2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
58 if (!(q = strstr(p, "\n")))
70 static void shader_arb_dump_program_source(const char *source)
73 char *ptr, *line, *tmp;
75 source_size = strlen(source) + 1;
76 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
82 memcpy(tmp, source, source_size);
85 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
88 HeapFree(GetProcessHeap(), 0, tmp);
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
104 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
106 ERR("Geometry shaders are unsupported\n");
110 if (shader == WINED3D_SHADER_TYPE_PIXEL)
114 case ARB_ZERO: return "ps_helper_const.x";
115 case ARB_ONE: return "ps_helper_const.y";
116 case ARB_TWO: return "coefmul.x";
117 case ARB_0001: return "ps_helper_const.xxxy";
118 case ARB_EPS: return "ps_helper_const.z";
126 case ARB_ZERO: return "helper_const.x";
127 case ARB_ONE: return "helper_const.y";
128 case ARB_TWO: return "helper_const.z";
129 case ARB_EPS: return "helper_const.w";
130 case ARB_0001: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
138 case ARB_ZERO: return "0.0";
139 case ARB_ONE: return "1.0";
140 case ARB_TWO: return "2.0";
141 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS: return "1e-8";
143 default: return "bad";
147 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
149 return state->lowest_disabled_stage < 7;
152 /* ARB_program_shader private data */
171 struct wined3d_shader_loop_control loop_control;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super;
178 /* For ARB we need a offset value:
179 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181 * array we need an offset to the index inside the program local parameter array. */
185 struct arb_ps_compile_args
187 struct ps_compile_args super;
189 WORD clip; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl[MAX_CONST_I][3];
193 struct stb_const_desc
195 unsigned char texunit;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args;
202 struct arb_ps_np2fixup_info np2fixup_info;
203 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
204 struct stb_const_desc luminanceconst[MAX_TEXTURES];
205 UINT int_consts[MAX_CONST_I];
208 unsigned char numbumpenvmatconsts;
212 struct arb_vs_compile_args
214 struct vs_compile_args super;
220 unsigned char clip_texcoord;
221 unsigned char clipplane_mask;
223 DWORD boolclip_compare;
228 unsigned char samplers[4];
229 DWORD samplers_compare;
231 unsigned char loop_ctrl[MAX_CONST_I][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args;
238 UINT int_consts[MAX_CONST_I];
240 char need_color_unclamp;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins;
250 struct shader_arb_ctx_priv
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
263 const struct arb_vs_compile_args *cur_vs_args;
264 const struct arb_ps_compile_args *cur_ps_args;
265 const struct arb_ps_compiled_shader *compiled_fprog;
266 const struct arb_vs_compiled_shader *compiled_vprog;
267 struct arb_ps_np2fixup_info *cur_np2fixup_info;
268 struct list control_frames;
272 unsigned int num_loops, loop_depth, num_ifcs;
275 unsigned int vs_clipplanes;
279 /* For 3.0 vertex shaders */
280 const char *vs_output[MAX_REG_OUTPUT];
281 /* For 2.x and earlier vertex shaders */
282 const char *texcrd_output[8], *color_output[2], *fog_output;
284 /* 3.0 pshader input for compatibility with fixed function */
285 const char *ps_input[MAX_REG_INPUT];
290 struct wined3d_shader_signature_element *sig;
292 struct wine_rb_entry entry;
295 struct arb_pshader_private {
296 struct arb_ps_compiled_shader *gl_shaders;
297 UINT num_gl_shaders, shader_array_size;
298 DWORD input_signature_idx;
299 DWORD clipplane_emulation;
303 struct arb_vshader_private {
304 struct arb_vs_compiled_shader *gl_shaders;
305 UINT num_gl_shaders, shader_array_size;
309 struct shader_arb_priv
311 GLuint current_vprogram_id;
312 GLuint current_fprogram_id;
313 const struct arb_ps_compiled_shader *compiled_fprog;
314 const struct arb_vs_compiled_shader *compiled_vprog;
315 GLuint depth_blt_vprogram_id;
316 GLuint depth_blt_fprogram_id_full[tex_type_count];
317 GLuint depth_blt_fprogram_id_masked[tex_type_count];
318 BOOL use_arbfp_fixed_func;
319 struct wine_rb_tree fragment_shaders;
320 BOOL last_ps_const_clamped;
321 BOOL last_vs_color_unclamp;
323 struct wine_rb_tree signature_tree;
326 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
327 char *vshader_const_dirty, *pshader_const_dirty;
328 const struct wined3d_context *last_context;
330 const struct fragment_pipeline *fragment_pipe;
333 /* GL locking for state handlers is done by the caller. */
334 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
335 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
337 if (shader_data->rel_offset) return TRUE;
338 if (!reg_maps->usesmova) return FALSE;
339 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
342 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
343 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
345 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
346 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
349 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
350 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
352 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
353 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
354 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
355 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
356 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
357 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
358 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
359 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
363 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
364 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
366 unsigned int ret = 1;
367 /* We use one PARAM for the pos fixup, and in some cases one to load
368 * some immediate values into the shader. */
369 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
370 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
374 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
375 * When constant_list == NULL, it will load all the constants.
377 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
378 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
380 /* GL locking is done by the caller */
381 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
382 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
383 const float *constants, char *dirty_consts)
385 struct wined3d_shader_lconst *lconst;
389 if (TRACE_ON(d3d_constants))
391 for(i = 0; i < max_constants; i++) {
392 if(!dirty_consts[i]) continue;
393 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
394 constants[i * 4 + 0], constants[i * 4 + 1],
395 constants[i * 4 + 2], constants[i * 4 + 3]);
401 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
402 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
405 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
406 * shaders, the first 8 constants are marked dirty for reload
408 for(; i < min(8, max_constants); i++) {
409 if(!dirty_consts[i]) continue;
413 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
414 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
415 else lcl_const[0] = constants[j + 0];
417 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
418 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
419 else lcl_const[1] = constants[j + 1];
421 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
422 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
423 else lcl_const[2] = constants[j + 2];
425 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
426 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
427 else lcl_const[3] = constants[j + 3];
429 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
432 /* If further constants are dirty, reload them without clamping.
434 * The alternative is not to touch them, but then we cannot reset the dirty constant count
435 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
436 * above would always re-check the first 8 constants since max_constant remains at the init
441 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
443 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
444 * or just reloading *all* constants at once
446 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
448 for(; i < max_constants; i++) {
449 if(!dirty_consts[i]) continue;
451 /* Find the next block of dirty constants */
454 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
458 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
461 for(; i < max_constants; i++) {
462 if(dirty_consts[i]) {
464 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
468 checkGLcall("glProgramEnvParameter4fvARB()");
470 /* Load immediate constants */
471 if (shader->load_local_constsF)
473 if (TRACE_ON(d3d_shader))
475 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
477 GLfloat* values = (GLfloat*)lconst->value;
478 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
479 values[0], values[1], values[2], values[3]);
482 /* Immediate constants are clamped for 1.X shaders at loading times */
484 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
486 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
487 ret = max(ret, lconst->idx + 1);
488 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
490 checkGLcall("glProgramEnvParameter4fvARB()");
491 return ret; /* The loaded immediate constants need reloading for the next shader */
493 return 0; /* No constants are dirty now */
498 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
500 static void shader_arb_load_np2fixup_constants(void *shader_priv,
501 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
503 const struct shader_arb_priv * priv = shader_priv;
505 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
506 if (!use_ps(state)) return;
508 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
509 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
511 WORD active = fixup->super.active;
512 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
514 for (i = 0; active; active >>= 1, ++i)
516 const struct wined3d_texture *tex = state->textures[i];
517 const unsigned char idx = fixup->super.idx[i];
518 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
520 if (!(active & 1)) continue;
523 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
529 tex_dim[2] = tex->pow2_matrix[0];
530 tex_dim[3] = tex->pow2_matrix[5];
534 tex_dim[0] = tex->pow2_matrix[0];
535 tex_dim[1] = tex->pow2_matrix[5];
539 for (i = 0; i < fixup->super.num_consts; ++i) {
540 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
541 fixup->offset + i, &np2fixup_constants[i * 4]));
546 /* GL locking is done by the caller. */
547 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
548 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
550 const struct wined3d_gl_info *gl_info = context->gl_info;
553 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
555 int texunit = gl_shader->bumpenvmatconst[i].texunit;
557 /* The state manager takes care that this function is always called if the bump env matrix changes */
558 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
559 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
560 gl_shader->bumpenvmatconst[i].const_num, data));
562 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
564 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
565 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
566 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
567 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
569 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
570 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
571 gl_shader->luminanceconst[i].const_num, scale));
574 checkGLcall("Load bumpmap consts");
576 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
578 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
579 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
584 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
585 val[1] = context->render_offscreen ? 1.0f : -1.0f;
588 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
589 checkGLcall("y correction loading");
592 if (!gl_shader->num_int_consts) return;
594 for(i = 0; i < MAX_CONST_I; i++)
596 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
599 val[0] = (float)state->ps_consts_i[4 * i];
600 val[1] = (float)state->ps_consts_i[4 * i + 1];
601 val[2] = (float)state->ps_consts_i[4 * i + 2];
604 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
607 checkGLcall("Load ps int consts");
610 /* GL locking is done by the caller. */
611 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
612 const struct wined3d_context *context, const struct wined3d_state *state)
614 const struct wined3d_gl_info *gl_info = context->gl_info;
615 float position_fixup[4];
618 /* Upload the position fixup */
619 shader_get_position_fixup(context, state, position_fixup);
620 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
622 if (!gl_shader->num_int_consts) return;
624 for(i = 0; i < MAX_CONST_I; i++)
626 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
629 val[0] = (float)state->vs_consts_i[4 * i];
630 val[1] = (float)state->vs_consts_i[4 * i + 1];
631 val[2] = (float)state->vs_consts_i[4 * i + 2];
634 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
637 checkGLcall("Load vs int consts");
640 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
641 enum wined3d_shader_mode fragment_mode);
644 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
646 * We only support float constants in ARB at the moment, so don't
647 * worry about the Integers or Booleans
649 /* GL locking is done by the caller (state handler) */
650 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
651 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
653 struct wined3d_device *device = context->swapchain->device;
654 const struct wined3d_stateblock *stateblock = device->stateBlock;
655 const struct wined3d_state *state = &stateblock->state;
656 const struct wined3d_gl_info *gl_info = context->gl_info;
657 struct shader_arb_priv *priv = device->shader_priv;
659 if (!from_shader_select)
661 const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
663 && (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
664 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
665 && (stateblock->changed.vertexShaderConstantsI
666 & vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
668 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
669 shader_arb_select(context,
670 useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
671 usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
674 && (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
675 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
676 && (stateblock->changed.pixelShaderConstantsI
677 & pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
679 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
680 shader_arb_select(context,
681 useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
682 usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
686 if (context != priv->last_context)
688 memset(priv->vshader_const_dirty, 1,
689 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
690 priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
692 memset(priv->pshader_const_dirty, 1,
693 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
694 priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
696 priv->last_context = context;
701 struct wined3d_shader *vshader = state->vertex_shader;
702 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
704 /* Load DirectX 9 float constants for vertex shader */
705 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
706 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
707 shader_arb_vs_local_constants(gl_shader, context, state);
712 struct wined3d_shader *pshader = state->pixel_shader;
713 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
714 UINT rt_height = state->fb->render_targets[0]->resource.height;
716 /* Load DirectX 9 float constants for pixel shader */
717 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
718 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
719 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
723 static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
725 shader_arb_load_constants_internal(context, ps, vs, FALSE);
728 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
730 struct wined3d_context *context = context_get_current();
731 struct shader_arb_priv *priv = device->shader_priv;
733 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
734 * context. On a context switch the old context will be fully dirtified */
735 if (!context || context->swapchain->device != device) return;
737 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
738 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
741 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
743 struct wined3d_context *context = context_get_current();
744 struct shader_arb_priv *priv = device->shader_priv;
746 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
747 * context. On a context switch the old context will be fully dirtified */
748 if (!context || context->swapchain->device != device) return;
750 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
751 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
754 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
756 const struct wined3d_shader_lconst *lconst;
760 if (shader->load_local_constsF || list_empty(&shader->constantsF))
763 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
766 ERR("Out of memory\n");
770 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
772 ret[lconst->idx] = idx++;
777 /* Generate the variable & register declarations for the ARB_vertex_program output target */
778 static DWORD shader_generate_arb_declarations(const struct wined3d_shader *shader,
779 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
780 const struct wined3d_gl_info *gl_info, const DWORD *lconst_map,
781 DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
783 DWORD i, next_local = 0;
784 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
785 const struct wined3d_shader_lconst *lconst;
786 unsigned max_constantsF;
789 /* In pixel shaders, all private constants are program local, we don't need anything
790 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
791 * If we need a private constant the GL implementation will squeeze it in somewhere
793 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
794 * immediate values. The posFixup is loaded using program.env for now, so always
795 * subtract one from the number of constants. If the shader uses indirect addressing,
796 * account for the helper const too because we have to declare all available d3d constants
797 * and don't know which are actually used.
801 max_constantsF = gl_info->limits.arb_ps_native_constants;
802 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
803 if (max_constantsF < 24)
804 max_constantsF = gl_info->limits.arb_ps_float_constants;
808 const struct arb_vshader_private *shader_data = shader->backend_data;
809 max_constantsF = gl_info->limits.arb_vs_native_constants;
810 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
811 * Also prevents max_constantsF from becoming less than 0 and
813 if (max_constantsF < 96)
814 max_constantsF = gl_info->limits.arb_vs_float_constants;
816 if (reg_maps->usesrelconstF)
818 DWORD highest_constf = 0, clip_limit;
820 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
821 max_constantsF -= count_bits(reg_maps->integer_constants);
823 for (i = 0; i < shader->limits.constant_float; ++i)
826 DWORD shift = i & 0x1f;
827 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
830 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
832 if(ctx->cur_vs_args->super.clip_enabled)
833 clip_limit = gl_info->limits.clipplanes;
839 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
840 clip_limit = min(count_bits(mask), 4);
842 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
843 max_constantsF -= *num_clipplanes;
844 if(*num_clipplanes < clip_limit)
846 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
851 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
852 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
856 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
858 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
861 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
863 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
866 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
868 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
870 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
874 /* Load local constants using the program-local space,
875 * this avoids reloading them each time the shader is used
879 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
881 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
882 lconst_map[lconst->idx]);
883 next_local = max(next_local, lconst_map[lconst->idx] + 1);
887 /* After subtracting privately used constants from the hardware limit(they are loaded as
888 * local constants), make sure the shader doesn't violate the env constant limit
892 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
896 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
899 /* Avoid declaring more constants than needed */
900 max_constantsF = min(max_constantsF, shader->limits.constant_float);
902 /* we use the array-based constants array if the local constants are marked for loading,
903 * because then we use indirect addressing, or when the local constant list is empty,
904 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
905 * local constants do not declare the loaded constants as an array because ARB compilers usually
906 * do not optimize unused constants away
908 if (reg_maps->usesrelconstF)
910 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
911 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
912 max_constantsF, max_constantsF - 1);
914 for(i = 0; i < max_constantsF; i++) {
917 mask = 1 << (i & 0x1f);
918 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
920 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
928 static const char * const shift_tab[] = {
929 "dummy", /* 0 (none) */
930 "coefmul.x", /* 1 (x2) */
931 "coefmul.y", /* 2 (x4) */
932 "coefmul.z", /* 3 (x8) */
933 "coefmul.w", /* 4 (x16) */
934 "dummy", /* 5 (x32) */
935 "dummy", /* 6 (x64) */
936 "dummy", /* 7 (x128) */
937 "dummy", /* 8 (d256) */
938 "dummy", /* 9 (d128) */
939 "dummy", /* 10 (d64) */
940 "dummy", /* 11 (d32) */
941 "coefdiv.w", /* 12 (d16) */
942 "coefdiv.z", /* 13 (d8) */
943 "coefdiv.y", /* 14 (d4) */
944 "coefdiv.x" /* 15 (d2) */
947 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
948 const struct wined3d_shader_dst_param *dst, char *write_mask)
950 char *ptr = write_mask;
952 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
955 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
956 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
957 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
958 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
964 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
966 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
967 * but addressed as "rgba". To fix this we need to swap the register's x
968 * and z components. */
969 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
970 char *ptr = swizzle_str;
972 /* swizzle bits fields: wwzzyyxx */
973 DWORD swizzle = param->swizzle;
974 DWORD swizzle_x = swizzle & 0x03;
975 DWORD swizzle_y = (swizzle >> 2) & 0x03;
976 DWORD swizzle_z = (swizzle >> 4) & 0x03;
977 DWORD swizzle_w = (swizzle >> 6) & 0x03;
979 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
980 * generate a swizzle string. Unless we need to our own swizzling. */
981 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
984 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
985 *ptr++ = swizzle_chars[swizzle_x];
987 *ptr++ = swizzle_chars[swizzle_x];
988 *ptr++ = swizzle_chars[swizzle_y];
989 *ptr++ = swizzle_chars[swizzle_z];
990 *ptr++ = swizzle_chars[swizzle_w];
997 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
999 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1000 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1002 if (!strcmp(priv->addr_reg, src)) return;
1004 strcpy(priv->addr_reg, src);
1005 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1008 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1009 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1011 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1012 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1014 /* oPos, oFog and oPts in D3D */
1015 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1016 const struct wined3d_shader *shader = ins->ctx->shader;
1017 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1018 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1019 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1025 case WINED3DSPR_TEMP:
1026 sprintf(register_name, "R%u", reg->idx[0].offset);
1029 case WINED3DSPR_INPUT:
1032 if (reg_maps->shader_version.major < 3)
1034 if (!reg->idx[0].offset)
1035 strcpy(register_name, "fragment.color.primary");
1037 strcpy(register_name, "fragment.color.secondary");
1041 if (reg->idx[0].rel_addr)
1044 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1046 if (!strcmp(rel_reg, "**aL_emul**"))
1048 DWORD idx = ctx->aL + reg->idx[0].offset;
1049 if(idx < MAX_REG_INPUT)
1051 strcpy(register_name, ctx->ps_input[idx]);
1055 ERR("Pixel shader input register out of bounds: %u\n", idx);
1056 sprintf(register_name, "out_of_bounds_%u", idx);
1059 else if (reg_maps->input_registers & 0x0300)
1061 /* There are two ways basically:
1063 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1064 * That means trouble if the loop also contains a breakc or if the control values
1065 * aren't local constants.
