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, BOOL usePS, BOOL useVS);
643 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
645 * We only support float constants in ARB at the moment, so don't
646 * worry about the Integers or Booleans
648 /* GL locking is done by the caller (state handler) */
649 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
650 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
652 struct wined3d_device *device = context->swapchain->device;
653 const struct wined3d_stateblock *stateblock = device->stateBlock;
654 const struct wined3d_state *state = &stateblock->state;
655 const struct wined3d_gl_info *gl_info = context->gl_info;
656 struct shader_arb_priv *priv = device->shader_priv;
658 if (!from_shader_select)
660 const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
662 && (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
663 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
664 && (stateblock->changed.vertexShaderConstantsI
665 & vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
667 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
668 shader_arb_select(context, usePixelShader, useVertexShader);
671 && (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
672 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
673 && (stateblock->changed.pixelShaderConstantsI
674 & pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
676 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
677 shader_arb_select(context, usePixelShader, useVertexShader);
681 if (context != priv->last_context)
683 memset(priv->vshader_const_dirty, 1,
684 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
685 priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
687 memset(priv->pshader_const_dirty, 1,
688 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
689 priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
691 priv->last_context = context;
696 struct wined3d_shader *vshader = state->vertex_shader;
697 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
699 /* Load DirectX 9 float constants for vertex shader */
700 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
701 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
702 shader_arb_vs_local_constants(gl_shader, context, state);
707 struct wined3d_shader *pshader = state->pixel_shader;
708 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
709 UINT rt_height = state->fb->render_targets[0]->resource.height;
711 /* Load DirectX 9 float constants for pixel shader */
712 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
713 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
714 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
718 static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
720 shader_arb_load_constants_internal(context, ps, vs, FALSE);
723 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
725 struct wined3d_context *context = context_get_current();
726 struct shader_arb_priv *priv = device->shader_priv;
728 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
729 * context. On a context switch the old context will be fully dirtified */
730 if (!context || context->swapchain->device != device) return;
732 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
733 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
736 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
738 struct wined3d_context *context = context_get_current();
739 struct shader_arb_priv *priv = device->shader_priv;
741 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
742 * context. On a context switch the old context will be fully dirtified */
743 if (!context || context->swapchain->device != device) return;
745 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
746 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
749 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
751 const struct wined3d_shader_lconst *lconst;
755 if (shader->load_local_constsF || list_empty(&shader->constantsF))
758 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
761 ERR("Out of memory\n");
765 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
767 ret[lconst->idx] = idx++;
772 /* Generate the variable & register declarations for the ARB_vertex_program output target */
773 static DWORD shader_generate_arb_declarations(const struct wined3d_shader *shader,
774 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
775 const struct wined3d_gl_info *gl_info, const DWORD *lconst_map,
776 DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
778 DWORD i, next_local = 0;
779 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
780 const struct wined3d_shader_lconst *lconst;
781 unsigned max_constantsF;
784 /* In pixel shaders, all private constants are program local, we don't need anything
785 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
786 * If we need a private constant the GL implementation will squeeze it in somewhere
788 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
789 * immediate values. The posFixup is loaded using program.env for now, so always
790 * subtract one from the number of constants. If the shader uses indirect addressing,
791 * account for the helper const too because we have to declare all available d3d constants
792 * and don't know which are actually used.
