926 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
927 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
928 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
931 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
934 /* Map the opcode 1-to-1 to the GL code */
935 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
937 SHADER_BUFFER *buffer = ins->ctx->buffer;
938 const char *instruction;
942 switch (ins->handler_idx)
944 case WINED3DSIH_ABS: instruction = "ABS"; break;
945 case WINED3DSIH_ADD: instruction = "ADD"; break;
946 case WINED3DSIH_CRS: instruction = "XPD"; break;
947 case WINED3DSIH_DP3: instruction = "DP3"; break;
948 case WINED3DSIH_DP4: instruction = "DP4"; break;
949 case WINED3DSIH_DST: instruction = "DST"; break;
950 case WINED3DSIH_EXP: instruction = "EX2"; break;
951 case WINED3DSIH_EXPP: instruction = "EXP"; break;
952 case WINED3DSIH_FRC: instruction = "FRC"; break;
953 case WINED3DSIH_LIT: instruction = "LIT"; break;
954 case WINED3DSIH_LOG: instruction = "LG2"; break;
955 case WINED3DSIH_LOGP: instruction = "LOG"; break;
956 case WINED3DSIH_LRP: instruction = "LRP"; break;
957 case WINED3DSIH_MAD: instruction = "MAD"; break;
958 case WINED3DSIH_MAX: instruction = "MAX"; break;
959 case WINED3DSIH_MIN: instruction = "MIN"; break;
960 case WINED3DSIH_MOV: instruction = "MOV"; break;
961 case WINED3DSIH_MUL: instruction = "MUL"; break;
962 case WINED3DSIH_NOP: instruction = "NOP"; break;
963 case WINED3DSIH_POW: instruction = "POW"; break;
964 case WINED3DSIH_SGE: instruction = "SGE"; break;
965 case WINED3DSIH_SLT: instruction = "SLT"; break;
966 case WINED3DSIH_SUB: instruction = "SUB"; break;
967 default: instruction = "";
968 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
972 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
974 /* Output token related */
975 const struct wined3d_shader_dst_param *dst;
976 char output_rname[256];
977 char output_wmask[20];
978 char operands[4][100];
979 BOOL saturate = FALSE;
980 BOOL centroid = FALSE;
981 BOOL partialprecision = FALSE;
982 const char *modifier;
986 if (!(ins->dst_count + ins->src_count))
988 ERR("Opcode \"%#x\" has no parameters\n", ins->handler_idx);
993 /* Process modifiers */
996 DWORD mask = dst->modifiers;
998 saturate = mask & WINED3DSPDM_SATURATE;
999 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
1000 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
1001 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
1003 FIXME("Unrecognized modifier(%#x)\n", mask);
1006 FIXME("Unhandled modifier(%#x)\n", mask);
1009 modifier = (saturate && !shift) ? "_SAT" : "";
1011 /* Generate input register names (with modifiers) */
1012 for (i = 0; i < ins->src_count; ++i)
1014 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[i], i, operands[i + 1]);
1017 /* Handle output register */
1018 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
1019 dst->register_idx, !!dst->rel_addr, output_rname, &is_color);
1020 strcpy(operands[0], output_rname);
1021 shader_arb_get_write_mask(ins, dst, output_wmask);
1022 strcat(operands[0], output_wmask);
1024 arguments[0] = '\0';
1025 strcat(arguments, operands[0]);
1026 for (i = 0; i < ins->src_count; ++i)
1028 strcat(arguments, ", ");
1029 strcat(arguments, operands[i + 1]);
1031 shader_addline(buffer, "%s%s %s;\n", instruction, modifier, arguments);
1033 /* A shift requires another line. */
1034 if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1036 /* Note that shader_arb_add_*_param() adds spaces. */
1038 arguments[0] = '\0';
1041 shader_arb_add_dst_param(ins, &ins->dst[0], arguments);
1042 for (i = 0; i < ins->src_count; ++i)
1044 strcat(arguments, ",");
1045 shader_arb_add_src_param(ins, &ins->src[i], arguments);
1048 shader_addline(buffer, "%s%s;\n", instruction, arguments);
1052 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1054 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1056 if ((WINED3DSHADER_VERSION_MAJOR(ins->ctx->reg_maps->shader_version) == 1
1057 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version)
1058 && ins->dst[0].register_type == WINED3DSPR_ADDR)
1059 || ins->handler_idx == WINED3DSIH_MOVA)
1061 SHADER_BUFFER *buffer = ins->ctx->buffer;
1062 char src0_param[256];
1064 if (ins->handler_idx == WINED3DSIH_MOVA)
1065 FIXME("mova should round\n");
1067 src0_param[0] = '\0';
1068 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1070 shader_arb_add_src_param(ins, &ins->src[0], src0_param);
1071 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
1072 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1076 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1077 * with more than one component. Thus replicate the first source argument over all
1078 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1079 struct wined3d_shader_src_param tmp_src = ins->src[0];
1080 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1081 shader_arb_add_src_param(ins, &tmp_src, src0_param);
1082 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1087 shader_hw_map2gl(ins);
1091 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1093 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1094 DWORD shader_version = ins->ctx->reg_maps->shader_version;
1095 SHADER_BUFFER *buffer = ins->ctx->buffer;
1099 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1100 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1102 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
1103 dst->register_idx, !!dst->rel_addr, reg_dest, &is_color);
1105 if (shader_version >= WINED3DPS_VERSION(2,0))
1107 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1108 shader_addline(buffer, "KIL %s;\n", reg_dest);
1110 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1111 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1113 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1114 shader_addline(buffer, "MOV TMP.w, one.w;\n");
1115 shader_addline(buffer, "KIL TMP;\n");
1119 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1121 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1122 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1123 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1125 SHADER_BUFFER *buffer = ins->ctx->buffer;
1126 DWORD shader_version = ins->ctx->reg_maps->shader_version;
1127 BOOL projected = FALSE, bias = FALSE;
1131 DWORD reg_sampler_code;
1133 /* All versions have a destination register */
1134 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
1135 dst->register_idx, !!dst->rel_addr, reg_dest, &is_color);
1137 /* 1.0-1.3: Use destination register as coordinate source.
1138 1.4+: Use provided coordinate source register. */
1139 if (shader_version < WINED3DPS_VERSION(1,4))
1140 strcpy(reg_coord, reg_dest);
1142 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, reg_coord);
1144 /* 1.0-1.4: Use destination register number as texture code.