1066 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1067 * source dynamically. The trouble is that we cannot simply read aL.y because it
1068 * is an ADDRESS register. We could however push it, load .zw with a value and use
1069 * ADAC to load the condition code register and pop it again afterwards
1071 FIXME("Relative input register addressing with more than 8 registers\n");
1073 /* This is better than nothing for now */
1074 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1076 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1078 /* This is problematic because we'd have to consult the ctx->ps_input strings
1079 * for where to find the varying. Some may be "0.0", others can be texcoords or
1080 * colors. This needs either a pipeline replacement to make the vertex shader feed
1081 * proper varyings, or loop unrolling
1083 * For now use the texcoords and hope for the best
1085 FIXME("Non-vertex shader varying input with indirect addressing\n");
1086 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1090 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1091 * pulls GL_NV_fragment_program2 in
1093 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1098 if (reg->idx[0].offset < MAX_REG_INPUT)
1100 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1104 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1105 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1112 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1114 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1118 case WINED3DSPR_CONST:
1119 if (!pshader && reg->idx[0].rel_addr)
1121 const struct arb_vshader_private *shader_data = shader->backend_data;
1122 UINT rel_offset = shader_data->rel_offset;
1125 if (reg_maps->shader_version.major < 2)
1127 sprintf(rel_reg, "A0.x");
1131 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1132 if (ctx->target_version == ARB)
1134 if (!strcmp(rel_reg, "**aL_emul**"))
1138 shader_arb_request_a0(ins, rel_reg);
1139 sprintf(rel_reg, "A0.x");
1144 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1145 else if (reg->idx[0].offset >= rel_offset)
1146 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1148 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1152 if (reg_maps->usesrelconstF)
1153 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1155 sprintf(register_name, "C%u", reg->idx[0].offset);
1159 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1162 if (reg_maps->shader_version.major == 1
1163 && reg_maps->shader_version.minor <= 3)
1164 /* In ps <= 1.3, Tx is a temporary register as destination
1165 * to all instructions, and as source to most instructions.
1166 * For some instructions it is the texcoord input. Those
1167 * instructions know about the special use. */
1168 sprintf(register_name, "T%u", reg->idx[0].offset);
1170 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1171 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1175 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1176 sprintf(register_name, "A%u", reg->idx[0].offset);
1178 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1182 case WINED3DSPR_COLOROUT:
1183 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
1185 strcpy(register_name, "TMP_COLOR");
1189 if (ctx->cur_ps_args->super.srgb_correction)
1190 FIXME("sRGB correction on higher render targets.\n");
1191 if (reg_maps->rt_mask > 1)
1192 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1194 strcpy(register_name, "result.color");
1198 case WINED3DSPR_RASTOUT:
1199 if (reg->idx[0].offset == 1)
1200 sprintf(register_name, "%s", ctx->fog_output);
1202 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1205 case WINED3DSPR_DEPTHOUT:
1206 strcpy(register_name, "result.depth");
1209 case WINED3DSPR_ATTROUT:
1210 /* case WINED3DSPR_OUTPUT: */
1212 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1214 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1217 case WINED3DSPR_TEXCRDOUT:
1219 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1220 else if (reg_maps->shader_version.major < 3)
1221 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1223 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1226 case WINED3DSPR_LOOP:
1227 if(ctx->target_version >= NV2)
1229 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1230 if(pshader) sprintf(register_name, "A0.x");
1231 else sprintf(register_name, "aL.y");
1235 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1236 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1237 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1238 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1241 sprintf(register_name, "**aL_emul**");
1246 case WINED3DSPR_CONSTINT:
1247 sprintf(register_name, "I%u", reg->idx[0].offset);
1250 case WINED3DSPR_MISCTYPE:
1251 if (!reg->idx[0].offset)
1252 sprintf(register_name, "vpos");
1253 else if (reg->idx[0].offset == 1)
1254 sprintf(register_name, "fragment.facing.x");
1256 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1260 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1261 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1266 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1267 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1269 char register_name[255];
1273 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1274 strcpy(str, register_name);
1276 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1277 strcat(str, write_mask);
1280 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1282 switch(channel_source)
1284 case CHANNEL_SOURCE_ZERO: return "0";
1285 case CHANNEL_SOURCE_ONE: return "1";
1286 case CHANNEL_SOURCE_X: return "x";
1287 case CHANNEL_SOURCE_Y: return "y";
1288 case CHANNEL_SOURCE_Z: return "z";
1289 case CHANNEL_SOURCE_W: return "w";
1291 FIXME("Unhandled channel source %#x\n", channel_source);
1296 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1297 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1301 if (is_complex_fixup(fixup))
1303 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1304 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1309 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1310 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1311 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1312 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1317 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1318 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1319 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1323 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1324 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1325 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1326 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1332 char *ptr = reg_mask;
1334 if (mask != WINED3DSP_WRITEMASK_ALL)
1337 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1338 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1339 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1340 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1344 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1348 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1351 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1352 if (!ins->dst_count) return "";
1354 mod = ins->dst[0].modifiers;
1356 /* Silently ignore PARTIALPRECISION if its not supported */
1357 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1359 if(mod & WINED3DSPDM_MSAMPCENTROID)
1361 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1362 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1367 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1370 case WINED3DSPDM_SATURATE:
1373 case WINED3DSPDM_PARTIALPRECISION:
1380 FIXME("Unknown modifiers 0x%08x\n", mod);
1385 #define TEX_PROJ 0x1
1386 #define TEX_BIAS 0x2
1388 #define TEX_DERIV 0x10
1390 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1391 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1393 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1394 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1395 const struct wined3d_shader *shader = ins->ctx->shader;
1396 const struct wined3d_texture *texture;
1397 const char *tex_type;
1398 BOOL np2_fixup = FALSE;
1399 struct wined3d_device *device = shader->device;
1400 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1402 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1404 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1405 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1407 switch(sampler_type) {
1413 texture = device->stateBlock->state.textures[sampler_idx];
1414 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1420 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1422 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1424 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1425 else np2_fixup = TRUE;
1430 case WINED3DSTT_VOLUME:
1434 case WINED3DSTT_CUBE:
1439 ERR("Unexpected texture type %d\n", sampler_type);
1443 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1444 * so don't use shader_arb_get_modifier
1446 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1449 /* Fragment samplers always have indentity mapping */
1450 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1452 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1455 if (flags & TEX_DERIV)
1457 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1458 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1459 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1460 dsx, dsy,sampler_idx, tex_type);
1462 else if(flags & TEX_LOD)
1464 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1465 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1466 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1467 sampler_idx, tex_type);
1469 else if (flags & TEX_BIAS)
1471 /* Shouldn't be possible, but let's check for it */
1472 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1473 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1474 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1476 else if (flags & TEX_PROJ)
1478 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1484 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1485 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1486 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1488 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1491 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1496 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1497 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1498 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1499 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1503 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1504 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1506 /* Generate a line that does the input modifier computation and return the input register to use */
1507 BOOL is_color = FALSE;
1511 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1512 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1513 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1514 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1516 /* Assume a new line will be added */
1519 /* Get register name */
1520 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1521 shader_arb_get_swizzle(src, is_color, swzstr);
1523 switch (src->modifiers)
1525 case WINED3DSPSM_NONE:
1526 sprintf(outregstr, "%s%s", regstr, swzstr);
1529 case WINED3DSPSM_NEG:
1530 sprintf(outregstr, "-%s%s", regstr, swzstr);
1533 case WINED3DSPSM_BIAS:
1534 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1536 case WINED3DSPSM_BIASNEG:
1537 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1539 case WINED3DSPSM_SIGN:
1540 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1542 case WINED3DSPSM_SIGNNEG:
1543 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1545 case WINED3DSPSM_COMP:
1546 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1548 case WINED3DSPSM_X2:
1549 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1551 case WINED3DSPSM_X2NEG:
1552 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1554 case WINED3DSPSM_DZ:
1555 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1556 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1558 case WINED3DSPSM_DW:
1559 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1560 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1562 case WINED3DSPSM_ABS:
1563 if(ctx->target_version >= NV2) {
1564 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1567 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1570 case WINED3DSPSM_ABSNEG:
1571 if(ctx->target_version >= NV2) {
1572 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1574 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1575 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1580 sprintf(outregstr, "%s%s", regstr, swzstr);
1584 /* Return modified or original register, with swizzle */
1586 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1589 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1591 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1592 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1593 DWORD sampler_code = dst->reg.idx[0].offset;
1595 char src_name[2][50];
1597 shader_arb_get_dst_param(ins, dst, dst_name);
1599 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1601 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1602 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1605 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1606 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1607 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1608 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1609 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1611 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1612 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1615 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1620 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1621 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1622 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1623 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1624 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1625 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1626 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1627 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1628 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1629 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1630 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1631 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1632 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1634 FIXME("Unknown modifier %u\n", mod);
1638 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1640 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1641 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1643 char src_name[3][50];
1644 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1645 ins->ctx->reg_maps->shader_version.minor);
1647 shader_arb_get_dst_param(ins, dst, dst_name);
1648 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1650 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1651 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1653 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1657 struct wined3d_shader_src_param src0_copy = ins->src[0];
1660 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1661 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1663 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1664 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1665 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1666 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1667 dst_name, src_name[1], src_name[2]);
1671 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1673 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1674 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1676 char src_name[3][50];
1678 shader_arb_get_dst_param(ins, dst, dst_name);
1680 /* Generate input register names (with modifiers) */
1681 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1682 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1683 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1685 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1686 dst_name, src_name[0], src_name[2], src_name[1]);
1689 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1690 * dst = dot2(src0, src1) + src2 */
1691 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1693 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1694 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1696 char src_name[3][50];
1697 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1699 shader_arb_get_dst_param(ins, dst, dst_name);
1700 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1701 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1703 if(ctx->target_version >= NV3)
1705 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1706 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1707 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1708 dst_name, src_name[0], src_name[1], src_name[2]);
1710 else if(ctx->target_version >= NV2)
1712 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1713 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1714 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1715 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1717 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1719 * .xyxy and other swizzles that we could get with this are not valid in
1720 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1722 struct wined3d_shader_src_param tmp_param = ins->src[1];
1723 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1724 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1726 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1728 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1729 dst_name, src_name[2], src_name[0], src_name[1]);
1733 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1734 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1735 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1737 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1738 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1739 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1740 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1744 /* Map the opcode 1-to-1 to the GL code */
1745 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1747 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1748 const char *instruction;
1749 char arguments[256], dst_str[50];
1751 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1753 switch (ins->handler_idx)
1755 case WINED3DSIH_ABS: instruction = "ABS"; break;
1756 case WINED3DSIH_ADD: instruction = "ADD"; break;
1757 case WINED3DSIH_CRS: instruction = "XPD"; break;
1758 case WINED3DSIH_DP3: instruction = "DP3"; break;
1759 case WINED3DSIH_DP4: instruction = "DP4"; break;
1760 case WINED3DSIH_DST: instruction = "DST"; break;
1761 case WINED3DSIH_FRC: instruction = "FRC"; break;
1762 case WINED3DSIH_LIT: instruction = "LIT"; break;
1763 case WINED3DSIH_LRP: instruction = "LRP"; break;
1764 case WINED3DSIH_MAD: instruction = "MAD"; break;
1765 case WINED3DSIH_MAX: instruction = "MAX"; break;
1766 case WINED3DSIH_MIN: instruction = "MIN"; break;
1767 case WINED3DSIH_MOV: instruction = "MOV"; break;
1768 case WINED3DSIH_MUL: instruction = "MUL"; break;
1769 case WINED3DSIH_SGE: instruction = "SGE"; break;
1770 case WINED3DSIH_SLT: instruction = "SLT"; break;
1771 case WINED3DSIH_SUB: instruction = "SUB"; break;
1772 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1773 case WINED3DSIH_DSX: instruction = "DDX"; break;
1774 default: instruction = "";
1775 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1779 /* Note that shader_arb_add_dst_param() adds spaces. */
1780 arguments[0] = '\0';
1781 shader_arb_get_dst_param(ins, dst, dst_str);
1782 for (i = 0; i < ins->src_count; ++i)
1785 strcat(arguments, ", ");
1786 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1787 strcat(arguments, operand);
1789 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1792 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1794 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1796 const struct wined3d_shader *shader = ins->ctx->shader;
1797 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1798 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1799 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1800 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1801 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1802 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1804 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1805 char src0_param[256];
1807 if (ins->handler_idx == WINED3DSIH_MOVA)
1809 const struct arb_vshader_private *shader_data = shader->backend_data;
1811 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1813 if(ctx->target_version >= NV2) {
1814 shader_hw_map2gl(ins);
1817 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1818 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1820 /* This implements the mova formula used in GLSL. The first two instructions
1821 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1825 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1827 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1828 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1830 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1831 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1833 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1834 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1835 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1836 if (shader_data->rel_offset)
1838 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1840 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1842 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1844 else if (reg_maps->shader_version.major == 1
1845 && !shader_is_pshader_version(reg_maps->shader_version.type)
1846 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1848 const struct arb_vshader_private *shader_data = shader->backend_data;
1849 src0_param[0] = '\0';
1851 if (shader_data->rel_offset)
1853 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1854 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1855 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1856 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1860 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1861 * with more than one component. Thus replicate the first source argument over all
1862 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1863 struct wined3d_shader_src_param tmp_src = ins->src[0];
1864 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1865 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1866 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1869 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1871 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1873 shader_addline(buffer, "#mov handled in srgb write code\n");
1876 shader_hw_map2gl(ins);
1880 shader_hw_map2gl(ins);
1884 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1886 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1887 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1890 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1891 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1893 shader_arb_get_dst_param(ins, dst, reg_dest);
1895 if (ins->ctx->reg_maps->shader_version.major >= 2)
1897 const char *kilsrc = "TA";
1900 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1901 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1907 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1908 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1909 * masked out components to 0(won't kill)
1911 char x = '0', y = '0', z = '0', w = '0';
1912 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1913 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1914 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1915 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1916 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1918 shader_addline(buffer, "KIL %s;\n", kilsrc);
1922 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1923 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1925 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1926 * or pass in any temporary register(in shader phase 2)
1928 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1929 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1931 shader_arb_get_dst_param(ins, dst, reg_dest);
1932 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1933 shader_addline(buffer, "KIL TA;\n");
1937 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1939 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1940 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1941 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1942 ins->ctx->reg_maps->shader_version.minor);
1943 struct wined3d_shader_src_param src;
1947 DWORD reg_sampler_code;
1949 BOOL swizzle_coord = FALSE;
1951 /* All versions have a destination register */
1952 shader_arb_get_dst_param(ins, dst, reg_dest);
1954 /* 1.0-1.4: Use destination register number as texture code.