796 max_constantsF = gl_info->limits.arb_ps_native_constants;
797 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
798 if (max_constantsF < 24)
799 max_constantsF = gl_info->limits.arb_ps_float_constants;
803 const struct arb_vshader_private *shader_data = shader->backend_data;
804 max_constantsF = gl_info->limits.arb_vs_native_constants;
805 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
806 * Also prevents max_constantsF from becoming less than 0 and
808 if (max_constantsF < 96)
809 max_constantsF = gl_info->limits.arb_vs_float_constants;
811 if (reg_maps->usesrelconstF)
813 DWORD highest_constf = 0, clip_limit;
815 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
816 max_constantsF -= count_bits(reg_maps->integer_constants);
818 for (i = 0; i < shader->limits.constant_float; ++i)
821 DWORD shift = i & 0x1f;
822 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
825 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
827 if(ctx->cur_vs_args->super.clip_enabled)
828 clip_limit = gl_info->limits.clipplanes;
834 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
835 clip_limit = min(count_bits(mask), 4);
837 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
838 max_constantsF -= *num_clipplanes;
839 if(*num_clipplanes < clip_limit)
841 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
846 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
847 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
851 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
853 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
856 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
858 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
861 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
863 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
865 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
869 /* Load local constants using the program-local space,
870 * this avoids reloading them each time the shader is used
874 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
876 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
877 lconst_map[lconst->idx]);
878 next_local = max(next_local, lconst_map[lconst->idx] + 1);
882 /* After subtracting privately used constants from the hardware limit(they are loaded as
883 * local constants), make sure the shader doesn't violate the env constant limit
887 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
891 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
894 /* Avoid declaring more constants than needed */
895 max_constantsF = min(max_constantsF, shader->limits.constant_float);
897 /* we use the array-based constants array if the local constants are marked for loading,
898 * because then we use indirect addressing, or when the local constant list is empty,
899 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
900 * local constants do not declare the loaded constants as an array because ARB compilers usually
901 * do not optimize unused constants away
903 if (reg_maps->usesrelconstF)
905 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
906 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
907 max_constantsF, max_constantsF - 1);
909 for(i = 0; i < max_constantsF; i++) {
912 mask = 1 << (i & 0x1f);
913 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
915 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
923 static const char * const shift_tab[] = {
924 "dummy", /* 0 (none) */
925 "coefmul.x", /* 1 (x2) */
926 "coefmul.y", /* 2 (x4) */
927 "coefmul.z", /* 3 (x8) */
928 "coefmul.w", /* 4 (x16) */
929 "dummy", /* 5 (x32) */
930 "dummy", /* 6 (x64) */
931 "dummy", /* 7 (x128) */
932 "dummy", /* 8 (d256) */
933 "dummy", /* 9 (d128) */
934 "dummy", /* 10 (d64) */
935 "dummy", /* 11 (d32) */
936 "coefdiv.w", /* 12 (d16) */
937 "coefdiv.z", /* 13 (d8) */
938 "coefdiv.y", /* 14 (d4) */
939 "coefdiv.x" /* 15 (d2) */
942 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
943 const struct wined3d_shader_dst_param *dst, char *write_mask)
945 char *ptr = write_mask;
947 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
950 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
951 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
952 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
953 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
959 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
961 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
962 * but addressed as "rgba". To fix this we need to swap the register's x
963 * and z components. */
964 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
965 char *ptr = swizzle_str;
967 /* swizzle bits fields: wwzzyyxx */
968 DWORD swizzle = param->swizzle;
969 DWORD swizzle_x = swizzle & 0x03;
970 DWORD swizzle_y = (swizzle >> 2) & 0x03;
971 DWORD swizzle_z = (swizzle >> 4) & 0x03;
972 DWORD swizzle_w = (swizzle >> 6) & 0x03;
974 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
975 * generate a swizzle string. Unless we need to our own swizzling. */
976 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
979 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
980 *ptr++ = swizzle_chars[swizzle_x];
982 *ptr++ = swizzle_chars[swizzle_x];
983 *ptr++ = swizzle_chars[swizzle_y];
984 *ptr++ = swizzle_chars[swizzle_z];
985 *ptr++ = swizzle_chars[swizzle_w];
992 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
994 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
995 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
997 if (!strcmp(priv->addr_reg, src)) return;
999 strcpy(priv->addr_reg, src);
1000 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1003 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1004 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1006 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1007 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1009 /* oPos, oFog and oPts in D3D */
1010 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1011 const struct wined3d_shader *shader = ins->ctx->shader;
1012 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1013 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1014 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1020 case WINED3DSPR_TEMP:
1021 sprintf(register_name, "R%u", reg->idx[0].offset);
1024 case WINED3DSPR_INPUT:
1027 if (reg_maps->shader_version.major < 3)
1029 if (!reg->idx[0].offset)
1030 strcpy(register_name, "fragment.color.primary");
1032 strcpy(register_name, "fragment.color.secondary");
1036 if (reg->idx[0].rel_addr)
1039 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1041 if (!strcmp(rel_reg, "**aL_emul**"))
1043 DWORD idx = ctx->aL + reg->idx[0].offset;
1044 if(idx < MAX_REG_INPUT)
1046 strcpy(register_name, ctx->ps_input[idx]);
1050 ERR("Pixel shader input register out of bounds: %u\n", idx);
1051 sprintf(register_name, "out_of_bounds_%u", idx);
1054 else if (reg_maps->input_registers & 0x0300)
1056 /* There are two ways basically:
1058 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1059 * That means trouble if the loop also contains a breakc or if the control values
1060 * aren't local constants.