1145 2.0+: Use provided sampler number as texure code. */
1146 if (shader_version < WINED3DPS_VERSION(2,0))
1147 reg_sampler_code = dst->register_idx;
1149 reg_sampler_code = ins->src[1].register_idx;
1152 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1153 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1154 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1156 if (shader_version < WINED3DPS_VERSION(1,4))
1159 if(reg_sampler_code < MAX_TEXTURES) {
1160 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1162 if (flags & WINED3DTTFF_PROJECTED) {
1166 else if (shader_version < WINED3DPS_VERSION(2,0))
1168 DWORD src_mod = ins->src[0].modifiers;
1169 if (src_mod == WINED3DSPSM_DZ) {
1171 } else if(src_mod == WINED3DSPSM_DW) {
1175 if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1176 if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1178 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1181 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1183 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1184 SHADER_BUFFER *buffer = ins->ctx->buffer;
1187 shader_arb_get_write_mask(ins, dst, tmp);
1188 if (ins->ctx->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
1190 DWORD reg = dst->register_idx;
1191 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1195 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, reg_src);
1196 shader_addline(buffer, "MOV R%u%s, %s;\n", dst->register_idx, tmp, reg_src);
1200 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1202 SHADER_BUFFER *buffer = ins->ctx->buffer;
1203 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1204 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1207 DWORD reg1 = ins->dst[0].register_idx;
1211 sprintf(dst_str, "T%u", reg1);
1212 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_str);
1213 shader_addline(buffer, "MOV TMP.x, %s.w;\n", src_str);
1214 shader_addline(buffer, "MOV TMP.y, %s.x;\n", src_str);
1215 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1216 shader_hw_sample(ins, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1219 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1221 SHADER_BUFFER *buffer = ins->ctx->buffer;
1223 DWORD reg1 = ins->dst[0].register_idx;
1227 sprintf(dst_str, "T%u", reg1);
1228 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_str);
1229 shader_addline(buffer, "MOV TMP.x, %s.y;\n", src_str);
1230 shader_addline(buffer, "MOV TMP.y, %s.z;\n", src_str);
1231 shader_hw_sample(ins, reg1, dst_str, "TMP", FALSE, FALSE);
1234 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1236 SHADER_BUFFER *buffer = ins->ctx->buffer;
1237 DWORD reg1 = ins->dst[0].register_idx;
1241 sprintf(dst_str, "T%u", reg1);
1242 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_str);
1243 shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1246 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1248 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1249 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1250 BOOL has_bumpmat = FALSE;
1251 BOOL has_luminance = FALSE;
1255 SHADER_BUFFER *buffer = ins->ctx->buffer;
1258 DWORD reg_dest_code;
1260 /* All versions have a destination register */
1261 reg_dest_code = dst->register_idx;
1262 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1263 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
1264 dst->register_idx, !!dst->rel_addr, reg_coord, &is_color);
1266 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1267 if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1268 && reg_dest_code == This->bumpenvmatconst[i].texunit)
1274 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1275 if (This->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1276 && reg_dest_code == This->luminanceconst[i].texunit)
1278 has_luminance = TRUE;
1284 DWORD src = ins->src[0].register_idx;
1286 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1288 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1289 shader_addline(buffer, "DP3 TMP.x, TMP2, T%u;\n", src);
1290 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1291 shader_addline(buffer, "DP3 TMP.y, TMP2, T%u;\n", src);
1293 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1294 * so we can't let the GL handle this.
1296 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1297 & WINED3DTTFF_PROJECTED) {
1298 shader_addline(buffer, "RCP TMP2.w, %s.w;\n", reg_coord);
1299 shader_addline(buffer, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord);
1300 shader_addline(buffer, "ADD TMP.xy, TMP, TMP2;\n");
1302 shader_addline(buffer, "ADD TMP.xy, TMP, %s;\n", reg_coord);
1305 shader_hw_sample(ins, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1307 if (ins->handler_idx == WINED3DSIH_TEXBEML && has_luminance)
1309 shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1310 src, reg_dest_code, reg_dest_code);
1311 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1316 if(reg_dest_code < MAX_TEXTURES) {
1317 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1321 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1322 shader_hw_sample(ins, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1326 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1328 DWORD reg = ins->dst[0].register_idx;
1329 SHADER_BUFFER *buffer = ins->ctx->buffer;
1332 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1333 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1336 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1338 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1339 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1341 DWORD reg = ins->dst[0].register_idx;
1342 SHADER_BUFFER *buffer = ins->ctx->buffer;
1346 sprintf(dst_str, "T%u", reg);
1347 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1348 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1349 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1350 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1353 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1355 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1356 DWORD reg = ins->dst[0].register_idx;
1357 SHADER_BUFFER *buffer = ins->ctx->buffer;
1358 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1361 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1362 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1363 current_state->texcoord_w[current_state->current_row++] = reg;
1366 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1368 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1369 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1371 DWORD reg = ins->dst[0].register_idx;
1372 SHADER_BUFFER *buffer = ins->ctx->buffer;
1373 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1377 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1378 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1380 /* Sample the texture using the calculated coordinates */
1381 sprintf(dst_str, "T%u", reg);
1382 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1383 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1384 current_state->current_row = 0;
1387 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1389 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1390 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1392 DWORD reg = ins->dst[0].register_idx;
1393 SHADER_BUFFER *buffer = ins->ctx->buffer;
1394 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1398 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1399 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1401 /* Construct the eye-ray vector from w coordinates */
1402 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1403 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1404 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1406 /* Calculate reflection vector
1408 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1409 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1410 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1411 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1412 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1413 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1414 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1416 /* Sample the texture using the calculated coordinates */
1417 sprintf(dst_str, "T%u", reg);
1418 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1419 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1420 current_state->current_row = 0;
1423 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1425 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1426 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1428 DWORD reg = ins->dst[0].register_idx;
1429 DWORD reg3 = ins->src[1].register_idx;
1430 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1431 SHADER_BUFFER *buffer = ins->ctx->buffer;
1435 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
1436 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1438 /* Calculate reflection vector.