1955 2.0+: Use provided sampler number as texure code. */
1956 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1957 reg_sampler_code = dst->reg.idx[0].offset;
1959 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1961 /* 1.0-1.3: Use the texcoord varying.
1962 1.4+: Use provided coordinate source register. */
1963 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1964 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1966 /* TEX is the only instruction that can handle DW and DZ natively */
1968 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1969 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1970 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1974 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1975 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1976 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1978 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1981 if (reg_sampler_code < MAX_TEXTURES)
1982 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1983 if (flags & WINED3D_PSARGS_PROJECTED)
1985 myflags |= TEX_PROJ;
1986 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1987 swizzle_coord = TRUE;
1990 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1992 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1993 if (src_mod == WINED3DSPSM_DZ)
1995 swizzle_coord = TRUE;
1996 myflags |= TEX_PROJ;
1997 } else if(src_mod == WINED3DSPSM_DW) {
1998 myflags |= TEX_PROJ;
2001 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2002 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2007 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2008 * reg_coord is a read-only varying register, so we need a temp reg */
2009 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2010 strcpy(reg_coord, "TA");
2013 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2016 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2018 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2019 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2020 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2021 ins->ctx->reg_maps->shader_version.minor);
2024 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2026 DWORD reg = dst->reg.idx[0].offset;
2028 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2029 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2033 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2034 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2035 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2039 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2041 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2044 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2048 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2049 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2050 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2051 /* Move .x first in case src_str is "TA" */
2052 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2053 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2054 if (reg1 < MAX_TEXTURES)
2056 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2057 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2059 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2062 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2064 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2066 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2070 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2071 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2072 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2073 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2074 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2075 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2078 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2080 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2084 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2085 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2086 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2087 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2090 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2092 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2093 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2094 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2095 char reg_coord[40], dst_reg[50], src_reg[50];
2096 DWORD reg_dest_code;
2098 /* All versions have a destination register. The Tx where the texture coordinates come
2099 * from is the varying incarnation of the texture register
2101 reg_dest_code = dst->reg.idx[0].offset;
2102 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2103 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2104 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2106 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2107 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2109 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2110 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2112 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2113 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2116 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2117 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2118 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2119 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2121 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2122 * so we can't let the GL handle this.
2124 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2125 & WINED3D_PSARGS_PROJECTED)
2127 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2128 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2129 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2131 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2134 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2136 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2138 /* No src swizzles are allowed, so this is ok */
2139 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2140 src_reg, reg_dest_code, reg_dest_code);
2141 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2145 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2147 DWORD reg = ins->dst[0].reg.idx[0].offset;
2148 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2149 char src0_name[50], dst_name[50];
2151 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2153 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2154 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2155 * T<reg+1> register. Use this register to store the calculated vector
2157 tmp_reg.idx[0].offset = reg + 1;
2158 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2159 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2162 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2164 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2166 DWORD reg = ins->dst[0].reg.idx[0].offset;
2167 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2173 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2174 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2176 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2177 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2178 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2179 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2180 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2183 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2185 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2186 DWORD reg = ins->dst[0].reg.idx[0].offset;
2187 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2188 char src0_name[50], dst_name[50];
2189 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2192 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2193 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2194 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2196 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2197 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2199 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2200 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2201 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2202 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2205 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2207 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2208 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2210 DWORD reg = ins->dst[0].reg.idx[0].offset;
2211 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2213 char src0_name[50], dst_name[50];
2216 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2217 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2218 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2220 /* Sample the texture using the calculated coordinates */
2221 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2222 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2223 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2224 tex_mx->current_row = 0;
2227 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2229 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2230 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2232 DWORD reg = ins->dst[0].reg.idx[0].offset;
2233 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2239 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2240 * components for temporary data storage
2242 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2243 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2244 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2246 /* Construct the eye-ray vector from w coordinates */
2247 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2248 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2249 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2251 /* Calculate reflection vector
2253 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2254 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2255 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2256 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2257 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2258 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2259 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2261 /* Sample the texture using the calculated coordinates */
2262 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2263 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2264 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2265 tex_mx->current_row = 0;
2268 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2270 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2271 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2273 DWORD reg = ins->dst[0].reg.idx[0].offset;
2274 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2281 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2282 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2283 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2284 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2285 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2287 /* Calculate reflection vector.
2290 * dst_reg.xyz = 2 * --------- * N - E
2293 * Which normalizes the normal vector
2295 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2296 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2297 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2298 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2299 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2300 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2302 /* Sample the texture using the calculated coordinates */
2303 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2304 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2305 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2306 tex_mx->current_row = 0;
2309 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2311 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2312 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2314 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2315 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2317 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2318 * which is essentially an input, is the destination register because it is the first
2319 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2320 * here(writemasks/swizzles are not valid on texdepth)
2322 shader_arb_get_dst_param(ins, dst, dst_name);
2324 /* According to the msdn, the source register(must be r5) is unusable after
2325 * the texdepth instruction, so we're free to modify it
2327 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2329 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2330 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2331 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2333 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2334 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2335 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2336 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2339 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2340 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2341 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2342 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2344 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2345 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2349 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2350 shader_addline(buffer, "MOV TB, 0.0;\n");
2351 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2353 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2354 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2357 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2358 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2359 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2361 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2364 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2366 /* Handle output register */
2367 shader_arb_get_dst_param(ins, dst, dst_str);
2368 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2369 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2372 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2373 * Perform the 3rd row of a 3x3 matrix multiply */
2374 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2376 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2377 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2378 char dst_str[50], dst_name[50];
2382 shader_arb_get_dst_param(ins, dst, dst_str);
2383 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2384 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2385 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2386 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2389 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2390 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2391 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2392 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2394 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2396 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2397 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2398 char src0[50], dst_name[50];
2400 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2401 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2403 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2404 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2405 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2407 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2408 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2409 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2411 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2412 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2413 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2414 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2417 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2418 Vertex/Pixel shaders to ARB_vertex_program codes */
2419 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2422 int nComponents = 0;
2423 struct wined3d_shader_dst_param tmp_dst = {{0}};
2424 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2425 struct wined3d_shader_instruction tmp_ins;
2427 memset(&tmp_ins, 0, sizeof(tmp_ins));
2429 /* Set constants for the temporary argument */
2430 tmp_ins.ctx = ins->ctx;
2431 tmp_ins.dst_count = 1;
2432 tmp_ins.dst = &tmp_dst;
2433 tmp_ins.src_count = 2;
2434 tmp_ins.src = tmp_src;
2436 switch(ins->handler_idx)
2438 case WINED3DSIH_M4x4:
2440 tmp_ins.handler_idx = WINED3DSIH_DP4;
2442 case WINED3DSIH_M4x3:
2444 tmp_ins.handler_idx = WINED3DSIH_DP4;
2446 case WINED3DSIH_M3x4:
2448 tmp_ins.handler_idx = WINED3DSIH_DP3;
2450 case WINED3DSIH_M3x3:
2452 tmp_ins.handler_idx = WINED3DSIH_DP3;
2454 case WINED3DSIH_M3x2:
2456 tmp_ins.handler_idx = WINED3DSIH_DP3;
2459 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2463 tmp_dst = ins->dst[0];
2464 tmp_src[0] = ins->src[0];
2465 tmp_src[1] = ins->src[1];
2466 for (i = 0; i < nComponents; ++i)
2468 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2469 shader_hw_map2gl(&tmp_ins);
2470 ++tmp_src[1].reg.idx[0].offset;
2474 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2476 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2481 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2482 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2483 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2485 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2491 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2494 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2496 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2497 const char *instruction;
2502 switch(ins->handler_idx)
2504 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2505 case WINED3DSIH_RCP: instruction = "RCP"; break;
2506 case WINED3DSIH_EXP: instruction = "EX2"; break;
2507 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2508 default: instruction = "";
2509 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2513 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2514 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2515 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2517 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2523 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2526 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2528 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2531 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2532 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2533 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2535 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2536 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2538 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2539 * otherwise NRM or RSQ would return NaN */
2540 if(pshader && priv->target_version >= NV3)
2542 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2544 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2546 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2547 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2548 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2550 else if(priv->target_version >= NV2)
2552 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2553 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2554 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2559 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2561 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2562 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2563 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2565 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2566 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2568 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2569 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2570 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2575 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2577 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2579 char src_name[3][50];
2581 /* ARB_fragment_program has a convenient LRP instruction */
2582 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2583 shader_hw_map2gl(ins);
2587 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2588 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2589 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2590 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2592 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2593 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2594 dst_name, src_name[0], src_name[2]);
2597 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2599 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2600 * must contain fixed constants. So we need a separate function to filter those constants and
2603 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2604 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2605 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2607 char src_name0[50], src_name1[50], src_name2[50];
2610 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2611 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2612 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2613 /* No modifiers are supported on SCS */
2614 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2616 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2618 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2619 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2621 } else if(priv->target_version >= NV2) {
2622 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2624 /* Sincos writemask must be .x, .y or .xy */
2625 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2626 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2627 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2628 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2630 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2631 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2633 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2634 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2636 * The constants we get are:
2638 * +1 +1, -1 -1 +1 +1 -1 -1
2639 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2640 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2642 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2646 * (x/2)^4 = x^4 / 16
2647 * (x/2)^5 = x^5 / 32
2650 * To get the final result:
2651 * sin(x) = 2 * sin(x/2) * cos(x/2)
2652 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2653 * (from sin(x+y) and cos(x+y) rules)
2655 * As per MSDN, dst.z is undefined after the operation, and so is
2656 * dst.x and dst.y if they're masked out by the writemask. Ie
2657 * sincos dst.y, src1, c0, c1
2658 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2659 * vsa.exe also stops with an error if the dest register is the same register as the source
2660 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2661 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2663 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2664 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2665 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2667 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2668 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2669 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2670 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2671 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2672 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2676 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2677 * properly merge that with MULs in the code above?
2678 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2679 * we can merge the sine and cosine MAD rows to calculate them together.
2681 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2682 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2683 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2684 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2687 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2688 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2689 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2691 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2693 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2694 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2696 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2698 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2699 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2704 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2706 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2709 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2711 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2712 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2714 /* SGN is only valid in vertex shaders */
2715 if(ctx->target_version >= NV2) {
2716 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2720 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2721 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2723 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2724 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2726 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2727 * Then use TA, and calculate the final result
2729 * Not reading from TA? Store the first result in TA to avoid overwriting the
2730 * destination if src reg = dst reg
2732 if(strstr(src_name, "TA"))
2734 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2735 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2736 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2740 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2741 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2742 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2747 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2749 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2755 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2756 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2757 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2759 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2760 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2763 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2769 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2770 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2771 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2772 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2773 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2774 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2775 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2776 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2777 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2778 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2779 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2780 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2781 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2783 FIXME("Unknown modifier %u\n", mod);
2787 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2789 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2790 char src0[50], dst[50];
2791 struct wined3d_shader_src_param src0_copy = ins->src[0];
2792 BOOL need_abs = FALSE;
2795 switch(ins->handler_idx)
2797 case WINED3DSIH_LOG: instr = "LG2"; break;
2798 case WINED3DSIH_LOGP: instr = "LOG"; break;
2800 ERR("Unexpected instruction %d\n", ins->handler_idx);
2804 /* LOG and LOGP operate on the absolute value of the input */
2805 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2807 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2808 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2812 shader_addline(buffer, "ABS TA, %s;\n", src0);
2813 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2817 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2821 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2823 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2824 char src0[50], src1[50], dst[50];
2825 struct wined3d_shader_src_param src0_copy = ins->src[0];
2826 BOOL need_abs = FALSE;
2827 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2828 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2830 /* POW operates on the absolute value of the input */
2831 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2833 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2834 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2835 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2838 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2840 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2842 if (priv->target_version >= NV2)
2844 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2845 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2846 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2850 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2851 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2853 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2854 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2855 /* Possibly add flt_eps to avoid getting float special values */
2856 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2857 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2858 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2859 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2863 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2865 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2867 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2870 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2874 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2875 struct list *e = list_head(&priv->control_frames);
2876 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2878 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2879 /* The constant loader makes sure to load -1 into iX.w */
2880 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2881 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2882 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2886 shader_addline(buffer, "LOOP %s;\n", src_name);
2890 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2892 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2894 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2896 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2898 /* The constant loader makes sure to load -1 into iX.w */
2901 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2902 struct list *e = list_head(&priv->control_frames);
2903 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2905 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2907 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2908 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2909 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2913 shader_addline(buffer, "REP %s;\n", src_name);
2917 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2919 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2920 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2924 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2925 struct list *e = list_head(&priv->control_frames);
2926 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2928 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2929 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2930 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2932 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2936 shader_addline(buffer, "ENDLOOP;\n");
2940 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2942 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2943 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2947 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2948 struct list *e = list_head(&priv->control_frames);
2949 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2951 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2952 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2953 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2955 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2959 shader_addline(buffer, "ENDREP;\n");
2963 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2965 struct control_frame *control_frame;
2967 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2969 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2971 ERR("Could not find loop for break\n");
2975 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2977 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2978 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2979 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2983 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2987 shader_addline(buffer, "BRK;\n");
2991 static const char *get_compare(enum wined3d_shader_rel_op op)
2995 case WINED3D_SHADER_REL_OP_GT: return "GT";
2996 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2997 case WINED3D_SHADER_REL_OP_GE: return "GE";
2998 case WINED3D_SHADER_REL_OP_LT: return "LT";
2999 case WINED3D_SHADER_REL_OP_NE: return "NE";
3000 case WINED3D_SHADER_REL_OP_LE: return "LE";
3002 FIXME("Unrecognized operator %#x.\n", op);
3007 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3011 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3012 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3013 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3014 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3015 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3016 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3018 FIXME("Unrecognized operator %#x.\n", op);
3023 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3025 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3026 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3027 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3030 const char *comp = get_compare(ins->flags);
3032 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3033 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3037 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3038 * away the subtraction result
3040 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3041 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3045 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3046 shader_addline(buffer, "BRK (%s.x);\n", comp);
3050 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3052 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3053 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3054 struct list *e = list_head(&priv->control_frames);
3055 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3059 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3061 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3062 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3066 /* Invert the flag. We jump to the else label if the condition is NOT true */
3067 comp = get_compare(invert_compare(ins->flags));
3068 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3069 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3073 comp = get_compare(ins->flags);
3074 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3075 shader_addline(buffer, "IF %s.x;\n", comp);
3079 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3081 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3082 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3083 struct list *e = list_head(&priv->control_frames);
3084 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3085 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3089 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3090 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3091 control_frame->had_else = TRUE;
3095 shader_addline(buffer, "ELSE;\n");
3099 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3101 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3102 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3103 struct list *e = list_head(&priv->control_frames);
3104 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3105 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3109 if(control_frame->had_else)
3111 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3115 shader_addline(buffer, "#No else branch. else is endif\n");
3116 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3121 shader_addline(buffer, "ENDIF;\n");
3125 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3127 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3129 char reg_src[3][40];
3130 WORD flags = TEX_DERIV;
3132 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3133 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3134 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3135 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3137 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3138 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3140 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3143 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3145 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3148 WORD flags = TEX_LOD;
3150 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3151 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3153 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3154 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3156 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3159 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3161 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3162 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3164 priv->in_main_func = FALSE;
3165 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3166 * subroutine, don't generate a label that will make GL complain
3168 if(priv->target_version == ARB) return;
3170 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3173 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3174 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3175 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3176 struct wined3d_shader_buffer *buffer)
3180 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3181 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3182 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3183 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3185 if (args->super.fog_src == VS_FOG_Z)
3187 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3193 /* posFixup.x is always 1.0, so we can safely use it */
3194 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3198 /* Clamp fogcoord */
3199 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3200 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3202 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3203 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3207 /* Clipplanes are always stored without y inversion */
3208 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3210 if (args->super.clip_enabled)
3212 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3214 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3218 else if (args->clip.boolclip.clip_texcoord)
3220 unsigned int cur_clip = 0;
3221 char component[4] = {'x', 'y', 'z', 'w'};
3222 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3224 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3226 if (args->clip.boolclip.clipplane_mask & (1 << i))
3228 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3229 component[cur_clip++], i);
3235 shader_addline(buffer, "MOV TA, %s;\n", zero);
3238 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3241 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3244 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3247 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3248 args->clip.boolclip.clip_texcoord - 1);
3251 /* Write the final position.