1061 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1062 * source dynamically. The trouble is that we cannot simply read aL.y because it
1063 * is an ADDRESS register. We could however push it, load .zw with a value and use
1064 * ADAC to load the condition code register and pop it again afterwards
1066 FIXME("Relative input register addressing with more than 8 registers\n");
1068 /* This is better than nothing for now */
1069 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1071 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1073 /* This is problematic because we'd have to consult the ctx->ps_input strings
1074 * for where to find the varying. Some may be "0.0", others can be texcoords or
1075 * colors. This needs either a pipeline replacement to make the vertex shader feed
1076 * proper varyings, or loop unrolling
1078 * For now use the texcoords and hope for the best
1080 FIXME("Non-vertex shader varying input with indirect addressing\n");
1081 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1085 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1086 * pulls GL_NV_fragment_program2 in
1088 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1093 if (reg->idx[0].offset < MAX_REG_INPUT)
1095 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1099 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1100 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1107 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1109 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1113 case WINED3DSPR_CONST:
1114 if (!pshader && reg->idx[0].rel_addr)
1116 const struct arb_vshader_private *shader_data = shader->backend_data;
1117 UINT rel_offset = shader_data->rel_offset;
1120 if (reg_maps->shader_version.major < 2)
1122 sprintf(rel_reg, "A0.x");
1126 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1127 if (ctx->target_version == ARB)
1129 if (!strcmp(rel_reg, "**aL_emul**"))
1133 shader_arb_request_a0(ins, rel_reg);
1134 sprintf(rel_reg, "A0.x");
1139 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1140 else if (reg->idx[0].offset >= rel_offset)
1141 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1143 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1147 if (reg_maps->usesrelconstF)
1148 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1150 sprintf(register_name, "C%u", reg->idx[0].offset);
1154 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1157 if (reg_maps->shader_version.major == 1
1158 && reg_maps->shader_version.minor <= 3)
1159 /* In ps <= 1.3, Tx is a temporary register as destination
1160 * to all instructions, and as source to most instructions.
1161 * For some instructions it is the texcoord input. Those
1162 * instructions know about the special use. */
1163 sprintf(register_name, "T%u", reg->idx[0].offset);
1165 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1166 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1170 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1171 sprintf(register_name, "A%u", reg->idx[0].offset);
1173 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1177 case WINED3DSPR_COLOROUT:
1178 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
1180 strcpy(register_name, "TMP_COLOR");
1184 if (ctx->cur_ps_args->super.srgb_correction)
1185 FIXME("sRGB correction on higher render targets.\n");
1186 if (reg_maps->rt_mask > 1)
1187 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1189 strcpy(register_name, "result.color");
1193 case WINED3DSPR_RASTOUT:
1194 if (reg->idx[0].offset == 1)
1195 sprintf(register_name, "%s", ctx->fog_output);
1197 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1200 case WINED3DSPR_DEPTHOUT:
1201 strcpy(register_name, "result.depth");
1204 case WINED3DSPR_ATTROUT:
1205 /* case WINED3DSPR_OUTPUT: */
1207 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1209 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1212 case WINED3DSPR_TEXCRDOUT:
1214 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1215 else if (reg_maps->shader_version.major < 3)
1216 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1218 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1221 case WINED3DSPR_LOOP:
1222 if(ctx->target_version >= NV2)
1224 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1225 if(pshader) sprintf(register_name, "A0.x");
1226 else sprintf(register_name, "aL.y");
1230 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1231 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1232 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1233 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1236 sprintf(register_name, "**aL_emul**");
1241 case WINED3DSPR_CONSTINT:
1242 sprintf(register_name, "I%u", reg->idx[0].offset);
1245 case WINED3DSPR_MISCTYPE:
1246 if (!reg->idx[0].offset)
1247 sprintf(register_name, "vpos");
1248 else if (reg->idx[0].offset == 1)
1249 sprintf(register_name, "fragment.facing.x");
1251 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1255 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1256 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1261 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1262 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1264 char register_name[255];
1268 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1269 strcpy(str, register_name);
1271 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1272 strcat(str, write_mask);
1275 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1277 switch(channel_source)
1279 case CHANNEL_SOURCE_ZERO: return "0";
1280 case CHANNEL_SOURCE_ONE: return "1";
1281 case CHANNEL_SOURCE_X: return "x";
1282 case CHANNEL_SOURCE_Y: return "y";
1283 case CHANNEL_SOURCE_Z: return "z";
1284 case CHANNEL_SOURCE_W: return "w";
1286 FIXME("Unhandled channel source %#x\n", channel_source);
1291 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1292 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1296 if (is_complex_fixup(fixup))
1298 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1299 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1304 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1305 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1306 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1307 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1312 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1313 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1314 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1318 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1319 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1320 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1321 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1327 char *ptr = reg_mask;
1329 if (mask != WINED3DSP_WRITEMASK_ALL)
1332 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1333 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1334 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1335 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1339 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1343 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1346 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1347 if (!ins->dst_count) return "";
1349 mod = ins->dst[0].modifiers;
1351 /* Silently ignore PARTIALPRECISION if its not supported */
1352 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1354 if(mod & WINED3DSPDM_MSAMPCENTROID)
1356 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1357 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1362 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1365 case WINED3DSPDM_SATURATE:
1368 case WINED3DSPDM_PARTIALPRECISION:
1375 FIXME("Unknown modifiers 0x%08x\n", mod);
1380 #define TEX_PROJ 0x1
1381 #define TEX_BIAS 0x2
1383 #define TEX_DERIV 0x10
1385 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1386 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1388 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1389 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1390 const struct wined3d_shader *shader = ins->ctx->shader;
1391 const struct wined3d_texture *texture;
1392 const char *tex_type;
1393 BOOL np2_fixup = FALSE;
1394 struct wined3d_device *device = shader->device;
1395 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1397 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1399 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1400 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1402 switch(sampler_type) {
1408 texture = device->stateBlock->state.textures[sampler_idx];
1409 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1415 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1417 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1419 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1420 else np2_fixup = TRUE;
1425 case WINED3DSTT_VOLUME:
1429 case WINED3DSTT_CUBE:
1434 ERR("Unexpected texture type %d\n", sampler_type);
1438 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1439 * so don't use shader_arb_get_modifier
1441 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1444 /* Fragment samplers always have indentity mapping */
1445 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1447 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1450 if (flags & TEX_DERIV)
1452 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1453 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1454 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1455 dsx, dsy,sampler_idx, tex_type);
1457 else if(flags & TEX_LOD)
1459 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1460 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1461 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1462 sampler_idx, tex_type);
1464 else if (flags & TEX_BIAS)
1466 /* Shouldn't be possible, but let's check for it */
1467 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1468 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1469 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1471 else if (flags & TEX_PROJ)
1473 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1479 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1480 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1481 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1483 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1486 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1491 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1492 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1493 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1494 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1498 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1499 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1501 /* Generate a line that does the input modifier computation and return the input register to use */
1502 BOOL is_color = FALSE;
1506 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1507 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1508 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1509 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1511 /* Assume a new line will be added */
1514 /* Get register name */
1515 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1516 shader_arb_get_swizzle(src, is_color, swzstr);
1518 switch (src->modifiers)
1520 case WINED3DSPSM_NONE:
1521 sprintf(outregstr, "%s%s", regstr, swzstr);
1524 case WINED3DSPSM_NEG:
1525 sprintf(outregstr, "-%s%s", regstr, swzstr);
1528 case WINED3DSPSM_BIAS:
1529 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1531 case WINED3DSPSM_BIASNEG:
1532 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1534 case WINED3DSPSM_SIGN:
1535 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1537 case WINED3DSPSM_SIGNNEG:
1538 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1540 case WINED3DSPSM_COMP:
1541 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1543 case WINED3DSPSM_X2:
1544 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1546 case WINED3DSPSM_X2NEG:
1547 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1549 case WINED3DSPSM_DZ:
1550 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1551 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1553 case WINED3DSPSM_DW:
1554 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1555 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1557 case WINED3DSPSM_ABS:
1558 if(ctx->target_version >= NV2) {
1559 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1562 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1565 case WINED3DSPSM_ABSNEG:
1566 if(ctx->target_version >= NV2) {
1567 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1569 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1570 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1575 sprintf(outregstr, "%s%s", regstr, swzstr);
1579 /* Return modified or original register, with swizzle */
1581 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1584 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1586 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1587 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1588 DWORD sampler_code = dst->reg.idx[0].offset;
1590 char src_name[2][50];
1592 shader_arb_get_dst_param(ins, dst, dst_name);
1594 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1596 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1597 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1600 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1601 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1602 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1603 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1604 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1606 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1607 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1610 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1615 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1616 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1617 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1618 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1619 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1620 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1621 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1622 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1623 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1624 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1625 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1626 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1627 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1629 FIXME("Unknown modifier %u\n", mod);
1633 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1635 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1636 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1638 char src_name[3][50];
1639 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1640 ins->ctx->reg_maps->shader_version.minor);
1642 shader_arb_get_dst_param(ins, dst, dst_name);
1643 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1645 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1646 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1648 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1652 struct wined3d_shader_src_param src0_copy = ins->src[0];