1441 * TMP.xyz = 2 * --------- * N - E
1444 * Which normalizes the normal vector
1446 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1447 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1448 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1449 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1450 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1451 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1453 /* Sample the texture using the calculated coordinates */
1454 sprintf(dst_str, "T%u", reg);
1455 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1456 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1457 current_state->current_row = 0;
1460 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1462 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1463 SHADER_BUFFER *buffer = ins->ctx->buffer;
1467 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1468 * which is essentially an input, is the destination register because it is the first
1469 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1472 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
1473 dst->register_idx, !!dst->rel_addr, dst_name, &is_color);
1475 /* According to the msdn, the source register(must be r5) is unusable after
1476 * the texdepth instruction, so we're free to modify it
1478 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1480 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1481 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1482 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1484 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1485 shader_addline(buffer, "MUL TMP.x, %s.x, %s.y;\n", dst_name, dst_name);
1486 shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1487 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1490 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1491 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1492 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1493 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1495 SHADER_BUFFER *buffer = ins->ctx->buffer;
1496 DWORD sampler_idx = ins->dst[0].register_idx;
1500 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
1501 shader_addline(buffer, "MOV TMP, 0.0;\n");
1502 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1504 sprintf(dst_str, "T%u", sampler_idx);
1505 shader_hw_sample(ins, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1508 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1509 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1510 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1512 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1516 SHADER_BUFFER *buffer = ins->ctx->buffer;
1519 /* Handle output register */
1520 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
1521 dst->register_idx, !!dst->rel_addr, dst_str, &is_color);
1522 shader_arb_get_write_mask(ins, dst, dst_mask);
1524 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
1525 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dst->register_idx, src0);
1527 /* TODO: Handle output modifiers */
1530 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1531 * Perform the 3rd row of a 3x3 matrix multiply */
1532 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1534 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1535 SHADER_BUFFER *buffer = ins->ctx->buffer;
1541 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
1542 dst->register_idx, !!dst->rel_addr, dst_str, &is_color);
1543 shader_arb_get_write_mask(ins, dst, dst_mask);
1545 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
1546 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst->register_idx, src0);
1547 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1549 /* TODO: Handle output modifiers */
1552 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1553 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1554 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1555 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1557 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1559 SHADER_BUFFER *buffer = ins->ctx->buffer;
1560 DWORD dst_reg = ins->dst[0].register_idx;
1563 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0);
1564 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1566 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1567 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1568 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1570 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1571 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1572 shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1573 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1576 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1577 Vertex/Pixel shaders to ARB_vertex_program codes */
1578 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1581 int nComponents = 0;
1582 struct wined3d_shader_dst_param tmp_dst = {0};
1583 struct wined3d_shader_src_param tmp_src[2] = {{0}};
1584 struct wined3d_shader_instruction tmp_ins;
1586 memset(&tmp_ins, 0, sizeof(tmp_ins));
1588 /* Set constants for the temporary argument */
1589 tmp_ins.ctx = ins->ctx;
1590 tmp_ins.dst_count = 1;
1591 tmp_ins.dst = &tmp_dst;
1592 tmp_ins.src_count = 2;
1593 tmp_ins.src = tmp_src;
1595 switch(ins->handler_idx)
1597 case WINED3DSIH_M4x4:
1599 tmp_ins.handler_idx = WINED3DSIH_DP4;
1601 case WINED3DSIH_M4x3:
1603 tmp_ins.handler_idx = WINED3DSIH_DP4;
1605 case WINED3DSIH_M3x4:
1607 tmp_ins.handler_idx = WINED3DSIH_DP3;
1609 case WINED3DSIH_M3x3:
1611 tmp_ins.handler_idx = WINED3DSIH_DP3;
1613 case WINED3DSIH_M3x2:
1615 tmp_ins.handler_idx = WINED3DSIH_DP3;
1618 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1622 tmp_dst = ins->dst[0];
1623 tmp_src[0] = ins->src[0];
1624 tmp_src[1] = ins->src[1];
1625 for (i = 0; i < nComponents; i++) {
1626 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1627 shader_hw_map2gl(&tmp_ins);
1628 ++tmp_src[1].register_idx;
1632 static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1634 SHADER_BUFFER *buffer = ins->ctx->buffer;
1635 const char *instruction;
1639 switch(ins->handler_idx)
1641 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1642 case WINED3DSIH_RCP: instruction = "RCP"; break;
1643 default: instruction = "";
1644 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1648 strcpy(tmpLine, instruction);
1649 shader_arb_add_dst_param(ins, &ins->dst[0], tmpLine); /* Destination */
1650 strcat(tmpLine, ",");
1651 shader_arb_add_src_param(ins, &ins->src[0], tmpLine);
1652 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1654 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1657 strcat(tmpLine, ".w");
1660 shader_addline(buffer, "%s;\n", tmpLine);
1663 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1665 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1666 SHADER_BUFFER *buffer = ins->ctx->buffer;
1670 DWORD shift = dst->shift;
1671 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1674 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
1675 dst->register_idx, !!dst->rel_addr, dst_name, &is_color);
1676 shader_arb_get_write_mask(ins, dst, dst_wmask);
1678 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name);
1679 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1680 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1681 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1682 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1686 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1689 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1691 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1692 * must contain fixed constants. So we need a separate function to filter those constants and
1695 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1696 SHADER_BUFFER *buffer = ins->ctx->buffer;
1700 DWORD shift = dst->shift;
1701 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1704 shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
1705 dst->register_idx, !!dst->rel_addr, dst_name, &is_color);
1706 shader_arb_get_write_mask(ins, dst, dst_wmask);
1708 pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src_name);
1709 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1713 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1717 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1719 GLuint program_id = 0;
1720 const char *blt_vprogram =
1722 "PARAM c[1] = { { 1, 0.5 } };\n"
1723 "MOV result.position, vertex.position;\n"
1724 "MOV result.color, c[0].x;\n"
1725 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1728 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1729 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1730 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1732 if (glGetError() == GL_INVALID_OPERATION) {
1734 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1735 FIXME("Vertex program error at position %d: %s\n", pos,
1736 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1742 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1744 GLuint program_id = 0;
1745 static const char * const blt_fprograms[tex_type_count] =
1752 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1753 "MOV result.depth.z, R0.x;\n"
1760 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1761 "MOV result.depth.z, R0.x;\n"
1766 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1767 "MOV result.depth.z, R0.x;\n"
1771 if (!blt_fprograms[tex_type])
1773 FIXME("tex_type %#x not supported\n", tex_type);
1777 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1778 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1779 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1781 if (glGetError() == GL_INVALID_OPERATION) {
1783 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1784 FIXME("Fragment program error at position %d: %s\n", pos,
1785 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1791 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1792 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1793 struct shader_arb_priv *priv = This->shader_priv;
1794 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1797 struct vs_compile_args compile_args;
1799 TRACE("Using vertex shader\n");
1800 find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
1801 priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
1803 /* Bind the vertex program */
1804 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1805 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1807 /* Enable OpenGL vertex programs */
1808 glEnable(GL_VERTEX_PROGRAM_ARB);
1809 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1810 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1811 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1812 priv->current_vprogram_id = 0;
1813 glDisable(GL_VERTEX_PROGRAM_ARB);
1814 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1818 struct ps_compile_args compile_args;
1819 TRACE("Using pixel shader\n");
1820 find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1821 priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1824 /* Bind the fragment program */
1825 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1826 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1828 if(!priv->use_arbfp_fixed_func) {
1829 /* Enable OpenGL fragment programs */
1830 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1831 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1833 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1834 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1835 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1836 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1837 * replacement shader
1839 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1840 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1841 priv->current_fprogram_id = 0;
1845 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1846 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1847 struct shader_arb_priv *priv = This->shader_priv;
1848 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1849 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1851 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1852 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1853 glEnable(GL_VERTEX_PROGRAM_ARB);
1855 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1856 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1857 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1860 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1861 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1862 struct shader_arb_priv *priv = This->shader_priv;
1863 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1865 if (priv->current_vprogram_id) {
1866 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1867 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1869 glEnable(GL_VERTEX_PROGRAM_ARB);
1870 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1872 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1874 glDisable(GL_VERTEX_PROGRAM_ARB);
1875 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1878 if (priv->current_fprogram_id) {