3253 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3254 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3255 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3256 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3258 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3259 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3260 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3262 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3263 * and the glsl equivalent
3265 if (need_helper_const(shader_data, reg_maps, gl_info))
3267 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3268 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3272 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3273 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3276 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3278 priv_ctx->footer_written = TRUE;
3281 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3283 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3284 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3285 const struct wined3d_shader *shader = ins->ctx->shader;
3286 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3288 if(priv->target_version == ARB) return;
3292 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3293 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3296 shader_addline(buffer, "RET;\n");
3299 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3301 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3302 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3305 /* GL locking is done by the caller */
3306 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3308 GLuint program_id = 0;
3311 const char *blt_vprogram =
3313 "PARAM c[1] = { { 1, 0.5 } };\n"
3314 "MOV result.position, vertex.position;\n"
3315 "MOV result.color, c[0].x;\n"
3316 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3319 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3320 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3321 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3322 strlen(blt_vprogram), blt_vprogram));
3323 checkGLcall("glProgramStringARB()");
3325 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3328 FIXME("Vertex program error at position %d: %s\n\n", pos,
3329 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3330 shader_arb_dump_program_source(blt_vprogram);
3336 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3337 checkGLcall("glGetProgramivARB()");
3338 if (!native) WARN("Program exceeds native resource limits.\n");
3344 /* GL locking is done by the caller */
3345 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3346 enum tex_types tex_type, BOOL masked)
3348 GLuint program_id = 0;
3349 const char *fprogram;
3352 static const char * const blt_fprograms_full[tex_type_count] =
3359 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3360 "MOV result.depth.z, R0.x;\n"
3367 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3368 "MOV result.depth.z, R0.x;\n"
3373 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3374 "MOV result.depth.z, R0.x;\n"
3378 static const char * const blt_fprograms_masked[tex_type_count] =
3384 "PARAM mask = program.local[0];\n"
3386 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3387 "MUL R0.x, R0.x, R0.y;\n"
3389 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3390 "MOV result.depth.z, R0.x;\n"
3396 "PARAM mask = program.local[0];\n"
3398 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3399 "MUL R0.x, R0.x, R0.y;\n"
3401 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3402 "MOV result.depth.z, R0.x;\n"
3406 "PARAM mask = program.local[0];\n"
3408 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3409 "MUL R0.x, R0.x, R0.y;\n"
3411 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3412 "MOV result.depth.z, R0.x;\n"
3416 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3419 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3421 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3424 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3425 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3426 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3427 checkGLcall("glProgramStringARB()");
3429 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3432 FIXME("Fragment program error at position %d: %s\n\n", pos,
3433 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3434 shader_arb_dump_program_source(fprogram);
3440 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3441 checkGLcall("glGetProgramivARB()");
3442 if (!native) WARN("Program exceeds native resource limits.\n");
3448 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3449 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3451 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3455 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3456 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3457 /* Calculate the > 0.0031308 case */
3458 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3459 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3460 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3461 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3462 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3463 /* Calculate the < case */
3464 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3468 /* Calculate the > 0.0031308 case */
3469 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3470 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3471 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3472 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3473 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3474 /* Calculate the < case */
3475 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3476 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3477 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3478 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3479 /* Store the components > 0.0031308 in the destination */
3480 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3481 /* Add the components that are < 0.0031308 */
3482 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3483 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3484 * result.color writes(.rgb first, then .a), or handle overwriting already written
3485 * components. The assembler uses a temporary register in this case, which is usually
3486 * not allocated from one of our registers that were used earlier.
3489 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3492 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3494 const struct wined3d_shader_lconst *constant;
3496 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3498 if (constant->idx == idx)
3500 return constant->value;
3506 static void init_ps_input(const struct wined3d_shader *shader,
3507 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3509 static const char * const texcoords[8] =
3511 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3512 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3515 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3516 const char *semantic_name;
3519 switch(args->super.vp_mode)
3521 case pretransformed:
3523 /* The pixelshader has to collect the varyings on its own. In any case properly load
3524 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3525 * other attribs to 0.0.
3527 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3528 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3529 * load the texcoord attrib pointers to match the pixel shader signature
3531 for(i = 0; i < MAX_REG_INPUT; i++)
3533 semantic_name = sig[i].semantic_name;
3534 semantic_idx = sig[i].semantic_idx;
3535 if (!semantic_name) continue;
3537 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3539 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3540 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3541 else priv->ps_input[i] = "0.0";
3543 else if(args->super.vp_mode == fixedfunction)
3545 priv->ps_input[i] = "0.0";
3547 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3549 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3550 else priv->ps_input[i] = "0.0";
3552 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3554 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3555 else priv->ps_input[i] = "0.0";
3559 priv->ps_input[i] = "0.0";
3562 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3567 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3570 for(i = 0; i < 8; i++)
3572 priv->ps_input[i] = texcoords[i];
3574 priv->ps_input[8] = "fragment.color.primary";
3575 priv->ps_input[9] = "fragment.color.secondary";
3580 /* GL locking is done by the caller */
3581 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3582 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3583 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3585 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3586 const struct wined3d_shader_lconst *lconst;
3587 const DWORD *function = shader->function;
3590 DWORD *lconst_map = local_const_mapping(shader), next_local;
3591 struct shader_arb_ctx_priv priv_ctx;
3592 BOOL dcl_td = FALSE;
3593 BOOL want_nv_prog = FALSE;
3594 struct arb_pshader_private *shader_priv = shader->backend_data;
3599 unsigned int i, found = 0;
3601 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3604 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3605 || (reg_maps->shader_version.major < 2 && !i))
3608 sprintf(srgbtmp[found], "R%u", i);
3610 if (found == 4) break;
3615 sprintf(srgbtmp[0], "TA");
3616 sprintf(srgbtmp[1], "TB");
3617 sprintf(srgbtmp[2], "TC");
3618 sprintf(srgbtmp[3], "TD");
3622 sprintf(srgbtmp[1], "TA");
3623 sprintf(srgbtmp[2], "TB");
3624 sprintf(srgbtmp[3], "TC");
3627 sprintf(srgbtmp[2], "TA");
3628 sprintf(srgbtmp[3], "TB");
3631 sprintf(srgbtmp[3], "TA");
3637 /* Create the hw ARB shader */
3638 memset(&priv_ctx, 0, sizeof(priv_ctx));
3639 priv_ctx.cur_ps_args = args;
3640 priv_ctx.compiled_fprog = compiled;
3641 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3642 init_ps_input(shader, args, &priv_ctx);
3643 list_init(&priv_ctx.control_frames);
3645 /* Avoid enabling NV_fragment_program* if we do not need it.
3647 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3648 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3649 * is faster than what we gain from using higher native instructions. There are some things though
3650 * that cannot be emulated. In that case enable the extensions.
3651 * If the extension is enabled, instruction handlers that support both ways will use it.
3653 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3654 * So enable the best we can get.
3656 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3657 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3659 want_nv_prog = TRUE;
3662 shader_addline(buffer, "!!ARBfp1.0\n");
3663 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3665 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3666 priv_ctx.target_version = NV3;
3668 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3670 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3671 priv_ctx.target_version = NV2;
3675 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3678 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3681 priv_ctx.target_version = ARB;
3684 if (reg_maps->rt_mask > 1)
3686 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3689 if (reg_maps->shader_version.major < 3)
3691 switch(args->super.fog) {
3695 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3698 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3701 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3706 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3707 * unused temps away(but occupies them for the whole shader if they're used once). Always
3708 * declaring them avoids tricky bookkeeping work
3710 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3711 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3712 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3713 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3714 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3715 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3716 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3718 if (reg_maps->shader_version.major < 2)
3720 strcpy(fragcolor, "R0");
3724 if (args->super.srgb_correction)
3726 if (shader->u.ps.color0_mov)
3728 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3732 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3733 strcpy(fragcolor, "TMP_COLOR");
3736 strcpy(fragcolor, "result.color");
3740 if(args->super.srgb_correction) {
3741 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3742 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3743 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3744 srgb_sub_high, 0.0, 0.0, 0.0);
3747 /* Base Declarations */
3748 next_local = shader_generate_arb_declarations(shader, reg_maps,
3749 buffer, gl_info, lconst_map, NULL, &priv_ctx);
3751 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3753 unsigned char bump_const;
3755 if (!(map & 1)) continue;
3757 bump_const = compiled->numbumpenvmatconsts;
3758 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3759 compiled->bumpenvmatconst[bump_const].texunit = i;
3760 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3761 compiled->luminanceconst[bump_const].texunit = i;
3763 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3764 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3765 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3766 * textures due to conditional NP2 restrictions)
3768 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3769 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3770 * their location is shader dependent anyway and they cannot be loaded globally.
3772 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3773 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3774 i, compiled->bumpenvmatconst[bump_const].const_num);
3775 compiled->numbumpenvmatconsts = bump_const + 1;
3777 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3779 compiled->luminanceconst[bump_const].const_num = next_local++;
3780 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3781 i, compiled->luminanceconst[bump_const].const_num);
3784 for(i = 0; i < MAX_CONST_I; i++)
3786 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3787 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3789 const DWORD *control_values = find_loop_control_values(shader, i);
3793 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3794 control_values[0], control_values[1], control_values[2]);
3798 compiled->int_consts[i] = next_local;
3799 compiled->num_int_consts++;
3800 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3805 if(reg_maps->vpos || reg_maps->usesdsy)
3807 compiled->ycorrection = next_local;
3808 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3812 shader_addline(buffer, "TEMP vpos;\n");
3813 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3814 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3815 * ycorrection.z: 1.0
3816 * ycorrection.w: 0.0
3818 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3819 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3824 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3827 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3828 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3829 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3830 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3831 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3832 * shader compilation errors and the subsequent errors when drawing with this shader. */
3833 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3834 unsigned char cur_fixup_sampler = 0;
3836 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3837 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3838 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3840 fixup->offset = next_local;
3841 fixup->super.active = 0;
3843 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3844 if (!(map & (1 << i))) continue;
3846 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3847 fixup->super.active |= (1 << i);
3848 fixup->super.idx[i] = cur_fixup_sampler++;
3850 FIXME("No free constant found to load NP2 fixup data into shader. "
3851 "Sampling from this texture will probably look wrong.\n");
3856 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3857 if (fixup->super.num_consts) {
3858 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3859 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3863 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3865 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3868 /* Base Shader Body */
3869 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3871 if(args->super.srgb_correction) {
3872 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3873 priv_ctx.target_version >= NV2);
3876 if(strcmp(fragcolor, "result.color")) {
3877 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3879 shader_addline(buffer, "END\n");
3881 /* TODO: change to resource.glObjectHandle or something like that */
3882 GL_EXTCALL(glGenProgramsARB(1, &retval));
3884 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3885 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3887 TRACE("Created hw pixel shader, prg=%d\n", retval);
3888 /* Create the program and check for errors */
3889 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3890 buffer->bsize, buffer->buffer));
3891 checkGLcall("glProgramStringARB()");
3893 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3896 FIXME("HW PixelShader Error at position %d: %s\n\n",
3897 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3898 shader_arb_dump_program_source(buffer->buffer);
3905 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3906 checkGLcall("glGetProgramivARB()");
3907 if (!native) WARN("Program exceeds native resource limits.\n");
3910 /* Load immediate constants */
3913 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3915 const float *value = (const float *)lconst->value;
3916 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3917 checkGLcall("glProgramLocalParameter4fvARB");
3919 HeapFree(GetProcessHeap(), 0, lconst_map);
3925 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3930 for(i = 0; i < MAX_REG_INPUT; i++)
3932 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3934 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3935 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3939 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3940 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3941 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3942 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3943 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3944 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3949 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3951 struct wined3d_shader_signature_element *new;
3955 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3956 for(i = 0; i < MAX_REG_INPUT; i++)
3958 if (!sig[i].semantic_name) continue;
3961 /* Clone the semantic string */
3962 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3963 strcpy(name, sig[i].semantic_name);
3964 new[i].semantic_name = name;
3969 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3971 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3972 struct ps_signature *found_sig;
3976 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3977 TRACE("Found existing signature %u\n", found_sig->idx);
3978 return found_sig->idx;
3980 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3981 found_sig->sig = clone_sig(sig);
3982 found_sig->idx = priv->ps_sig_number++;
3983 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3984 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3986 ERR("Failed to insert program entry.\n");
3988 return found_sig->idx;
3991 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3992 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3995 static const char * const texcoords[8] =
3997 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3998 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4000 struct wined3d_device *device = shader->device;
4001 const struct wined3d_shader_signature_element *sig;
4002 const char *semantic_name;
4003 DWORD semantic_idx, reg_idx;
4005 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4006 * and varying 9 to result.color.secondary
4008 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4010 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4011 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4012 "result.color.primary", "result.color.secondary"
4017 TRACE("Pixel shader uses builtin varyings\n");
4018 /* Map builtins to builtins */
4019 for(i = 0; i < 8; i++)
4021 priv_ctx->texcrd_output[i] = texcoords[i];
4023 priv_ctx->color_output[0] = "result.color.primary";
4024 priv_ctx->color_output[1] = "result.color.secondary";
4025 priv_ctx->fog_output = "TMP_FOGCOORD";
4027 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4028 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4030 semantic_name = shader->output_signature[i].semantic_name;
4031 if (!semantic_name) continue;
4033 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4035 TRACE("o%u is TMP_OUT\n", i);
4036 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4037 else priv_ctx->vs_output[i] = "TA";
4039 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4041 TRACE("o%u is result.pointsize\n", i);
4042 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4043 else priv_ctx->vs_output[i] = "TA";
4045 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4047 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4048 if (!shader->output_signature[i].semantic_idx)
4049 priv_ctx->vs_output[i] = "result.color.primary";
4050 else if (shader->output_signature[i].semantic_idx == 1)
4051 priv_ctx->vs_output[i] = "result.color.secondary";
4052 else priv_ctx->vs_output[i] = "TA";
4054 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4056 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4057 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4058 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4060 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4062 TRACE("o%u is result.fogcoord\n", i);
4063 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4064 else priv_ctx->vs_output[i] = "result.fogcoord";
4068 priv_ctx->vs_output[i] = "TA";
4074 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4075 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4077 sig = device->stateBlock->state.pixel_shader->input_signature;
4078 TRACE("Pixel shader uses declared varyings\n");
4080 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4081 for(i = 0; i < 8; i++)
4083 priv_ctx->texcrd_output[i] = "TA";
4085 priv_ctx->color_output[0] = "TA";
4086 priv_ctx->color_output[1] = "TA";
4087 priv_ctx->fog_output = "TA";
4089 for(i = 0; i < MAX_REG_INPUT; i++)
4091 semantic_name = sig[i].semantic_name;
4092 semantic_idx = sig[i].semantic_idx;
4093 reg_idx = sig[i].register_idx;
4094 if (!semantic_name) continue;
4096 /* If a declared input register is not written by builtin arguments, don't write to it.