1655 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1656 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1658 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1659 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1660 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1661 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1662 dst_name, src_name[1], src_name[2]);
1666 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1668 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1669 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1671 char src_name[3][50];
1673 shader_arb_get_dst_param(ins, dst, dst_name);
1675 /* Generate input register names (with modifiers) */
1676 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1677 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1678 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1680 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1681 dst_name, src_name[0], src_name[2], src_name[1]);
1684 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1685 * dst = dot2(src0, src1) + src2 */
1686 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1688 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1689 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1691 char src_name[3][50];
1692 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1694 shader_arb_get_dst_param(ins, dst, dst_name);
1695 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1696 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1698 if(ctx->target_version >= NV3)
1700 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1701 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1702 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1703 dst_name, src_name[0], src_name[1], src_name[2]);
1705 else if(ctx->target_version >= NV2)
1707 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1708 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1709 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1710 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1712 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1714 * .xyxy and other swizzles that we could get with this are not valid in
1715 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1717 struct wined3d_shader_src_param tmp_param = ins->src[1];
1718 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1719 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1721 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1723 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1724 dst_name, src_name[2], src_name[0], src_name[1]);
1728 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1729 /* 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]
1730 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1732 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1733 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1734 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1735 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1739 /* Map the opcode 1-to-1 to the GL code */
1740 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1742 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1743 const char *instruction;
1744 char arguments[256], dst_str[50];
1746 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1748 switch (ins->handler_idx)
1750 case WINED3DSIH_ABS: instruction = "ABS"; break;
1751 case WINED3DSIH_ADD: instruction = "ADD"; break;
1752 case WINED3DSIH_CRS: instruction = "XPD"; break;
1753 case WINED3DSIH_DP3: instruction = "DP3"; break;
1754 case WINED3DSIH_DP4: instruction = "DP4"; break;
1755 case WINED3DSIH_DST: instruction = "DST"; break;
1756 case WINED3DSIH_FRC: instruction = "FRC"; break;
1757 case WINED3DSIH_LIT: instruction = "LIT"; break;
1758 case WINED3DSIH_LRP: instruction = "LRP"; break;
1759 case WINED3DSIH_MAD: instruction = "MAD"; break;
1760 case WINED3DSIH_MAX: instruction = "MAX"; break;
1761 case WINED3DSIH_MIN: instruction = "MIN"; break;
1762 case WINED3DSIH_MOV: instruction = "MOV"; break;
1763 case WINED3DSIH_MUL: instruction = "MUL"; break;
1764 case WINED3DSIH_SGE: instruction = "SGE"; break;
1765 case WINED3DSIH_SLT: instruction = "SLT"; break;
1766 case WINED3DSIH_SUB: instruction = "SUB"; break;
1767 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1768 case WINED3DSIH_DSX: instruction = "DDX"; break;
1769 default: instruction = "";
1770 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1774 /* Note that shader_arb_add_dst_param() adds spaces. */
1775 arguments[0] = '\0';
1776 shader_arb_get_dst_param(ins, dst, dst_str);
1777 for (i = 0; i < ins->src_count; ++i)
1780 strcat(arguments, ", ");
1781 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1782 strcat(arguments, operand);
1784 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1787 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1789 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1791 const struct wined3d_shader *shader = ins->ctx->shader;
1792 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1793 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1794 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1795 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1796 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1797 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1799 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1800 char src0_param[256];
1802 if (ins->handler_idx == WINED3DSIH_MOVA)
1804 const struct arb_vshader_private *shader_data = shader->backend_data;
1806 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1808 if(ctx->target_version >= NV2) {
1809 shader_hw_map2gl(ins);
1812 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1813 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1815 /* This implements the mova formula used in GLSL. The first two instructions
1816 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1820 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1822 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1823 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1825 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1826 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1828 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1829 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1830 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1831 if (shader_data->rel_offset)
1833 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1835 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1837 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1839 else if (reg_maps->shader_version.major == 1
1840 && !shader_is_pshader_version(reg_maps->shader_version.type)
1841 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1843 const struct arb_vshader_private *shader_data = shader->backend_data;
1844 src0_param[0] = '\0';
1846 if (shader_data->rel_offset)
1848 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1849 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1850 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1851 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1855 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1856 * with more than one component. Thus replicate the first source argument over all
1857 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1858 struct wined3d_shader_src_param tmp_src = ins->src[0];
1859 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1860 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1861 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1864 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1866 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1868 shader_addline(buffer, "#mov handled in srgb write code\n");