1879 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1880 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1882 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1883 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1885 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1887 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1888 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1892 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1893 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1894 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1896 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version))
1898 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1902 for(i = 0; i < This->num_gl_shaders; i++) {
1903 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1904 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1907 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1908 This->gl_shaders = NULL;
1909 This->num_gl_shaders = 0;
1910 This->shader_array_size = 0;
1912 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1916 for(i = 0; i < This->num_gl_shaders; i++) {
1917 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1918 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1921 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1922 This->gl_shaders = NULL;
1923 This->num_gl_shaders = 0;
1924 This->shader_array_size = 0;
1928 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1929 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1930 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1934 static void shader_arb_free(IWineD3DDevice *iface) {
1935 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1936 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1937 struct shader_arb_priv *priv = This->shader_priv;
1940 if(priv->depth_blt_vprogram_id) {
1941 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1943 for (i = 0; i < tex_type_count; ++i) {
1944 if (priv->depth_blt_fprogram_id[i]) {
1945 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1949 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1952 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1956 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1957 const char *tmp2, const char *tmp3, const char *tmp4) {
1958 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1960 /* Calculate the > 0.0031308 case */
1961 shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1962 shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1963 shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1964 shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1965 shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
1966 /* Calculate the < case */
1967 shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
1968 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1969 shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
1970 shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
1971 /* Store the components > 0.0031308 in the destination */
1972 shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1973 /* Add the components that are < 0.0031308 */
1974 shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1975 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1978 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1979 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1980 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1981 CONST DWORD *function = This->baseShader.function;
1982 DWORD shader_version = reg_maps->shader_version;
1983 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1984 const local_constant *lconst;
1986 const char *fragcolor;
1988 /* Create the hw ARB shader */
1989 shader_addline(buffer, "!!ARBfp1.0\n");
1991 if (shader_version < WINED3DPS_VERSION(3,0)) {
1996 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
1999 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2002 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2007 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
2008 shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
2009 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2010 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2011 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2012 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2013 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2014 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2016 if (shader_version < WINED3DPS_VERSION(2,0)) {
2019 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2020 fragcolor = "TMP_COLOR";
2023 /* Base Declarations */
2024 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2026 /* Base Shader Body */
2027 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2029 if(args->srgb_correction) {
2030 arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
2032 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2033 shader_addline(buffer, "END\n");
2035 /* TODO: change to resource.glObjectHandle or something like that */
2036 GL_EXTCALL(glGenProgramsARB(1, &retval));
2038 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2039 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2041 TRACE("Created hw pixel shader, prg=%d\n", retval);
2042 /* Create the program and check for errors */
2043 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2044 buffer->bsize, buffer->buffer));
2046 if (glGetError() == GL_INVALID_OPERATION) {
2048 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2049 FIXME("HW PixelShader Error at position %d: %s\n",
2050 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2054 /* Load immediate constants */
2055 if(!This->baseShader.load_local_constsF) {
2056 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2057 const float *value = (const float *)lconst->value;
2058 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
2059 checkGLcall("glProgramLocalParameter4fvARB");
2066 static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
2067 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2068 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2069 CONST DWORD *function = This->baseShader.function;
2070 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2071 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2072 const local_constant *lconst;
2075 /* Create the hw ARB shader */
2076 shader_addline(buffer, "!!ARBvp1.0\n");
2077 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2079 /* Mesa supports only 95 constants */
2080 if (GL_VEND(MESA) || GL_VEND(WINE))
2081 This->baseShader.limits.constant_float =
2082 min(95, This->baseShader.limits.constant_float);
2084 shader_addline(buffer, "TEMP TMP;\n");
2086 /* Base Declarations */
2087 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2089 /* We need a constant to fixup the final position */
2090 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2092 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2093 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2094 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2095 * a replacement shader depend on the texcoord.w being set properly.
2097 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2098 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2099 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2100 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2101 * this can eat a number of instructions, so skip it unless this cap is set as well
2103 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2104 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2106 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2108 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2109 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2110 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2111 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2117 /* Base Shader Body */
2118 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2120 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2121 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2122 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2123 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2125 if(args->fog_src == VS_FOG_Z) {
2126 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2127 } else if (!reg_maps->fog) {
2128 shader_addline(buffer, "MOV result.fogcoord, helper_const.w;\n");
2131 /* Write the final position.
2133 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2134 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2135 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2136 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2138 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2139 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2140 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2142 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2143 * and the glsl equivalent
2145 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2147 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2149 shader_addline(buffer, "END\n");
2151 /* TODO: change to resource.glObjectHandle or something like that */
2152 GL_EXTCALL(glGenProgramsARB(1, &ret));
2154 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2155 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2157 TRACE("Created hw vertex shader, prg=%d\n", ret);
2158 /* Create the program and check for errors */
2159 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2160 buffer->bsize, buffer->buffer));
2162 if (glGetError() == GL_INVALID_OPERATION) {
2164 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2165 FIXME("HW VertexShader Error at position %d: %s\n",
2166 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2169 /* Load immediate constants */
2170 if(!This->baseShader.load_local_constsF) {
2171 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2172 const float *value = (const float *)lconst->value;
2173 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2180 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2182 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2183 * then overwrite the shader specific ones
2185 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2187 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2188 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2189 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2190 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS;
2193 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2194 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2195 pCaps->PixelShader1xMaxValue = 8.0;
2196 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2197 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS;
2201 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2203 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2205 TRACE("Checking support for color_fixup:\n");
2206 dump_color_fixup_desc(fixup);
2209 /* We support everything except YUV conversions. */
2210 if (!is_yuv_fixup(fixup))
2216 TRACE("[FAILED]\n");
2220 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2222 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2223 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2224 /* WINED3DSIH_BEM */ pshader_hw_bem,
2225 /* WINED3DSIH_BREAK */ NULL,
2226 /* WINED3DSIH_BREAKC */ NULL,
2227 /* WINED3DSIH_BREAKP */ NULL,
2228 /* WINED3DSIH_CALL */ NULL,
2229 /* WINED3DSIH_CALLNZ */ NULL,
2230 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2231 /* WINED3DSIH_CND */ pshader_hw_cnd,
2232 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2233 /* WINED3DSIH_DCL */ NULL,
2234 /* WINED3DSIH_DEF */ NULL,
2235 /* WINED3DSIH_DEFB */ NULL,
2236 /* WINED3DSIH_DEFI */ NULL,
2237 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2238 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2239 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2240 /* WINED3DSIH_DST */ shader_hw_map2gl,
2241 /* WINED3DSIH_DSX */ NULL,
2242 /* WINED3DSIH_DSY */ NULL,
2243 /* WINED3DSIH_ELSE */ NULL,
2244 /* WINED3DSIH_ENDIF */ NULL,
2245 /* WINED3DSIH_ENDLOOP */ NULL,
2246 /* WINED3DSIH_ENDREP */ NULL,
2247 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2248 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2249 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2250 /* WINED3DSIH_IF */ NULL,
2251 /* WINED3DSIH_IFC */ NULL,
2252 /* WINED3DSIH_LABEL */ NULL,
2253 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2254 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2255 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2256 /* WINED3DSIH_LOOP */ NULL,
2257 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2258 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2259 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2260 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2261 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2262 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2263 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2264 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2265 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2266 /* WINED3DSIH_MOV */ shader_hw_mov,
2267 /* WINED3DSIH_MOVA */ shader_hw_mov,
2268 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2269 /* WINED3DSIH_NOP */ shader_hw_map2gl,
2270 /* WINED3DSIH_NRM */ shader_hw_nrm,
2271 /* WINED3DSIH_PHASE */ NULL,
2272 /* WINED3DSIH_POW */ shader_hw_map2gl,
2273 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp,
2274 /* WINED3DSIH_REP */ NULL,
2275 /* WINED3DSIH_RET */ NULL,
2276 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp,
2277 /* WINED3DSIH_SETP */ NULL,