4097 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4099 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4100 * to TMP_OUT in any case
4102 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4104 if (semantic_idx < 8)
4105 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4107 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4109 if (semantic_idx < 2)
4110 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4112 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4115 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4122 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4123 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4125 compiled->need_color_unclamp = TRUE;
4129 /* Map declared to declared */
4130 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4132 /* Write unread output to TA to throw them away */
4133 priv_ctx->vs_output[i] = "TA";
4134 semantic_name = shader->output_signature[i].semantic_name;
4135 if (!semantic_name) continue;
4137 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4138 && !shader->output_signature[i].semantic_idx)
4140 priv_ctx->vs_output[i] = "TMP_OUT";
4143 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4144 && !shader->output_signature[i].semantic_idx)
4146 priv_ctx->vs_output[i] = "result.pointsize";
4150 for(j = 0; j < MAX_REG_INPUT; j++)
4152 if (!sig[j].semantic_name) continue;
4154 if (!strcmp(sig[j].semantic_name, semantic_name)
4155 && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4157 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4159 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4160 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4162 compiled->need_color_unclamp = TRUE;
4169 /* GL locking is done by the caller */
4170 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4171 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4172 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4174 const struct arb_vshader_private *shader_data = shader->backend_data;
4175 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4176 struct shader_arb_priv *priv = shader->device->shader_priv;
4177 const struct wined3d_shader_lconst *lconst;
4178 const DWORD *function = shader->function;
4180 DWORD next_local, *lconst_map = local_const_mapping(shader);
4181 struct shader_arb_ctx_priv priv_ctx;
4185 memset(&priv_ctx, 0, sizeof(priv_ctx));
4186 priv_ctx.cur_vs_args = args;
4187 list_init(&priv_ctx.control_frames);
4188 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4190 /* Create the hw ARB shader */
4191 shader_addline(buffer, "!!ARBvp1.0\n");
4193 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4194 * mesurable performance penalty, and we can always make use of it for clipplanes.
4196 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4198 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4199 priv_ctx.target_version = NV3;
4200 shader_addline(buffer, "ADDRESS aL;\n");
4202 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4204 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4205 priv_ctx.target_version = NV2;
4206 shader_addline(buffer, "ADDRESS aL;\n");
4208 priv_ctx.target_version = ARB;
4211 shader_addline(buffer, "TEMP TMP_OUT;\n");
4213 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4214 if (need_helper_const(shader_data, reg_maps, gl_info))
4216 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4218 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4220 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4221 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4224 shader_addline(buffer, "TEMP TA;\n");
4225 shader_addline(buffer, "TEMP TB;\n");
4227 /* Base Declarations */
4228 next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4229 gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4231 for(i = 0; i < MAX_CONST_I; i++)
4233 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4234 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4236 const DWORD *control_values = find_loop_control_values(shader, i);
4240 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4241 control_values[0], control_values[1], control_values[2]);
4245 compiled->int_consts[i] = next_local;
4246 compiled->num_int_consts++;
4247 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4252 /* We need a constant to fixup the final position */
4253 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4254 compiled->pos_fixup = next_local++;
4256 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4257 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4258 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4259 * a replacement shader depend on the texcoord.w being set properly.
4261 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4262 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4263 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4264 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4265 * this can eat a number of instructions, so skip it unless this cap is set as well
4267 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4269 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4270 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4272 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->fragment_pipe->ffp_proj_control)
4275 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4276 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4278 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4279 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4284 /* The shader starts with the main function */
4285 priv_ctx.in_main_func = TRUE;
4286 /* Base Shader Body */
4287 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4289 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4290 shader_data, args, reg_maps, gl_info, buffer);
4292 shader_addline(buffer, "END\n");
4294 /* TODO: change to resource.glObjectHandle or something like that */
4295 GL_EXTCALL(glGenProgramsARB(1, &ret));
4297 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4298 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4300 TRACE("Created hw vertex shader, prg=%d\n", ret);
4301 /* Create the program and check for errors */
4302 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4303 buffer->bsize, buffer->buffer));
4304 checkGLcall("glProgramStringARB()");
4306 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4309 FIXME("HW VertexShader Error at position %d: %s\n\n",
4310 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4311 shader_arb_dump_program_source(buffer->buffer);
4318 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4319 checkGLcall("glGetProgramivARB()");
4320 if (!native) WARN("Program exceeds native resource limits.\n");
4322 /* Load immediate constants */
4325 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4327 const float *value = (const float *)lconst->value;
4328 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4332 HeapFree(GetProcessHeap(), 0, lconst_map);
4337 /* GL locking is done by the caller */
4338 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4339 const struct arb_ps_compile_args *args)
4341 struct wined3d_device *device = shader->device;
4342 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4345 struct arb_ps_compiled_shader *new_array;
4346 struct wined3d_shader_buffer buffer;
4347 struct arb_pshader_private *shader_data;
4350 if (!shader->backend_data)
4352 struct shader_arb_priv *priv = device->shader_priv;
4354 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4355 shader_data = shader->backend_data;
4356 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4358 if (shader->reg_maps.shader_version.major < 3)
4359 shader_data->input_signature_idx = ~0;
4361 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4363 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4365 if (!device->vs_clipping)
4366 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4367 gl_info->limits.texture_stages - 1);
4369 shader_data->clipplane_emulation = ~0U;
4371 shader_data = shader->backend_data;
4373 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4374 * so a linear search is more performant than a hashmap or a binary search
4375 * (cache coherency etc)
4377 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4379 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4380 return &shader_data->gl_shaders[i];
4383 TRACE("No matching GL shader found, compiling a new shader\n");
4384 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4385 if (shader_data->num_gl_shaders)
4387 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4388 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4389 new_size * sizeof(*shader_data->gl_shaders));
4391 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4396 ERR("Out of memory\n");
4399 shader_data->gl_shaders = new_array;
4400 shader_data->shader_array_size = new_size;
4403 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4405 pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4407 if (!shader_buffer_init(&buffer))
4409 ERR("Failed to initialize shader buffer.\n");
4413 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4414 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4415 shader_buffer_free(&buffer);
4416 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4418 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4421 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4422 const DWORD use_map, BOOL skip_int) {
4423 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4424 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4425 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4426 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4427 if(stored->ps_signature != new->ps_signature) return FALSE;
4428 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4429 if(skip_int) return TRUE;
4431 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4434 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4435 const struct arb_vs_compile_args *args)
4437 struct wined3d_device *device = shader->device;
4438 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4439 DWORD use_map = device->strided_streams.use_map;
4442 struct arb_vs_compiled_shader *new_array;
4443 struct wined3d_shader_buffer buffer;
4444 struct arb_vshader_private *shader_data;
4447 if (!shader->backend_data)
4449 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4451 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4452 shader_data = shader->backend_data;
4454 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4455 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4457 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4459 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4460 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4461 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4463 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4464 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4465 else if (reg_maps->max_rel_offset > 63)
4466 shader_data->rel_offset = reg_maps->min_rel_offset;
4469 shader_data = shader->backend_data;
4471 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4472 * so a linear search is more performant than a hashmap or a binary search
4473 * (cache coherency etc)
4475 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4476 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4477 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4479 return &shader_data->gl_shaders[i];
4483 TRACE("No matching GL shader found, compiling a new shader\n");
4485 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4486 if (shader_data->num_gl_shaders)
4488 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4489 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4490 new_size * sizeof(*shader_data->gl_shaders));
4492 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4497 ERR("Out of memory\n");
4500 shader_data->gl_shaders = new_array;
4501 shader_data->shader_array_size = new_size;
4504 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4506 if (!shader_buffer_init(&buffer))
4508 ERR("Failed to initialize shader buffer.\n");
4512 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4513 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4514 shader_buffer_free(&buffer);
4515 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4517 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4520 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4521 const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4523 struct wined3d_device *device = shader->device;
4524 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4528 find_ps_compile_args(state, shader, &args->super);
4530 /* This forces all local boolean constants to 1 to make them stateblock independent */
4531 args->bools = shader->reg_maps.local_bool_consts;
4533 for(i = 0; i < MAX_CONST_B; i++)
4535 if (state->ps_consts_b[i])
4536 args->bools |= ( 1 << i);
4539 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4540 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4541 * duplicate the shader than have a no-op KIL instruction in every shader
4543 if (!device->vs_clipping && use_vs(state)
4544 && state->render_states[WINED3D_RS_CLIPPING]
4545 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4550 /* Skip if unused or local, or supported natively */
4551 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4552 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4554 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4558 for(i = 0; i < MAX_CONST_I; i++)
4560 if(int_skip & (1 << i))
4562 args->loop_ctrl[i][0] = 0;
4563 args->loop_ctrl[i][1] = 0;
4564 args->loop_ctrl[i][2] = 0;
4568 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4569 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4570 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4575 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4576 const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4578 struct wined3d_device *device = shader->device;
4579 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4583 find_vs_compile_args(state, shader, &args->super);
4585 args->clip.boolclip_compare = 0;
4588 const struct wined3d_shader *ps = state->pixel_shader;
4589 const struct arb_pshader_private *shader_priv = ps->backend_data;
4590 args->ps_signature = shader_priv->input_signature_idx;
4592 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4596 args->ps_signature = ~0;
4597 if (!device->vs_clipping && device->adapter->fragment_pipe == &arbfp_fragment_pipeline)
4599 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4601 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4604 if (args->clip.boolclip.clip_texcoord)
4606 if (state->render_states[WINED3D_RS_CLIPPING])
4607 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4608 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4611 /* This forces all local boolean constants to 1 to make them stateblock independent */
4612 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4613 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4614 for(i = 0; i < MAX_CONST_B; i++)
4616 if (state->vs_consts_b[i])
4617 args->clip.boolclip.bools |= ( 1 << i);
4620 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4621 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4622 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4623 args->vertex.samplers[3] = 0;
4625 /* Skip if unused or local */
4626 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4627 /* This is about flow control, not clipping. */
4628 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4630 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4634 for(i = 0; i < MAX_CONST_I; i++)
4636 if(int_skip & (1 << i))
4638 args->loop_ctrl[i][0] = 0;
4639 args->loop_ctrl[i][1] = 0;
4640 args->loop_ctrl[i][2] = 0;
4644 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4645 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4646 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4651 /* GL locking is done by the caller */
4652 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
4653 enum wined3d_shader_mode fragment_mode)
4655 struct wined3d_device *device = context->swapchain->device;
4656 struct shader_arb_priv *priv = device->shader_priv;
4657 const struct wined3d_gl_info *gl_info = context->gl_info;
4658 const struct wined3d_state *state = &device->stateBlock->state;
4661 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4662 if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
4664 struct wined3d_shader *ps = state->pixel_shader;
4665 struct arb_ps_compile_args compile_args;
4666 struct arb_ps_compiled_shader *compiled;
4668 TRACE("Using pixel shader %p.\n", ps);
4669 find_arb_ps_compile_args(state, ps, &compile_args);
4670 compiled = find_arb_pshader(ps, &compile_args);
4671 priv->current_fprogram_id = compiled->prgId;
4672 priv->compiled_fprog = compiled;
4674 /* Bind the fragment program */
4675 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4676 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4678 if (!priv->use_arbfp_fixed_func)
4679 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4681 /* Enable OpenGL fragment programs. */
4682 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4683 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4685 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4686 device, priv->current_fprogram_id);
4688 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4689 * a 1.x and newer shader, reload the first 8 constants
4691 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4693 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4694 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4695 for(i = 0; i < 8; i++)
4697 priv->pshader_const_dirty[i] = 1;
4699 /* Also takes care of loading local constants */
4700 shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE);
4704 UINT rt_height = state->fb->render_targets[0]->resource.height;
4705 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4708 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4709 if (compiled->np2fixup_info.super.active)
4710 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4714 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4716 /* Disable only if we're not using arbfp fixed function fragment
4717 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4718 * enabled, and the fixed function pipeline will bind the fixed
4719 * function replacement shader. */
4720 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4721 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4722 priv->current_fprogram_id = 0;
4724 priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
4727 if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
4729 struct wined3d_shader *vs = state->vertex_shader;
4730 struct arb_vs_compile_args compile_args;
4731 struct arb_vs_compiled_shader *compiled;
4733 TRACE("Using vertex shader %p\n", vs);
4734 find_arb_vs_compile_args(state, vs, &compile_args);
4735 compiled = find_arb_vshader(vs, &compile_args);
4736 priv->current_vprogram_id = compiled->prgId;
4737 priv->compiled_vprog = compiled;
4739 /* Bind the vertex program */
4740 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4741 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4743 /* Enable OpenGL vertex programs */
4744 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4745 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4746 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4747 shader_arb_vs_local_constants(compiled, context, state);
4749 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4750 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4752 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4754 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4755 checkGLcall("glClampColorARB");
4757 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4761 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4763 priv->current_vprogram_id = 0;
4764 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4765 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4769 /* GL locking is done by the caller */
4770 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4771 enum tex_types tex_type, const SIZE *ds_mask_size)
4773 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4774 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4775 struct shader_arb_priv *priv = shader_priv;
4776 GLuint *blt_fprogram;
4778 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4779 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4780 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4782 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4783 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4784 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4785 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4786 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4789 /* GL locking is done by the caller */
4790 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4792 struct shader_arb_priv *priv = shader_priv;
4794 if (priv->current_vprogram_id) {
4795 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4796 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4798 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4802 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4803 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4806 if (priv->current_fprogram_id) {
4807 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4808 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4810 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4812 else if(!priv->use_arbfp_fixed_func)
4814 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4815 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4819 static void shader_arb_destroy(struct wined3d_shader *shader)
4821 struct wined3d_device *device = shader->device;
4822 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4824 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4826 struct arb_pshader_private *shader_data = shader->backend_data;
4829 if(!shader_data) return; /* This can happen if a shader was never compiled */
4831 if (shader_data->num_gl_shaders)
4833 struct wined3d_context *context = context_acquire(device, NULL);
4836 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4838 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4839 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4843 context_release(context);
4846 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4847 HeapFree(GetProcessHeap(), 0, shader_data);
4848 shader->backend_data = NULL;
4852 struct arb_vshader_private *shader_data = shader->backend_data;
4855 if(!shader_data) return; /* This can happen if a shader was never compiled */
4857 if (shader_data->num_gl_shaders)
4859 struct wined3d_context *context = context_acquire(device, NULL);
4862 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4864 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4865 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4869 context_release(context);
4872 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4873 HeapFree(GetProcessHeap(), 0, shader_data);
4874 shader->backend_data = NULL;
4878 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4880 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4881 return compare_sig(key, e->sig);
4884 static const struct wine_rb_functions sig_tree_functions =
4892 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
4894 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4895 void *fragment_priv;
4897 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4899 ERR("Failed to initialize fragment pipe.\n");
4900 HeapFree(GetProcessHeap(), 0, priv);
4904 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4905 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4906 if (!priv->vshader_const_dirty)
4908 memset(priv->vshader_const_dirty, 1,
4909 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4911 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4912 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4913 if (!priv->pshader_const_dirty)
4915 memset(priv->pshader_const_dirty, 1,
4916 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4918 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4920 ERR("RB tree init failed\n");
4923 device->fragment_priv = fragment_priv;
4924 priv->fragment_pipe = fragment_pipe;
4925 device->shader_priv = priv;
4929 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4930 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4931 fragment_pipe->free_private(device);
4932 HeapFree(GetProcessHeap(), 0, priv);
4933 return E_OUTOFMEMORY;
4936 static void release_signature(struct wine_rb_entry *entry, void *context)
4938 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4940 for(i = 0; i < MAX_REG_INPUT; i++)
4942 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4944 HeapFree(GetProcessHeap(), 0, sig->sig);
4945 HeapFree(GetProcessHeap(), 0, sig);
4948 /* Context activation is done by the caller. */
4949 static void shader_arb_free(struct wined3d_device *device)
4951 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4952 struct shader_arb_priv *priv = device->shader_priv;