1871 shader_hw_map2gl(ins);
1875 shader_hw_map2gl(ins);
1879 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1881 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1882 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1885 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1886 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1888 shader_arb_get_dst_param(ins, dst, reg_dest);
1890 if (ins->ctx->reg_maps->shader_version.major >= 2)
1892 const char *kilsrc = "TA";
1895 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1896 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1902 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1903 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1904 * masked out components to 0(won't kill)
1906 char x = '0', y = '0', z = '0', w = '0';
1907 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1908 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1909 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1910 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1911 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1913 shader_addline(buffer, "KIL %s;\n", kilsrc);
1917 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1918 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1920 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1921 * or pass in any temporary register(in shader phase 2)
1923 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1924 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1926 shader_arb_get_dst_param(ins, dst, reg_dest);
1927 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1928 shader_addline(buffer, "KIL TA;\n");
1932 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1934 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1935 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1936 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1937 ins->ctx->reg_maps->shader_version.minor);
1938 struct wined3d_shader_src_param src;
1942 DWORD reg_sampler_code;
1944 BOOL swizzle_coord = FALSE;
1946 /* All versions have a destination register */
1947 shader_arb_get_dst_param(ins, dst, reg_dest);
1949 /* 1.0-1.4: Use destination register number as texture code.
1950 2.0+: Use provided sampler number as texure code. */
1951 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1952 reg_sampler_code = dst->reg.idx[0].offset;
1954 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1956 /* 1.0-1.3: Use the texcoord varying.
1957 1.4+: Use provided coordinate source register. */
1958 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1959 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1961 /* TEX is the only instruction that can handle DW and DZ natively */
1963 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1964 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1965 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1969 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1970 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1971 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1973 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1976 if (reg_sampler_code < MAX_TEXTURES)
1977 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1978 if (flags & WINED3D_PSARGS_PROJECTED)
1980 myflags |= TEX_PROJ;
1981 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1982 swizzle_coord = TRUE;
1985 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1987 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1988 if (src_mod == WINED3DSPSM_DZ)
1990 swizzle_coord = TRUE;
1991 myflags |= TEX_PROJ;
1992 } else if(src_mod == WINED3DSPSM_DW) {
1993 myflags |= TEX_PROJ;
1996 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1997 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2002 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2003 * reg_coord is a read-only varying register, so we need a temp reg */
2004 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2005 strcpy(reg_coord, "TA");
2008 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2011 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2013 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2014 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2015 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2016 ins->ctx->reg_maps->shader_version.minor);
2019 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2021 DWORD reg = dst->reg.idx[0].offset;
2023 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2024 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2028 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2029 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2030 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2034 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2036 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2039 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2043 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2044 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2045 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2046 /* Move .x first in case src_str is "TA" */
2047 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2048 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2049 if (reg1 < MAX_TEXTURES)
2051 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2052 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2054 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2057 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2059 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2061 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2065 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2066 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2067 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2068 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2069 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2070 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2073 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2075 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2079 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2080 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2081 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2082 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2085 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2087 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2088 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2089 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2090 char reg_coord[40], dst_reg[50], src_reg[50];
2091 DWORD reg_dest_code;
2093 /* All versions have a destination register. The Tx where the texture coordinates come
2094 * from is the varying incarnation of the texture register
2096 reg_dest_code = dst->reg.idx[0].offset;
2097 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2098 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2099 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2101 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2102 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2104 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2105 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2107 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2108 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2111 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2112 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2113 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2114 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2116 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2117 * so we can't let the GL handle this.