2278 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2279 /* WINED3DSIH_SGN */ NULL,
2280 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2281 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2282 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2283 /* WINED3DSIH_TEX */ pshader_hw_tex,
2284 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2285 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2286 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2287 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2288 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2289 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2290 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2291 /* WINED3DSIH_TEXLDD */ NULL,
2292 /* WINED3DSIH_TEXLDL */ NULL,
2293 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2294 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2295 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2296 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2297 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2298 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2299 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2300 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2301 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2302 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2303 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2304 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2307 const shader_backend_t arb_program_shader_backend = {
2308 shader_arb_instruction_handler_table,
2310 shader_arb_select_depth_blt,
2311 shader_arb_deselect_depth_blt,
2312 shader_arb_update_float_vertex_constants,
2313 shader_arb_update_float_pixel_constants,
2314 shader_arb_load_constants,
2315 shader_arb_load_np2fixup_constants,
2319 shader_arb_dirty_const,
2320 shader_arb_generate_pshader,
2321 shader_arb_generate_vshader,
2322 shader_arb_get_caps,
2323 shader_arb_color_fixup_supported,
2326 /* ARB_fragment_program fixed function pipeline replacement definitions */
2327 #define ARB_FFP_CONST_TFACTOR 0
2328 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2329 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2330 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2331 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2333 struct arbfp_ffp_desc
2335 struct ffp_frag_desc parent;
2337 unsigned int num_textures_used;
2340 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2342 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2343 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2345 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2346 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2350 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2352 struct shader_arb_priv *priv;
2353 /* Share private data between the shader backend and the pipeline replacement, if both
2354 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2355 * if no pixel shader is bound or not
2357 if(This->shader_backend == &arb_program_shader_backend) {
2358 This->fragment_priv = This->shader_priv;
2360 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2361 if(!This->fragment_priv) return E_OUTOFMEMORY;
2363 priv = This->fragment_priv;
2364 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2365 priv->use_arbfp_fixed_func = TRUE;
2369 static void arbfp_free_ffpshader(void *value, void *gli) {
2370 const WineD3D_GL_Info *gl_info = gli;
2371 struct arbfp_ffp_desc *entry_arb = value;
2374 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2375 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2376 HeapFree(GetProcessHeap(), 0, entry_arb);
2380 static void arbfp_free(IWineD3DDevice *iface) {
2381 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2382 struct shader_arb_priv *priv = This->fragment_priv;
2384 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2385 priv->use_arbfp_fixed_func = FALSE;
2387 if(This->shader_backend != &arb_program_shader_backend) {
2388 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2392 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2394 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2395 WINED3DTEXOPCAPS_SELECTARG1 |
2396 WINED3DTEXOPCAPS_SELECTARG2 |
2397 WINED3DTEXOPCAPS_MODULATE4X |
2398 WINED3DTEXOPCAPS_MODULATE2X |
2399 WINED3DTEXOPCAPS_MODULATE |
2400 WINED3DTEXOPCAPS_ADDSIGNED2X |
2401 WINED3DTEXOPCAPS_ADDSIGNED |
2402 WINED3DTEXOPCAPS_ADD |
2403 WINED3DTEXOPCAPS_SUBTRACT |
2404 WINED3DTEXOPCAPS_ADDSMOOTH |
2405 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2406 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2407 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2408 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2409 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2410 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2411 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2412 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2413 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2414 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2415 WINED3DTEXOPCAPS_MULTIPLYADD |
2416 WINED3DTEXOPCAPS_LERP |
2417 WINED3DTEXOPCAPS_BUMPENVMAP |
2418 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2420 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2422 caps->MaxTextureBlendStages = 8;
2423 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2425 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2427 #undef GLINFO_LOCATION
2429 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2430 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2432 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2434 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2435 * application provided constants
2437 if(device->shader_backend == &arb_program_shader_backend) {
2438 if (use_ps(stateblock)) return;
2440 device = stateblock->wineD3DDevice;
2441 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2442 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2445 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2446 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2447 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2451 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2453 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2455 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2456 * application provided constants
2458 if(device->shader_backend == &arb_program_shader_backend) {
2459 if (use_ps(stateblock)) return;
2461 device = stateblock->wineD3DDevice;
2462 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2463 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2466 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2467 /* The specular color has no alpha */
2468 col[0] = 1.0; col[1] = 1.0;
2469 col[2] = 1.0; col[3] = 0.0;
2471 col[0] = 0.0; col[1] = 0.0;
2472 col[2] = 0.0; col[3] = 0.0;
2474 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2475 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2478 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2479 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2480 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2483 if (use_ps(stateblock))
2486 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2487 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2490 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2491 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2495 if(device->shader_backend == &arb_program_shader_backend) {
2496 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2499 } else if(device->shader_backend == &arb_program_shader_backend) {
2500 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2501 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2504 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2505 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2506 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2507 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2509 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2510 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2513 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2514 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2515 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2518 if (use_ps(stateblock))
2521 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2522 /* The pixel shader has to know the luminance offset. Do a constants update if it
2523 * isn't scheduled anyway
2525 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2526 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2530 if(device->shader_backend == &arb_program_shader_backend) {
2531 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2534 } else if(device->shader_backend == &arb_program_shader_backend) {
2535 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2536 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2539 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2540 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2544 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2545 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2548 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2551 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2553 switch(arg & WINED3DTA_SELECTMASK) {
2554 case WINED3DTA_DIFFUSE:
2555 ret = "fragment.color.primary"; break;
2557 case WINED3DTA_CURRENT:
2558 if(stage == 0) ret = "fragment.color.primary";
2562 case WINED3DTA_TEXTURE:
2564 case 0: ret = "tex0"; break;
2565 case 1: ret = "tex1"; break;
2566 case 2: ret = "tex2"; break;
2567 case 3: ret = "tex3"; break;
2568 case 4: ret = "tex4"; break;
2569 case 5: ret = "tex5"; break;
2570 case 6: ret = "tex6"; break;
2571 case 7: ret = "tex7"; break;
2572 default: ret = "unknown texture";
2576 case WINED3DTA_TFACTOR:
2577 ret = "tfactor"; break;
2579 case WINED3DTA_SPECULAR:
2580 ret = "fragment.color.secondary"; break;
2582 case WINED3DTA_TEMP:
2583 ret = "tempreg"; break;
2585 case WINED3DTA_CONSTANT:
2586 FIXME("Implement perstage constants\n");
2588 case 0: ret = "const0"; break;
2589 case 1: ret = "const1"; break;
2590 case 2: ret = "const2"; break;
2591 case 3: ret = "const3"; break;
2592 case 4: ret = "const4"; break;
2593 case 5: ret = "const5"; break;
2594 case 6: ret = "const6"; break;
2595 case 7: ret = "const7"; break;
2596 default: ret = "unknown constant";
2604 if(arg & WINED3DTA_COMPLEMENT) {
2605 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2606 if(argnum == 0) ret = "arg0";
2607 if(argnum == 1) ret = "arg1";
2608 if(argnum == 2) ret = "arg2";
2610 if(arg & WINED3DTA_ALPHAREPLICATE) {
2611 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
2612 if(argnum == 0) ret = "arg0";
2613 if(argnum == 1) ret = "arg1";
2614 if(argnum == 2) ret = "arg2";
2619 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2620 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2621 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2622 unsigned int mul = 1;
2623 BOOL mul_final_dest = FALSE;
2625 if(color && alpha) dstmask = "";
2626 else if(color) dstmask = ".xyz";
2627 else dstmask = ".w";
2629 if(dst == tempreg) dstreg = "tempreg";
2630 else dstreg = "ret";
2632 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2633 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2634 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2637 case WINED3DTOP_DISABLE:
2638 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2641 case WINED3DTOP_SELECTARG2:
2643 case WINED3DTOP_SELECTARG1:
2644 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2647 case WINED3DTOP_MODULATE4X:
2649 case WINED3DTOP_MODULATE2X:
2651 if(strcmp(dstreg, "result.color") == 0) {
2653 mul_final_dest = TRUE;
2655 case WINED3DTOP_MODULATE:
2656 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2659 case WINED3DTOP_ADDSIGNED2X:
2661 if(strcmp(dstreg, "result.color") == 0) {
2663 mul_final_dest = TRUE;
2665 case WINED3DTOP_ADDSIGNED:
2666 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2668 case WINED3DTOP_ADD:
2669 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2672 case WINED3DTOP_SUBTRACT:
2673 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2676 case WINED3DTOP_ADDSMOOTH:
2677 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2678 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2681 case WINED3DTOP_BLENDCURRENTALPHA:
2682 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2683 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2685 case WINED3DTOP_BLENDFACTORALPHA:
2686 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2687 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2689 case WINED3DTOP_BLENDTEXTUREALPHA:
2690 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2691 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2693 case WINED3DTOP_BLENDDIFFUSEALPHA:
2694 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2695 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2698 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2699 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2700 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
2701 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
2704 /* D3DTOP_PREMODULATE ???? */
2706 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2707 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