4956 if(priv->depth_blt_vprogram_id) {
4957 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4959 for (i = 0; i < tex_type_count; ++i)
4961 if (priv->depth_blt_fprogram_id_full[i])
4963 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4965 if (priv->depth_blt_fprogram_id_masked[i])
4967 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4972 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4973 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4974 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4975 priv->fragment_pipe->free_private(device);
4976 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4979 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4981 struct shader_arb_priv *priv = shader_priv;
4983 if (priv->last_context == context)
4984 priv->last_context = NULL;
4987 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4989 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4993 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4994 * for vertex programs. If the native limit is less than that it's
4995 * not very useful, and e.g. Mesa swrast returns 0, probably to
4996 * indicate it's a software implementation. */
4997 if (gl_info->limits.arb_vs_native_constants < 96)
4998 vs_consts = gl_info->limits.arb_vs_float_constants;
5000 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5002 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5004 caps->vs_version = 3;
5005 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5007 else if (vs_consts >= 256)
5009 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5010 caps->vs_version = 2;
5011 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5015 caps->vs_version = 1;
5016 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5018 caps->vs_uniform_count = vs_consts;
5022 caps->vs_version = 0;
5023 caps->vs_uniform_count = 0;
5026 caps->gs_version = 0;
5028 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5032 /* Similar as above for vertex programs, but the minimum for fragment
5033 * programs is 24. */
5034 if (gl_info->limits.arb_ps_native_constants < 24)
5035 ps_consts = gl_info->limits.arb_ps_float_constants;
5037 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5039 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5041 caps->ps_version = 3;
5042 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5044 else if (ps_consts >= 32)
5046 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5047 caps->ps_version = 2;
5048 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5052 caps->ps_version = 1;
5053 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5055 caps->ps_uniform_count = ps_consts;
5056 caps->ps_1x_max_value = 8.0f;
5060 caps->ps_version = 0;
5061 caps->ps_uniform_count = 0;
5062 caps->ps_1x_max_value = 0.0f;
5065 caps->vs_clipping = use_nv_clip(gl_info);
5068 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5070 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5072 TRACE("Checking support for color_fixup:\n");
5073 dump_color_fixup_desc(fixup);
5076 /* We support everything except complex conversions. */
5077 if (!is_complex_fixup(fixup))
5083 TRACE("[FAILED]\n");
5087 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5089 char write_mask[20], regstr[50];
5090 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5091 BOOL is_color = FALSE;
5092 const struct wined3d_shader_dst_param *dst;
5094 if (!ins->dst_count) return;
5098 if (!shift) return; /* Saturate alone is handled by the instructions */
5100 shader_arb_get_write_mask(ins, dst, write_mask);
5101 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5103 /* Generate a line that does the output modifier computation
5104 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5105 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5107 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5108 regstr, write_mask, regstr, shift_tab[shift]);
5111 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5113 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5114 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5115 /* WINED3DSIH_AND */ NULL,
5116 /* WINED3DSIH_BEM */ pshader_hw_bem,
5117 /* WINED3DSIH_BREAK */ shader_hw_break,
5118 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5119 /* WINED3DSIH_BREAKP */ NULL,
5120 /* WINED3DSIH_CALL */ shader_hw_call,
5121 /* WINED3DSIH_CALLNZ */ NULL,
5122 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5123 /* WINED3DSIH_CND */ pshader_hw_cnd,
5124 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5125 /* WINED3DSIH_CUT */ NULL,
5126 /* WINED3DSIH_DCL */ shader_hw_nop,
5127 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5128 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5129 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5130 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5131 /* WINED3DSIH_DEF */ shader_hw_nop,
5132 /* WINED3DSIH_DEFB */ shader_hw_nop,
5133 /* WINED3DSIH_DEFI */ shader_hw_nop,
5134 /* WINED3DSIH_DIV */ NULL,
5135 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5136 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5137 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5138 /* WINED3DSIH_DST */ shader_hw_map2gl,
5139 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5140 /* WINED3DSIH_DSY */ shader_hw_dsy,
5141 /* WINED3DSIH_ELSE */ shader_hw_else,
5142 /* WINED3DSIH_EMIT */ NULL,
5143 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5144 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5145 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5146 /* WINED3DSIH_EQ */ NULL,
5147 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5148 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5149 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5150 /* WINED3DSIH_FTOI */ NULL,
5151 /* WINED3DSIH_GE */ NULL,
5152 /* WINED3DSIH_IADD */ NULL,
5153 /* WINED3DSIH_IEQ */ NULL,
5154 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5155 /* WINED3DSIH_IFC */ shader_hw_ifc,
5156 /* WINED3DSIH_IGE */ NULL,
5157 /* WINED3DSIH_IMUL */ NULL,
5158 /* WINED3DSIH_ITOF */ NULL,
5159 /* WINED3DSIH_LABEL */ shader_hw_label,
5160 /* WINED3DSIH_LD */ NULL,
5161 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5162 /* WINED3DSIH_LOG */ shader_hw_log,
5163 /* WINED3DSIH_LOGP */ shader_hw_log,
5164 /* WINED3DSIH_LOOP */ shader_hw_loop,
5165 /* WINED3DSIH_LRP */ shader_hw_lrp,
5166 /* WINED3DSIH_LT */ NULL,
5167 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5168 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5169 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5170 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5171 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5172 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5173 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5174 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5175 /* WINED3DSIH_MOV */ shader_hw_mov,
5176 /* WINED3DSIH_MOVA */ shader_hw_mov,
5177 /* WINED3DSIH_MOVC */ NULL,
5178 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5179 /* WINED3DSIH_NOP */ shader_hw_nop,
5180 /* WINED3DSIH_NRM */ shader_hw_nrm,
5181 /* WINED3DSIH_PHASE */ shader_hw_nop,
5182 /* WINED3DSIH_POW */ shader_hw_pow,
5183 /* WINED3DSIH_RCP */ shader_hw_rcp,
5184 /* WINED3DSIH_REP */ shader_hw_rep,
5185 /* WINED3DSIH_RET */ shader_hw_ret,
5186 /* WINED3DSIH_ROUND_NI */ NULL,
5187 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5188 /* WINED3DSIH_SAMPLE */ NULL,
5189 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5190 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5191 /* WINED3DSIH_SETP */ NULL,
5192 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5193 /* WINED3DSIH_SGN */ shader_hw_sgn,
5194 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5195 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5196 /* WINED3DSIH_SQRT */ NULL,
5197 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5198 /* WINED3DSIH_TEX */ pshader_hw_tex,
5199 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5200 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5201 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5202 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5203 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5204 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5205 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5206 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5207 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5208 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5209 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5210 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5211 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5212 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5213 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5214 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5215 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5216 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5217 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5218 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5219 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5220 /* WINED3DSIH_UDIV */ NULL,
5221 /* WINED3DSIH_USHR */ NULL,
5222 /* WINED3DSIH_UTOF */ NULL,
5223 /* WINED3DSIH_XOR */ NULL,
5226 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5227 const struct wined3d_shader *shader, DWORD idx)
5229 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5230 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5231 const struct wined3d_shader_lconst *constant;
5233 WORD flag = (1 << idx);
5234 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5236 if (reg_maps->local_bool_consts & flag)
5238 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5239 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5241 if (constant->idx == idx)
5243 return constant->value[0];
5246 ERR("Local constant not found\n");
5251 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5252 else bools = priv->cur_ps_args->bools;
5253 return bools & flag;
5257 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5258 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5260 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5261 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5263 /* Integer constants can either be a local constant, or they can be stored in the shader
5264 * type specific compile args. */
5265 if (reg_maps->local_int_consts & (1 << idx))
5267 const struct wined3d_shader_lconst *constant;
5269 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5271 if (constant->idx == idx)
5273 loop_control->count = constant->value[0];
5274 loop_control->start = constant->value[1];
5275 /* Step is signed. */
5276 loop_control->step = (int)constant->value[2];
5280 /* If this happens the flag was set incorrectly */
5281 ERR("Local constant not found\n");
5282 loop_control->count = 0;
5283 loop_control->start = 0;
5284 loop_control->step = 0;
5288 switch (reg_maps->shader_version.type)
5290 case WINED3D_SHADER_TYPE_VERTEX:
5291 /* Count and aL start value are unsigned */
5292 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5293 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5294 /* Step is signed. */
5295 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5298 case WINED3D_SHADER_TYPE_PIXEL:
5299 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5300 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5301 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5305 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5310 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5313 struct wined3d_shader_dst_param *dst_param = NULL;
5314 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5315 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5318 ERR("Out of memory\n");
5323 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5324 if(!dst_param) goto free;
5325 *dst_param = *ins->dst;
5326 if (ins->dst->reg.idx[0].rel_addr)
5328 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5331 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5332 dst_param->reg.idx[0].rel_addr = rel_addr;
5334 rec->ins.dst = dst_param;
5336 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5339 for (i = 0; i < ins->src_count; ++i)
5341 src_param[i] = ins->src[i];
5342 if (ins->src[i].reg.idx[0].rel_addr)
5344 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5347 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5348 src_param[i].reg.idx[0].rel_addr = rel_addr;
5351 rec->ins.src = src_param;
5352 list_add_tail(list, &rec->entry);
5356 ERR("Out of memory\n");
5359 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5360 HeapFree(GetProcessHeap(), 0, dst_param);
5364 for(i = 0; i < ins->src_count; i++)
5366 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5368 HeapFree(GetProcessHeap(), 0, src_param);
5370 HeapFree(GetProcessHeap(), 0, rec);
5373 static void free_recorded_instruction(struct list *list)
5375 struct recorded_instruction *rec_ins, *entry2;
5378 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5380 list_remove(&rec_ins->entry);
5381 if (rec_ins->ins.dst)
5383 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5384 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5386 if (rec_ins->ins.src)
5388 for (i = 0; i < rec_ins->ins.src_count; ++i)
5390 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5392 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5394 HeapFree(GetProcessHeap(), 0, rec_ins);
5398 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5399 SHADER_HANDLER hw_fct;
5400 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5401 const struct wined3d_shader *shader = ins->ctx->shader;
5402 struct control_frame *control_frame;
5403 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5406 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5408 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5409 list_add_head(&priv->control_frames, &control_frame->entry);
5411 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5412 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5414 if(priv->target_version >= NV2)
5416 control_frame->no.loop = priv->num_loops++;
5421 /* Don't bother recording when we're in a not used if branch */
5427 if(!priv->recording)
5429 list_init(&priv->record);
5430 priv->recording = TRUE;
5431 control_frame->outer_loop = TRUE;
5432 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5433 return; /* Instruction is handled */
5435 /* Record this loop in the outer loop's recording */
5438 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5440 if(priv->target_version >= NV2)
5442 /* Nothing to do. The control frame is popped after the HW instr handler */
5446 struct list *e = list_head(&priv->control_frames);
5447 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5448 list_remove(&control_frame->entry);
5450 if(control_frame->outer_loop)
5452 unsigned int iteration;
5456 /* Turn off recording before playback */
5457 priv->recording = FALSE;
5459 /* Move the recorded instructions to a separate list and get them out of the private data
5460 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5461 * be recorded again, thus priv->record might be overwritten
5464 list_move_tail(©, &priv->record);
5465 list_init(&priv->record);
5467 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5469 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5470 control_frame->loop_control.count, control_frame->loop_control.start,
5471 control_frame->loop_control.step);
5472 aL = control_frame->loop_control.start;
5476 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5479 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5481 struct recorded_instruction *rec_ins;
5482 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5485 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5489 shader_addline(buffer, "#Iteration %u\n", iteration);
5492 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
5494 shader_arb_handle_instruction(&rec_ins->ins);
5497 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5499 aL += control_frame->loop_control.step;
5502 shader_addline(buffer, "#end loop/rep\n");
5504 free_recorded_instruction(©);
5505 HeapFree(GetProcessHeap(), 0, control_frame);
5506 return; /* Instruction is handled */
5510 /* This is a nested loop. Proceed to the normal recording function */
5511 HeapFree(GetProcessHeap(), 0, control_frame);
5518 record_instruction(&priv->record, ins);
5523 if(ins->handler_idx == WINED3DSIH_IF)
5525 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5526 list_add_head(&priv->control_frames, &control_frame->entry);
5527 control_frame->type = IF;
5529 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5530 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5531 bool_const = !bool_const;
5532 if (!priv->muted && !bool_const)
5534 shader_addline(buffer, "#if(FALSE){\n");
5536 control_frame->muting = TRUE;
5538 else shader_addline(buffer, "#if(TRUE) {\n");
5540 return; /* Instruction is handled */
5542 else if(ins->handler_idx == WINED3DSIH_IFC)
5544 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5545 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5546 control_frame->type = IFC;
5547 control_frame->no.ifc = priv->num_ifcs++;
5548 list_add_head(&priv->control_frames, &control_frame->entry);
5550 else if(ins->handler_idx == WINED3DSIH_ELSE)
5552 struct list *e = list_head(&priv->control_frames);
5553 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5555 if(control_frame->type == IF)
5557 shader_addline(buffer, "#} else {\n");
5558 if(!priv->muted && !control_frame->muting)
5561 control_frame->muting = TRUE;
5563 else if(control_frame->muting) priv->muted = FALSE;
5564 return; /* Instruction is handled. */
5566 /* In case of an ifc, generate a HW shader instruction */
5568 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5570 struct list *e = list_head(&priv->control_frames);
5571 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5573 if(control_frame->type == IF)
5575 shader_addline(buffer, "#} endif\n");
5576 if(control_frame->muting) priv->muted = FALSE;
5577 list_remove(&control_frame->entry);
5578 HeapFree(GetProcessHeap(), 0, control_frame);
5579 return; /* Instruction is handled */
5583 if(priv->muted) return;
5585 /* Select handler */
5586 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5588 /* Unhandled opcode */
5591 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5596 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5598 struct list *e = list_head(&priv->control_frames);
5599 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5600 list_remove(&control_frame->entry);
5601 HeapFree(GetProcessHeap(), 0, control_frame);
5604 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5606 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5607 struct list *e = list_head(&priv->control_frames);
5608 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5609 list_remove(&control_frame->entry);
5610 HeapFree(GetProcessHeap(), 0, control_frame);
5614 shader_arb_add_instruction_modifiers(ins);
5617 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5619 struct shader_arb_priv *priv = shader_priv;
5621 return priv->fragment_pipe->ffp_proj_control;
5624 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5626 shader_arb_handle_instruction,
5628 shader_arb_select_depth_blt,
5629 shader_arb_deselect_depth_blt,
5630 shader_arb_update_float_vertex_constants,
5631 shader_arb_update_float_pixel_constants,
5632 shader_arb_load_constants,
5633 shader_arb_load_np2fixup_constants,
5637 shader_arb_context_destroyed,
5638 shader_arb_get_caps,
5639 shader_arb_color_fixup_supported,
5640 shader_arb_has_ffp_proj_control,
5643 /* ARB_fragment_program fixed function pipeline replacement definitions */
5644 #define ARB_FFP_CONST_TFACTOR 0
5645 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5646 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5647 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5648 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5650 struct arbfp_ffp_desc
5652 struct ffp_frag_desc parent;
5656 /* Context activation and GL locking are done by the caller. */
5657 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5661 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5662 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5666 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5667 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5671 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5673 struct shader_arb_priv *priv;
5675 /* Share private data between the shader backend and the pipeline
5676 * replacement, if both are the arb implementation. This is needed to
5677 * figure out whether ARBfp should be disabled if no pixel shader is bound
5679 if (shader_backend == &arb_program_shader_backend)
5681 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5684 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5686 ERR("Failed to initialize rbtree.\n");
5687 if (priv != shader_priv)
5688 HeapFree(GetProcessHeap(), 0, priv);
5691 priv->use_arbfp_fixed_func = TRUE;
5696 /* Context activation is done by the caller. */
5697 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5699 const struct wined3d_gl_info *gl_info = context;
5700 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5703 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5704 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5705 HeapFree(GetProcessHeap(), 0, entry_arb);
5709 /* Context activation is done by the caller. */
5710 static void arbfp_free(struct wined3d_device *device)
5712 struct shader_arb_priv *priv = device->fragment_priv;
5714 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5715 priv->use_arbfp_fixed_func = FALSE;
5717 if (device->shader_backend != &arb_program_shader_backend)
5719 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5723 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5725 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5726 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5727 WINED3DTEXOPCAPS_SELECTARG1 |
5728 WINED3DTEXOPCAPS_SELECTARG2 |
5729 WINED3DTEXOPCAPS_MODULATE4X |
5730 WINED3DTEXOPCAPS_MODULATE2X |
5731 WINED3DTEXOPCAPS_MODULATE |
5732 WINED3DTEXOPCAPS_ADDSIGNED2X |
5733 WINED3DTEXOPCAPS_ADDSIGNED |
5734 WINED3DTEXOPCAPS_ADD |
5735 WINED3DTEXOPCAPS_SUBTRACT |
5736 WINED3DTEXOPCAPS_ADDSMOOTH |
5737 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5738 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5739 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5740 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5741 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5742 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5743 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5744 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5745 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5746 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5747 WINED3DTEXOPCAPS_MULTIPLYADD |
5748 WINED3DTEXOPCAPS_LERP |
5749 WINED3DTEXOPCAPS_BUMPENVMAP |
5750 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5752 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5754 caps->MaxTextureBlendStages = 8;
5755 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5758 static void state_texfactor_arbfp(struct wined3d_context *context,
5759 const struct wined3d_state *state, DWORD state_id)
5761 struct wined3d_device *device = context->swapchain->device;
5762 const struct wined3d_gl_info *gl_info = context->gl_info;
5765 /* Don't load the parameter if we're using an arbfp pixel shader,
5766 * otherwise we'll overwrite application provided constants. */
5767 if (device->shader_backend == &arb_program_shader_backend)
5769 struct shader_arb_priv *priv;
5771 if (use_ps(state)) return;
5773 priv = device->shader_priv;
5774 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5775 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5778 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5779 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5780 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5783 static void state_arb_specularenable(struct wined3d_context *context,
5784 const struct wined3d_state *state, DWORD state_id)
5786 struct wined3d_device *device = context->swapchain->device;
5787 const struct wined3d_gl_info *gl_info = context->gl_info;
5790 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5791 * application provided constants
5793 if (device->shader_backend == &arb_program_shader_backend)
5795 struct shader_arb_priv *priv;
5797 if (use_ps(state)) return;
5799 priv = device->shader_priv;
5800 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5801 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5804 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5806 /* The specular color has no alpha */
5807 col[0] = 1.0f; col[1] = 1.0f;
5808 col[2] = 1.0f; col[3] = 0.0f;
5810 col[0] = 0.0f; col[1] = 0.0f;
5811 col[2] = 0.0f; col[3] = 0.0f;