2708 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2710 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2711 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2713 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2714 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2715 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
2717 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2718 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2721 case WINED3DTOP_DOTPRODUCT3:
2723 if(strcmp(dstreg, "result.color") == 0) {
2725 mul_final_dest = TRUE;
2727 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2728 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2729 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2732 case WINED3DTOP_MULTIPLYADD:
2733 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2736 case WINED3DTOP_LERP:
2737 /* The msdn is not quite right here */
2738 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2741 case WINED3DTOP_BUMPENVMAP:
2742 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2743 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2747 FIXME("Unhandled texture op %08x\n", op);
2751 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2752 } else if(mul == 4) {
2753 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2757 /* The stateblock is passed for GLINFO_LOCATION */
2758 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2761 SHADER_BUFFER buffer;
2762 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2763 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2764 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2765 const char *textype;
2766 const char *instr, *sat;
2767 char colorcor_dst[8];
2769 DWORD arg0, arg1, arg2;
2770 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2772 const char *final_combiner_src = "ret";
2774 /* Find out which textures are read */
2775 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2776 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2777 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2778 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2779 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2780 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2781 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2782 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2784 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2785 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2786 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2787 bump_used[stage] = TRUE;
2788 tex_read[stage] = TRUE;
2790 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2791 bump_used[stage] = TRUE;
2792 tex_read[stage] = TRUE;
2793 luminance_used[stage] = TRUE;
2794 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2795 tfactor_used = TRUE;
2798 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2799 tfactor_used = TRUE;
2802 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2803 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2804 tempreg_used = TRUE;
2807 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2808 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2809 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2810 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2811 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2812 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2813 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2815 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2816 tempreg_used = TRUE;
2818 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2819 tfactor_used = TRUE;
2824 shader_buffer_init(&buffer);
2826 shader_addline(&buffer, "!!ARBfp1.0\n");
2828 switch(settings->fog) {
2829 case FOG_OFF: break;
2830 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2831 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2832 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2833 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2836 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2837 shader_addline(&buffer, "TEMP TMP;\n");
2838 shader_addline(&buffer, "TEMP ret;\n");
2839 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2840 shader_addline(&buffer, "TEMP arg0;\n");
2841 shader_addline(&buffer, "TEMP arg1;\n");
2842 shader_addline(&buffer, "TEMP arg2;\n");
2843 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2844 if(!tex_read[stage]) continue;
2845 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2846 if(!bump_used[stage]) continue;
2847 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2848 if(!luminance_used[stage]) continue;
2849 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2852 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2854 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2856 if(settings->sRGB_write) {
2857 shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2858 srgb_mul_low, srgb_mul_low, srgb_mul_low);
2859 shader_addline(&buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2860 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2861 shader_addline(&buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2862 srgb_pow, srgb_pow, srgb_pow);
2863 shader_addline(&buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2864 srgb_mul_high, srgb_mul_high, srgb_mul_high);
2865 shader_addline(&buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2866 srgb_sub_high, srgb_sub_high, srgb_sub_high);
2869 /* Generate texture sampling instructions) */
2870 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2871 if(!tex_read[stage]) continue;
2873 switch(settings->op[stage].tex_type) {
2874 case tex_1d: textype = "1D"; break;
2875 case tex_2d: textype = "2D"; break;
2876 case tex_3d: textype = "3D"; break;
2877 case tex_cube: textype = "CUBE"; break;
2878 case tex_rect: textype = "RECT"; break;
2879 default: textype = "unexpected_textype"; break;
2882 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2883 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2889 if(settings->op[stage].projected == proj_none) {
2891 } else if(settings->op[stage].projected == proj_count4 ||
2892 settings->op[stage].projected == proj_count3) {
2895 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2900 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2901 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2902 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2903 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
2904 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2905 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
2907 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2908 * so multiply the displacement with the dividing parameter before passing it to TXP
2910 if (settings->op[stage].projected != proj_none) {
2911 if(settings->op[stage].projected == proj_count4) {
2912 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
2913 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
2915 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
2916 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
2919 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2922 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2923 instr, sat, stage, stage, textype);
2924 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2925 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2926 stage - 1, stage - 1, stage - 1);
2927 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
2929 } else if(settings->op[stage].projected == proj_count3) {
2930 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2931 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
2932 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2933 instr, sat, stage, stage, textype);
2935 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2936 instr, sat, stage, stage, stage, textype);
2939 sprintf(colorcor_dst, "tex%u", stage);
2940 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
2941 settings->op[stage].color_fixup);
2944 /* Generate the main shader */
2945 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2946 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2948 final_combiner_src = "fragment.color.primary";
2953 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2954 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2955 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2956 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2957 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2958 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2959 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2960 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2961 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2962 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2963 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2964 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2966 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
2967 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2968 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2969 settings->op[stage].carg2 == settings->op[stage].aarg2;
2972 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2973 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2974 settings->op[stage].cop, settings->op[stage].carg0,
2975 settings->op[stage].carg1, settings->op[stage].carg2);
2977 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
2979 } else if(op_equal) {
2980 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2981 settings->op[stage].cop, settings->op[stage].carg0,
2982 settings->op[stage].carg1, settings->op[stage].carg2);
2984 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2985 settings->op[stage].cop, settings->op[stage].carg0,
2986 settings->op[stage].carg1, settings->op[stage].carg2);
2987 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2988 settings->op[stage].aop, settings->op[stage].aarg0,
2989 settings->op[stage].aarg1, settings->op[stage].aarg2);
2993 if(settings->sRGB_write) {
2994 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2995 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2996 shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
2998 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3002 shader_addline(&buffer, "END\n");
3004 /* Generate the shader */
3005 GL_EXTCALL(glGenProgramsARB(1, &ret));
3006 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
3007 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3009 if (glGetError() == GL_INVALID_OPERATION) {
3011 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3012 FIXME("Fragment program error at position %d: %s\n", pos,
3013 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3015 shader_buffer_free(&buffer);
3019 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3020 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3021 struct shader_arb_priv *priv = device->fragment_priv;
3022 BOOL use_pshader = use_ps(stateblock);
3023 BOOL use_vshader = use_vs(stateblock);
3024 struct ffp_frag_settings settings;
3025 const struct arbfp_ffp_desc *desc;
3028 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3030 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3031 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3032 /* Reload fixed function constants since they collide with the pixel shader constants */
3033 for(i = 0; i < MAX_TEXTURES; i++) {
3034 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3036 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3037 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3038 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3039 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3045 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3046 gen_ffp_frag_op(stateblock, &settings, FALSE);
3047 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
3049 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3052 ERR("Out of memory\n");
3055 new_desc->num_textures_used = 0;
3056 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3057 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3058 new_desc->num_textures_used = i;
3061 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3062 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3063 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
3064 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3068 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3069 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3072 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3073 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3074 priv->current_fprogram_id = desc->shader;
3076 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3077 /* Reload fixed function constants since they collide with the pixel shader constants */
3078 for(i = 0; i < MAX_TEXTURES; i++) {
3079 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3081 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3082 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3084 context->last_was_pshader = FALSE;
3086 context->last_was_pshader = TRUE;
3089 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3090 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3091 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3092 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3093 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3095 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3098 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3099 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3101 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3102 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3106 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3110 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3111 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3112 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3113 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3114 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3116 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3117 enum fogsource new_source;
3119 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3121 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3122 fragment_prog_arbfp(state, stateblock, context);
3125 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3127 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3128 if(use_vs(stateblock)) {
3129 new_source = FOGSOURCE_VS;
3131 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3132 new_source = FOGSOURCE_COORD;
3134 new_source = FOGSOURCE_FFP;
3138 new_source = FOGSOURCE_FFP;
3140 if(new_source != context->fog_source) {
3141 context->fog_source = new_source;
3142 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3146 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3147 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3148 fragment_prog_arbfp(state, stateblock, context);
3152 #undef GLINFO_LOCATION
3154 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3155 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3156 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3157 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3158 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3159 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3160 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3161 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3162 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3163 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3164 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3165 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3166 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3167 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3168 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3169 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3170 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3171 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3172 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3173 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3174 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3175 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3176 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3177 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3178 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3179 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3180 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3181 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3182 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3183 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3184 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3185 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3186 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3187 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3188 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3189 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3190 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3191 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3192 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3193 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3194 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3195 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3196 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3197 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3198 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3199 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3200 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3201 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3202 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3203 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3204 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3205 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3206 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3207 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3208 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3209 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3210 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3211 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3212 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3213 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3214 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3215 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3216 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3217 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3218 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3219 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3220 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3221 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3222 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3223 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3224 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3225 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3226 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3227 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3228 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3229 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3230 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3231 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3232 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3233 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3234 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3235 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3236 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3237 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3238 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3239 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3240 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3241 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3242 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3243 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3244 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3245 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3246 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3247 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3248 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3249 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3250 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3251 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3252 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3253 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3254 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3255 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3256 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3257 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3258 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3259 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3260 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3261 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3262 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3263 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3264 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3265 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3266 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3267 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3268 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3269 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3270 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3271 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3272 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3273 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3274 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3275 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3276 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3277 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3278 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3279 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3280 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3281 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3282 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3283 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3284 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3285 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3286 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3287 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3288 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3289 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3290 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3291 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
3292 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
3293 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3294 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3295 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3296 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3297 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3298 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3299 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3300 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3301 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3302 {0 /* Terminate */, { 0, 0 }, 0 },
3305 const struct fragment_pipeline arbfp_fragment_pipeline = {
3310 shader_arb_color_fixup_supported,
3311 arbfp_fragmentstate_template,
3312 TRUE /* We can disable projected textures */
3315 #define GLINFO_LOCATION device->adapter->gl_info
3317 struct arbfp_blit_priv {
3318 GLenum yuy2_rect_shader, yuy2_2d_shader;
3319 GLenum uyvy_rect_shader, uyvy_2d_shader;
3320 GLenum yv12_rect_shader, yv12_2d_shader;
3323 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3324 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3325 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3326 if(!device->blit_priv) {
3327 ERR("Out of memory\n");
3328 return E_OUTOFMEMORY;
3332 static void arbfp_blit_free(IWineD3DDevice *iface) {
3333 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3334 struct arbfp_blit_priv *priv = device->blit_priv;
3337 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3338 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3339 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3340 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3341 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3342 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3343 checkGLcall("Delete yuv programs\n");
3347 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3350 const char *tex, *texinstr;
3352 if (yuv_fixup == YUV_FIXUP_UYVY) {
3360 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3361 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3363 /* This is more tricky than just replacing the texture type - we have to navigate
3364 * properly in the texture to find the correct chroma values
3366 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3370 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3371 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3372 * filtering when we sample the texture.
3374 * These are the rules for reading the chroma:
3380 * So we have to get the sampling x position in non-normalized coordinates in integers
3382 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3383 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3384 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3386 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3388 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3389 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3392 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3393 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3395 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3396 * even and odd pixels respectively
3398 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3399 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3401 /* Sample Pixel 1 */
3402 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3404 /* Put the value into either of the chroma values */
3405 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3406 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3407 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3408 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3410 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3411 * the pixel right to the current one. Otherwise, sample the left pixel.