5813 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5814 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5817 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5819 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5820 struct wined3d_device *device = context->swapchain->device;
5821 const struct wined3d_gl_info *gl_info = context->gl_info;
5826 /* The pixel shader has to know the bump env matrix. Do a constants
5828 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5829 context->load_constants = 1;
5831 if(device->shader_backend == &arb_program_shader_backend) {
5832 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5836 else if (device->shader_backend == &arb_program_shader_backend)
5838 struct shader_arb_priv *priv = device->shader_priv;
5839 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5840 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5843 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5844 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5845 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5846 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5848 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5849 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5852 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5853 const struct wined3d_state *state, DWORD state_id)
5855 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5856 struct wined3d_device *device = context->swapchain->device;
5857 const struct wined3d_gl_info *gl_info = context->gl_info;
5862 /* The pixel shader has to know the luminance offset. Do a constants
5864 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5865 context->load_constants = 1;
5867 if(device->shader_backend == &arb_program_shader_backend) {
5868 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5872 else if (device->shader_backend == &arb_program_shader_backend)
5874 struct shader_arb_priv *priv = device->shader_priv;
5875 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5876 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5879 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5880 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5884 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5885 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5888 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5892 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5894 switch(arg & WINED3DTA_SELECTMASK) {
5895 case WINED3DTA_DIFFUSE:
5896 ret = "fragment.color.primary"; break;
5898 case WINED3DTA_CURRENT:
5899 if (!stage) ret = "fragment.color.primary";
5903 case WINED3DTA_TEXTURE:
5905 case 0: ret = "tex0"; break;
5906 case 1: ret = "tex1"; break;
5907 case 2: ret = "tex2"; break;
5908 case 3: ret = "tex3"; break;
5909 case 4: ret = "tex4"; break;
5910 case 5: ret = "tex5"; break;
5911 case 6: ret = "tex6"; break;
5912 case 7: ret = "tex7"; break;
5913 default: ret = "unknown texture";
5917 case WINED3DTA_TFACTOR:
5918 ret = "tfactor"; break;
5920 case WINED3DTA_SPECULAR:
5921 ret = "fragment.color.secondary"; break;
5923 case WINED3DTA_TEMP:
5924 ret = "tempreg"; break;
5926 case WINED3DTA_CONSTANT:
5927 FIXME("Implement perstage constants\n");
5929 case 0: ret = "const0"; break;
5930 case 1: ret = "const1"; break;
5931 case 2: ret = "const2"; break;
5932 case 3: ret = "const3"; break;
5933 case 4: ret = "const4"; break;
5934 case 5: ret = "const5"; break;
5935 case 6: ret = "const6"; break;
5936 case 7: ret = "const7"; break;
5937 default: ret = "unknown constant";
5945 if(arg & WINED3DTA_COMPLEMENT) {
5946 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5947 if(argnum == 0) ret = "arg0";
5948 if(argnum == 1) ret = "arg1";
5949 if(argnum == 2) ret = "arg2";
5951 if(arg & WINED3DTA_ALPHAREPLICATE) {
5952 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5953 if(argnum == 0) ret = "arg0";
5954 if(argnum == 1) ret = "arg1";
5955 if(argnum == 2) ret = "arg2";
5960 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5961 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5963 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5964 unsigned int mul = 1;
5966 if(color && alpha) dstmask = "";
5967 else if(color) dstmask = ".xyz";
5968 else dstmask = ".w";
5970 if(dst == tempreg) dstreg = "tempreg";
5971 else dstreg = "ret";
5973 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5974 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5975 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5979 case WINED3D_TOP_DISABLE:
5981 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5984 case WINED3D_TOP_SELECT_ARG2:
5987 case WINED3D_TOP_SELECT_ARG1:
5988 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5991 case WINED3D_TOP_MODULATE_4X:
5994 case WINED3D_TOP_MODULATE_2X:
5997 case WINED3D_TOP_MODULATE:
5998 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6001 case WINED3D_TOP_ADD_SIGNED_2X:
6004 case WINED3D_TOP_ADD_SIGNED:
6005 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6008 case WINED3D_TOP_ADD:
6009 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6012 case WINED3D_TOP_SUBTRACT:
6013 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6016 case WINED3D_TOP_ADD_SMOOTH:
6017 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6018 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6021 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6022 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6023 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6025 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6026 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6027 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6029 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6030 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6031 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6033 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6034 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6035 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6038 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6039 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6040 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6041 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6044 /* D3DTOP_PREMODULATE ???? */
6046 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6047 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6048 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6050 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6051 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6053 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6054 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6055 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6057 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6058 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6061 case WINED3D_TOP_DOTPRODUCT3:
6063 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6064 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6065 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6068 case WINED3D_TOP_MULTIPLY_ADD:
6069 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6072 case WINED3D_TOP_LERP:
6073 /* The msdn is not quite right here */
6074 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6077 case WINED3D_TOP_BUMPENVMAP:
6078 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6079 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6083 FIXME("Unhandled texture op %08x\n", op);
6087 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6089 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6092 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6095 struct wined3d_shader_buffer buffer;
6096 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6097 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6098 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6099 UINT lowest_disabled_stage;
6100 const char *textype;
6101 const char *instr, *sat;
6102 char colorcor_dst[8];
6104 DWORD arg0, arg1, arg2;
6105 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6107 const char *final_combiner_src = "ret";
6110 /* Find out which textures are read */
6111 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6113 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6115 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6116 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6117 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6118 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6119 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6120 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6122 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6123 tex_read[stage] = TRUE;
6124 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6125 tex_read[stage] = TRUE;
6126 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6128 bump_used[stage] = TRUE;
6129 tex_read[stage] = TRUE;
6131 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6133 bump_used[stage] = TRUE;
6134 tex_read[stage] = TRUE;
6135 luminance_used[stage] = TRUE;
6137 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6139 tfactor_used = TRUE;
6142 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6143 tfactor_used = TRUE;
6146 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6147 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6148 tempreg_used = TRUE;
6151 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6153 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6154 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6155 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6156 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6157 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6158 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6160 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6161 tempreg_used = TRUE;
6163 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6164 tfactor_used = TRUE;
6167 lowest_disabled_stage = stage;
6170 if (!shader_buffer_init(&buffer))
6172 ERR("Failed to initialize shader buffer.\n");
6176 shader_addline(&buffer, "!!ARBfp1.0\n");
6178 switch(settings->fog) {
6179 case FOG_OFF: break;
6180 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6181 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6182 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6183 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6186 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6187 shader_addline(&buffer, "TEMP TMP;\n");
6188 shader_addline(&buffer, "TEMP ret;\n");
6189 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6190 shader_addline(&buffer, "TEMP arg0;\n");
6191 shader_addline(&buffer, "TEMP arg1;\n");
6192 shader_addline(&buffer, "TEMP arg2;\n");
6193 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6194 if(!tex_read[stage]) continue;
6195 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6196 if(!bump_used[stage]) continue;
6197 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6198 if(!luminance_used[stage]) continue;
6199 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6202 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6204 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6206 if(settings->sRGB_write) {
6207 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6208 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6209 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6210 srgb_sub_high, 0.0, 0.0, 0.0);
6213 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6214 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6216 /* Generate texture sampling instructions) */
6217 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6219 if (!tex_read[stage])
6222 switch(settings->op[stage].tex_type) {
6223 case tex_1d: textype = "1D"; break;
6224 case tex_2d: textype = "2D"; break;
6225 case tex_3d: textype = "3D"; break;
6226 case tex_cube: textype = "CUBE"; break;
6227 case tex_rect: textype = "RECT"; break;
6228 default: textype = "unexpected_textype"; break;
6231 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6232 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6237 if(settings->op[stage].projected == proj_none) {
6239 } else if(settings->op[stage].projected == proj_count4 ||
6240 settings->op[stage].projected == proj_count3) {
6243 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6248 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6249 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6251 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6252 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6253 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6254 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6256 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6257 * so multiply the displacement with the dividing parameter before passing it to TXP
6259 if (settings->op[stage].projected != proj_none) {
6260 if(settings->op[stage].projected == proj_count4) {
6261 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6262 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6264 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6265 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6268 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6271 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6272 instr, sat, stage, stage, textype);
6273 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6275 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6276 stage - 1, stage - 1, stage - 1);
6277 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6279 } else if(settings->op[stage].projected == proj_count3) {
6280 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6281 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6282 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6283 instr, sat, stage, stage, textype);
6285 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6286 instr, sat, stage, stage, stage, textype);
6289 sprintf(colorcor_dst, "tex%u", stage);
6290 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6291 settings->op[stage].color_fixup);
6294 /* Generate the main shader */
6295 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6297 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6300 final_combiner_src = "fragment.color.primary";
6304 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6305 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6306 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6307 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6308 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6309 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6310 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6311 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6312 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6313 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6314 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6315 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6317 op_equal = settings->op[stage].aop == settings->op[stage].cop
6318 && settings->op[stage].carg0 == settings->op[stage].aarg0
6319 && settings->op[stage].carg1 == settings->op[stage].aarg1
6320 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6322 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6324 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6325 settings->op[stage].cop, settings->op[stage].carg0,
6326 settings->op[stage].carg1, settings->op[stage].carg2);
6328 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6332 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6333 settings->op[stage].cop, settings->op[stage].carg0,
6334 settings->op[stage].carg1, settings->op[stage].carg2);
6336 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6337 settings->op[stage].cop, settings->op[stage].carg0,
6338 settings->op[stage].carg1, settings->op[stage].carg2);
6339 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6340 settings->op[stage].aop, settings->op[stage].aarg0,
6341 settings->op[stage].aarg1, settings->op[stage].aarg2);
6345 if(settings->sRGB_write) {
6346 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6347 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6348 shader_addline(&buffer, "MOV result.color, ret;\n");
6350 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6354 shader_addline(&buffer, "END\n");
6356 /* Generate the shader */
6357 GL_EXTCALL(glGenProgramsARB(1, &ret));
6358 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6359 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6360 strlen(buffer.buffer), buffer.buffer));
6361 checkGLcall("glProgramStringARB()");
6363 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6366 FIXME("Fragment program error at position %d: %s\n\n", pos,
6367 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6368 shader_arb_dump_program_source(buffer.buffer);
6374 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6375 checkGLcall("glGetProgramivARB()");
6376 if (!native) WARN("Program exceeds native resource limits.\n");
6379 shader_buffer_free(&buffer);
6383 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6385 const struct wined3d_device *device = context->swapchain->device;
6386 const struct wined3d_gl_info *gl_info = context->gl_info;
6387 struct shader_arb_priv *priv = device->fragment_priv;
6388 BOOL use_pshader = use_ps(state);
6389 struct ffp_frag_settings settings;
6390 const struct arbfp_ffp_desc *desc;
6393 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6395 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6397 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6399 /* Reload fixed function constants since they collide with the
6400 * pixel shader constants. */
6401 for (i = 0; i < MAX_TEXTURES; ++i)
6403 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6405 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6406 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6408 else if (use_pshader)
6410 context->select_shader = 1;
6417 /* Find or create a shader implementing the fixed function pipeline
6418 * settings, then activate it. */
6419 gen_ffp_frag_op(device, state, &settings, FALSE);
6420 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6422 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6425 ERR("Out of memory\n");
6429 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6430 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6431 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6432 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6436 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6437 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6440 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6441 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6442 priv->current_fprogram_id = desc->shader;
6444 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6446 /* Reload fixed function constants since they collide with the
6447 * pixel shader constants. */
6448 for (i = 0; i < MAX_TEXTURES; ++i)
6450 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6452 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6453 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6455 context->last_was_pshader = FALSE;
6457 context->last_was_pshader = TRUE;
6460 context->select_shader = 1;
6461 context->load_constants = 1;
6464 /* We can't link the fog states to the fragment state directly since the
6465 * vertex pipeline links them to FOGENABLE. A different linking in different
6466 * pipeline parts can't be expressed in the combined state table, so we need
6467 * to handle that with a forwarding function. The other invisible side effect
6468 * is that changing the fog start and fog end (which links to FOGENABLE in
6469 * vertex) results in the fragment_prog_arbfp function being called because
6470 * FOGENABLE is dirty, which calls this function here. */
6471 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6473 enum fogsource new_source;
6475 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6477 if (!isStateDirty(context, STATE_PIXELSHADER))
6478 fragment_prog_arbfp(context, state, state_id);
6480 if (!state->render_states[WINED3D_RS_FOGENABLE])
6483 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6487 new_source = FOGSOURCE_VS;
6491 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6492 new_source = FOGSOURCE_COORD;
6494 new_source = FOGSOURCE_FFP;
6499 new_source = FOGSOURCE_FFP;
6502 if (new_source != context->fog_source)
6504 context->fog_source = new_source;
6505 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6509 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6511 if (!isStateDirty(context, STATE_PIXELSHADER))
6512 fragment_prog_arbfp(context, state, state_id);
6515 static void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6517 const struct wined3d_gl_info *gl_info = context->gl_info;
6518 const struct wined3d_surface *rt = state->fb->render_targets[0];
6520 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6522 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
6523 && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
6524 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
6526 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
6529 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6531 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6532 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6533 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6534 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6535 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6536 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6537 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6538 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6539 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6540 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6541 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6542 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6543 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6544 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6545 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6652 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6653 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6654 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6655 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6656 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6657 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6659 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6660 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6661 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6666 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6667 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6668 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6669 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6670 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6671 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6674 const struct fragment_pipeline arbfp_fragment_pipeline = {
6679 shader_arb_color_fixup_supported,
6680 arbfp_fragmentstate_template,
6681 TRUE /* We can disable projected textures */
6684 struct arbfp_blit_priv {
6685 GLenum yuy2_rect_shader, yuy2_2d_shader;
6686 GLenum uyvy_rect_shader, uyvy_2d_shader;
6687 GLenum yv12_rect_shader, yv12_2d_shader;
6688 GLenum p8_rect_shader, p8_2d_shader;
6689 GLuint palette_texture;
6692 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6694 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6695 if(!device->blit_priv) {
6696 ERR("Out of memory\n");
6697 return E_OUTOFMEMORY;
6702 /* Context activation is done by the caller. */
6703 static void arbfp_blit_free(struct wined3d_device *device)
6705 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6706 struct arbfp_blit_priv *priv = device->blit_priv;
6709 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6710 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6711 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6712 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6713 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6714 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6715 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6716 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6717 checkGLcall("Delete yuv and p8 programs");
6719 if (priv->palette_texture)
6720 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6723 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6724 device->blit_priv = NULL;
6727 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6728 GLenum textype, char *luminance)
6731 const char *tex, *texinstr;
6733 if (fixup == COMPLEX_FIXUP_UYVY) {
6741 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6742 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6744 /* This is more tricky than just replacing the texture type - we have to navigate
6745 * properly in the texture to find the correct chroma values
6747 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6751 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6752 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6753 * filtering when we sample the texture.