3412 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3414 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3415 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3416 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3418 /* Put the value into the other chroma */
3419 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3420 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
3421 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3422 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
3424 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3425 * the current one and lerp the two U and V values
3428 /* This gives the correctly filtered luminance value */
3429 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3434 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3439 case GL_TEXTURE_2D: tex = "2D"; break;
3440 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3442 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3446 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3447 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3448 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3449 * pitch of the luminance plane, the packing into the gl texture is a bit
3450 * unfortunate. If the whole texture is interpreted as luminance data it looks
3451 * approximately like this:
3453 * +----------------------------------+----
3465 * +----------------+-----------------+----
3467 * | U even rows | U odd rows |
3469 * +----------------+------------------ -
3471 * | V even rows | V odd rows |
3473 * +----------------+-----------------+----
3477 * So it appears as if there are 4 chroma images, but in fact the odd rows
3478 * in the chroma images are in the same row as the even ones. So its is
3479 * kinda tricky to read
3481 * When reading from rectangle textures, keep in mind that the input y coordinates
3482 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3484 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3485 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3487 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3488 /* the chroma planes have only half the width */
3489 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3491 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3492 * the coordinate. Also read the right side of the image when reading odd lines
3494 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3497 if(textype == GL_TEXTURE_2D) {
3499 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3501 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3503 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3504 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3506 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3507 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3508 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3509 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3510 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3512 /* clamp, keep the half pixel origin in mind */
3513 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3514 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3515 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3516 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3518 /* Read from [size - size+size/4] */
3519 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3520 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3522 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3523 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3524 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3525 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3526 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3527 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3529 /* Make sure to read exactly from the pixel center */
3530 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3531 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3534 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3535 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3536 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3537 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3538 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3540 /* Read the texture, put the result into the output register */
3541 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3542 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
3544 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3545 * No need to clamp because we're just reusing the already clamped value from above
3547 if(textype == GL_TEXTURE_2D) {
3548 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3550 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3552 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3553 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
3555 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3556 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3557 * values due to filtering
3559 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3560 if(textype == GL_TEXTURE_2D) {
3561 /* Multiply the y coordinate by 2/3 and clamp it */
3562 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3563 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3564 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3565 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3567 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3568 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3571 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3572 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3573 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3580 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3583 SHADER_BUFFER buffer;
3584 char luminance_component;
3585 struct arbfp_blit_priv *priv = device->blit_priv;
3588 shader_buffer_init(&buffer);
3591 GL_EXTCALL(glGenProgramsARB(1, &shader));
3592 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3593 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3594 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3597 shader_buffer_free(&buffer);
3601 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3602 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3603 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3604 * each single pixel it contains, and one U and one V value shared between both
3607 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3608 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3609 * take the format into account when generating the read swizzles
3611 * Reading the Y value is straightforward - just sample the texture. The hardware
3612 * takes care of filtering in the horizontal and vertical direction.
3614 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3615 * because that would mix the U and V values of one pixel or two adjacent pixels.
3616 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3617 * regardless of the filtering setting. Vertical filtering works automatically
3618 * though - the U and V values of two rows are mixed nicely.
3620 * Appart of avoiding filtering issues, the code has to know which value it just
3621 * read, and where it can find the other one. To determine this, it checks if
3622 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3624 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3625 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3627 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3628 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3629 * in an unfiltered situation. Finding the luminance on the other hand requires
3630 * finding out if it is an odd or even pixel. The real drawback of this approach
3631 * is filtering. This would have to be emulated completely in the shader, reading
3632 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3633 * vertically. Beyond that it would require adjustments to the texture handling
3634 * code to deal with the width scaling
3636 shader_addline(&buffer, "!!ARBfp1.0\n");
3637 shader_addline(&buffer, "TEMP luminance;\n");
3638 shader_addline(&buffer, "TEMP temp;\n");
3639 shader_addline(&buffer, "TEMP chroma;\n");
3640 shader_addline(&buffer, "TEMP texcrd;\n");
3641 shader_addline(&buffer, "TEMP texcrd2;\n");
3642 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3643 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3644 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3648 case YUV_FIXUP_UYVY:
3649 case YUV_FIXUP_YUY2:
3650 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3652 shader_buffer_free(&buffer);
3657 case YUV_FIXUP_YV12:
3658 if (!gen_yv12_read(&buffer, textype, &luminance_component))
3660 shader_buffer_free(&buffer);
3666 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3667 shader_buffer_free(&buffer);
3671 /* Calculate the final result. Formula is taken from
3672 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3673 * ranges from -0.5 to 0.5
3675 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
3677 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
3678 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
3679 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3680 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
3681 shader_addline(&buffer, "END\n");
3684 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3686 if (glGetError() == GL_INVALID_OPERATION) {
3688 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3689 FIXME("Fragment program error at position %d: %s\n", pos,
3690 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3692 shader_buffer_free(&buffer);
3697 case YUV_FIXUP_YUY2:
3698 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3699 else priv->yuy2_2d_shader = shader;
3702 case YUV_FIXUP_UYVY:
3703 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3704 else priv->uyvy_2d_shader = shader;
3707 case YUV_FIXUP_YV12:
3708 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3709 else priv->yv12_2d_shader = shader;
3716 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
3717 GLenum textype, UINT width, UINT height)
3720 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3721 float size[4] = {width, height, 1, 1};
3722 struct arbfp_blit_priv *priv = device->blit_priv;
3723 enum yuv_fixup yuv_fixup;
3725 if (!is_yuv_fixup(format_desc->color_fixup))
3728 dump_color_fixup_desc(format_desc->color_fixup);
3729 /* Don't bother setting up a shader for unconverted formats */
3732 checkGLcall("glEnable(textype)");
3737 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
3741 case YUV_FIXUP_YUY2:
3742 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3745 case YUV_FIXUP_UYVY:
3746 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3749 case YUV_FIXUP_YV12:
3750 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3754 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3757 checkGLcall("glEnable(textype)");
3762 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3765 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3766 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3767 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3768 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3769 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3770 checkGLcall("glProgramLocalParameter4fvARB");
3776 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3777 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3780 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3781 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3782 glDisable(GL_TEXTURE_2D);
3783 checkGLcall("glDisable(GL_TEXTURE_2D)");
3784 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3785 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3786 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3788 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3789 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3790 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3795 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3797 enum yuv_fixup yuv_fixup;
3799 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3801 TRACE("Checking support for fixup:\n");
3802 dump_color_fixup_desc(fixup);
3805 if (is_identity_fixup(fixup))
3811 /* We only support YUV conversions. */
3812 if (!is_yuv_fixup(fixup))
3814 TRACE("[FAILED]\n");
3818 yuv_fixup = get_yuv_fixup(fixup);
3821 case YUV_FIXUP_YUY2:
3822 case YUV_FIXUP_UYVY:
3823 case YUV_FIXUP_YV12:
3828 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3829 TRACE("[FAILED]\n");
3834 const struct blit_shader arbfp_blit = {
3839 arbfp_blit_color_fixup_supported,
3842 #undef GLINFO_LOCATION