6755 * These are the rules for reading the chroma:
6761 * So we have to get the sampling x position in non-normalized coordinates in integers
6763 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6764 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6765 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6767 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6769 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6770 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6773 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6774 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6776 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6777 * even and odd pixels respectively
6779 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6780 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6782 /* Sample Pixel 1 */
6783 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6785 /* Put the value into either of the chroma values */
6786 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6787 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6788 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6789 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6791 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6792 * the pixel right to the current one. Otherwise, sample the left pixel.
6793 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6795 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6796 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6797 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6799 /* Put the value into the other chroma */
6800 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6801 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6802 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6803 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6805 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6806 * the current one and lerp the two U and V values
6809 /* This gives the correctly filtered luminance value */
6810 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6815 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6820 case GL_TEXTURE_2D: tex = "2D"; break;
6821 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6823 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6827 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6828 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6829 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6830 * pitch of the luminance plane, the packing into the gl texture is a bit
6831 * unfortunate. If the whole texture is interpreted as luminance data it looks
6832 * approximately like this:
6834 * +----------------------------------+----
6846 * +----------------+-----------------+----
6848 * | U even rows | U odd rows |
6850 * +----------------+------------------ -
6852 * | V even rows | V odd rows |
6854 * +----------------+-----------------+----
6858 * So it appears as if there are 4 chroma images, but in fact the odd rows
6859 * in the chroma images are in the same row as the even ones. So its is
6860 * kinda tricky to read
6862 * When reading from rectangle textures, keep in mind that the input y coordinates
6863 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6865 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6866 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6868 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6869 /* the chroma planes have only half the width */
6870 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6872 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6873 * the coordinate. Also read the right side of the image when reading odd lines
6875 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6878 if(textype == GL_TEXTURE_2D) {
6880 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6882 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6884 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6885 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6887 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6888 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6889 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6890 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6891 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6893 /* clamp, keep the half pixel origin in mind */
6894 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6895 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6896 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6897 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6899 /* Read from [size - size+size/4] */
6900 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6901 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6903 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6904 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6905 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6906 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6907 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6908 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6910 /* Make sure to read exactly from the pixel center */
6911 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6912 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6915 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6916 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6917 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6918 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6919 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6921 /* Read the texture, put the result into the output register */
6922 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6923 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6925 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6926 * No need to clamp because we're just reusing the already clamped value from above
6928 if(textype == GL_TEXTURE_2D) {
6929 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6931 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6933 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6934 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6936 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6937 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6938 * values due to filtering
6940 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6941 if(textype == GL_TEXTURE_2D) {
6942 /* Multiply the y coordinate by 2/3 and clamp it */
6943 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6944 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6945 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6946 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6948 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6949 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6952 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6953 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6954 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6961 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6962 const struct wined3d_gl_info *gl_info, GLenum textype)
6965 struct wined3d_shader_buffer buffer;
6969 if (!shader_buffer_init(&buffer))
6971 ERR("Failed to initialize shader buffer.\n");
6976 GL_EXTCALL(glGenProgramsARB(1, &shader));
6977 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6980 shader_buffer_free(&buffer);
6984 shader_addline(&buffer, "!!ARBfp1.0\n");
6985 shader_addline(&buffer, "TEMP index;\n");
6987 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6988 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6990 /* The alpha-component contains the palette index */
6991 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6992 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6994 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6996 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6997 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6999 /* Use the alpha-component as an index in the palette to get the final color */
7000 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7001 shader_addline(&buffer, "END\n");
7004 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7005 strlen(buffer.buffer), buffer.buffer));
7006 checkGLcall("glProgramStringARB()");
7008 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7011 FIXME("Fragment program error at position %d: %s\n\n", pos,
7012 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7013 shader_arb_dump_program_source(buffer.buffer);
7016 if (textype == GL_TEXTURE_RECTANGLE_ARB)
7017 priv->p8_rect_shader = shader;
7019 priv->p8_2d_shader = shader;
7021 shader_buffer_free(&buffer);
7027 /* Context activation is done by the caller. */
7028 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7031 struct wined3d_device *device = surface->resource.device;
7032 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7033 struct arbfp_blit_priv *priv = device->blit_priv;
7034 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7036 d3dfmt_p8_init_palette(surface, table, colorkey);
7040 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7042 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7043 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7046 if (!priv->palette_texture)
7047 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7049 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7050 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7052 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7054 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7055 /* Make sure we have discrete color levels. */
7056 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7057 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7058 /* Upload the palette */
7059 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7060 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7062 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7064 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7065 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7068 /* Switch back to unit 0 in which the 2D texture will be stored. */
7069 context_active_texture(context, gl_info, 0);
7073 /* Context activation is done by the caller. */
7074 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7075 enum complex_fixup yuv_fixup, GLenum textype)
7078 struct wined3d_shader_buffer buffer;
7079 char luminance_component;
7083 if (!shader_buffer_init(&buffer))
7085 ERR("Failed to initialize shader buffer.\n");
7090 GL_EXTCALL(glGenProgramsARB(1, &shader));
7091 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7092 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7093 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7096 shader_buffer_free(&buffer);
7100 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7101 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7102 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7103 * each single pixel it contains, and one U and one V value shared between both
7106 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7107 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7108 * take the format into account when generating the read swizzles
7110 * Reading the Y value is straightforward - just sample the texture. The hardware
7111 * takes care of filtering in the horizontal and vertical direction.
7113 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7114 * because that would mix the U and V values of one pixel or two adjacent pixels.
7115 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7116 * regardless of the filtering setting. Vertical filtering works automatically
7117 * though - the U and V values of two rows are mixed nicely.
7119 * Apart of avoiding filtering issues, the code has to know which value it just
7120 * read, and where it can find the other one. To determine this, it checks if
7121 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7123 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7124 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7126 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7127 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7128 * in an unfiltered situation. Finding the luminance on the other hand requires
7129 * finding out if it is an odd or even pixel. The real drawback of this approach
7130 * is filtering. This would have to be emulated completely in the shader, reading
7131 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7132 * vertically. Beyond that it would require adjustments to the texture handling
7133 * code to deal with the width scaling
7135 shader_addline(&buffer, "!!ARBfp1.0\n");
7136 shader_addline(&buffer, "TEMP luminance;\n");
7137 shader_addline(&buffer, "TEMP temp;\n");
7138 shader_addline(&buffer, "TEMP chroma;\n");
7139 shader_addline(&buffer, "TEMP texcrd;\n");
7140 shader_addline(&buffer, "TEMP texcrd2;\n");
7141 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7142 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7143 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7147 case COMPLEX_FIXUP_UYVY:
7148 case COMPLEX_FIXUP_YUY2:
7149 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7151 shader_buffer_free(&buffer);
7156 case COMPLEX_FIXUP_YV12:
7157 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7159 shader_buffer_free(&buffer);
7165 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7166 shader_buffer_free(&buffer);
7170 /* Calculate the final result. Formula is taken from
7171 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7172 * ranges from -0.5 to 0.5
7174 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7176 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7177 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7178 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7179 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7180 shader_addline(&buffer, "END\n");
7183 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7184 strlen(buffer.buffer), buffer.buffer));
7185 checkGLcall("glProgramStringARB()");
7187 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7190 FIXME("Fragment program error at position %d: %s\n\n", pos,
7191 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7192 shader_arb_dump_program_source(buffer.buffer);
7198 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7199 checkGLcall("glGetProgramivARB()");
7200 if (!native) WARN("Program exceeds native resource limits.\n");
7203 shader_buffer_free(&buffer);
7208 case COMPLEX_FIXUP_YUY2:
7209 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7210 else priv->yuy2_2d_shader = shader;
7213 case COMPLEX_FIXUP_UYVY:
7214 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7215 else priv->uyvy_2d_shader = shader;
7218 case COMPLEX_FIXUP_YV12:
7219 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7220 else priv->yv12_2d_shader = shader;
7223 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7229 /* Context activation is done by the caller. */
7230 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7233 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7234 struct arbfp_blit_priv *priv = blit_priv;
7235 enum complex_fixup fixup;
7236 const struct wined3d_gl_info *gl_info = context->gl_info;
7239 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7240 textype = surface->container.u.texture->target;
7242 textype = surface->texture_target;
7244 if (surface->flags & SFLAG_CONVERTED)
7247 gl_info->gl_ops.gl.p_glEnable(textype);
7248 checkGLcall("glEnable(textype)");
7253 if (!is_complex_fixup(surface->resource.format->color_fixup))
7256 dump_color_fixup_desc(surface->resource.format->color_fixup);
7257 /* Don't bother setting up a shader for unconverted formats */
7259 gl_info->gl_ops.gl.p_glEnable(textype);
7260 checkGLcall("glEnable(textype)");
7265 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7269 case COMPLEX_FIXUP_YUY2:
7270 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7273 case COMPLEX_FIXUP_UYVY:
7274 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7277 case COMPLEX_FIXUP_YV12:
7278 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7281 case COMPLEX_FIXUP_P8:
7282 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7283 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7285 upload_palette(surface, context);
7289 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7291 gl_info->gl_ops.gl.p_glEnable(textype);
7292 checkGLcall("glEnable(textype)");
7297 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7300 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7301 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7302 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7303 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7304 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7305 checkGLcall("glProgramLocalParameter4fvARB");
7311 /* Context activation is done by the caller. */
7312 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7315 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7316 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7317 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7318 checkGLcall("glDisable(GL_TEXTURE_2D)");
7319 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7321 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7322 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7324 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7326 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7327 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7332 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7333 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7334 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7336 enum complex_fixup src_fixup;
7338 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7341 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7343 TRACE("Unsupported blit_op=%d\n", blit_op);
7347 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7350 src_fixup = get_complex_fixup(src_format->color_fixup);
7351 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7353 TRACE("Checking support for fixup:\n");
7354 dump_color_fixup_desc(src_format->color_fixup);
7357 if (!is_identity_fixup(dst_format->color_fixup))
7359 TRACE("Destination fixups are not supported\n");
7363 if (is_identity_fixup(src_format->color_fixup))
7369 /* We only support YUV conversions. */
7370 if (!is_complex_fixup(src_format->color_fixup))
7372 TRACE("[FAILED]\n");
7378 case COMPLEX_FIXUP_YUY2:
7379 case COMPLEX_FIXUP_UYVY:
7380 case COMPLEX_FIXUP_YV12:
7381 case COMPLEX_FIXUP_P8:
7386 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7387 TRACE("[FAILED]\n");
7392 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7393 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7394 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7396 struct wined3d_context *context;
7397 RECT src_rect = *src_rect_in;
7398 RECT dst_rect = *dst_rect_in;
7400 /* Now load the surface */
7401 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7402 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7404 /* Without FBO blits transferring from the drawable to the texture is
7405 * expensive, because we have to flip the data in sysmem. Since we can
7406 * flip in the blitter, we don't actually need that flip anyway. So we
7407 * use the surface's texture as scratch texture, and flip the source
7408 * rectangle instead. */
7409 surface_load_fb_texture(src_surface, FALSE);
7411 src_rect.top = src_surface->resource.height - src_rect.top;
7412 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7415 surface_internal_preload(src_surface, SRGB_RGB);
7417 /* Activate the destination context, set it up for blitting */
7418 context = context_acquire(device, dst_surface);
7419 context_apply_blit_state(context, device);
7421 if (!surface_is_offscreen(dst_surface))
7422 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7424 arbfp_blit_set(device->blit_priv, context, src_surface);
7428 /* Draw a textured quad */
7429 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7433 /* Leave the opengl state valid for blitting */
7434 arbfp_blit_unset(context->gl_info);
7436 if (wined3d_settings.strict_draw_ordering
7437 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7438 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7439 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7441 context_release(context);
7443 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7447 /* Do not call while under the GL lock. */
7448 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7449 const RECT *dst_rect, const struct wined3d_color *color)
7451 FIXME("Color filling not implemented by arbfp_blit\n");
7452 return WINED3DERR_INVALIDCALL;
7455 /* Do not call while under the GL lock. */
7456 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7457 struct wined3d_surface *surface, const RECT *rect, float depth)
7459 FIXME("Depth filling not implemented by arbfp_blit.\n");
7460 return WINED3DERR_INVALIDCALL;
7463 const struct blit_shader arbfp_blit = {
7468 arbfp_blit_supported,
7469 arbfp_blit_color_fill,
7470 arbfp_blit_depth_fill,