2119 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2120 & WINED3D_PSARGS_PROJECTED)
2122 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2123 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2124 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2126 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2129 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2131 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2133 /* No src swizzles are allowed, so this is ok */
2134 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2135 src_reg, reg_dest_code, reg_dest_code);
2136 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2140 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2142 DWORD reg = ins->dst[0].reg.idx[0].offset;
2143 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2144 char src0_name[50], dst_name[50];
2146 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2148 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2149 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2150 * T<reg+1> register. Use this register to store the calculated vector
2152 tmp_reg.idx[0].offset = reg + 1;
2153 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2154 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2157 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2159 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2161 DWORD reg = ins->dst[0].reg.idx[0].offset;
2162 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2168 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2169 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2171 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2172 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2173 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2174 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2175 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2178 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2180 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2181 DWORD reg = ins->dst[0].reg.idx[0].offset;
2182 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2183 char src0_name[50], dst_name[50];
2184 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2187 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2188 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2189 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2191 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2192 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2194 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2195 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2196 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2197 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2200 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2202 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2203 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2205 DWORD reg = ins->dst[0].reg.idx[0].offset;
2206 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2208 char src0_name[50], dst_name[50];
2211 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2212 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2213 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2215 /* Sample the texture using the calculated coordinates */
2216 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2217 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2218 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2219 tex_mx->current_row = 0;
2222 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2224 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2225 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2227 DWORD reg = ins->dst[0].reg.idx[0].offset;
2228 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2234 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2235 * components for temporary data storage
2237 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2238 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2239 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2241 /* Construct the eye-ray vector from w coordinates */
2242 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2243 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2244 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2246 /* Calculate reflection vector
2248 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2249 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2250 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2251 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2252 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2253 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2254 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2256 /* Sample the texture using the calculated coordinates */
2257 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2258 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2259 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2260 tex_mx->current_row = 0;
2263 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2265 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2266 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2268 DWORD reg = ins->dst[0].reg.idx[0].offset;
2269 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2276 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2277 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2278 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2279 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2280 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2282 /* Calculate reflection vector.
2285 * dst_reg.xyz = 2 * --------- * N - E
2288 * Which normalizes the normal vector
2290 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2291 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2292 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2293 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2294 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2295 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2297 /* Sample the texture using the calculated coordinates */
2298 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2299 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2300 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2301 tex_mx->current_row = 0;
2304 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2306 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2307 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2309 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2310 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2312 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2313 * which is essentially an input, is the destination register because it is the first
2314 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2315 * here(writemasks/swizzles are not valid on texdepth)
2317 shader_arb_get_dst_param(ins, dst, dst_name);
2319 /* According to the msdn, the source register(must be r5) is unusable after
2320 * the texdepth instruction, so we're free to modify it
2322 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2324 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2325 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2326 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2328 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2329 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2330 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2331 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2334 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2335 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2336 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2337 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2339 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2340 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2344 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2345 shader_addline(buffer, "MOV TB, 0.0;\n");
2346 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2348 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2349 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2352 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2353 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2354 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2356 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2359 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2361 /* Handle output register */
2362 shader_arb_get_dst_param(ins, dst, dst_str);
2363 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2364 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2367 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2368 * Perform the 3rd row of a 3x3 matrix multiply */
2369 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2371 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2372 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2373 char dst_str[50], dst_name[50];
2377 shader_arb_get_dst_param(ins, dst, dst_str);
2378 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2379 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2380 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2381 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2384 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2385 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2386 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2387 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2389 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2391 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2392 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2393 char src0[50], dst_name[50];
2395 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2396 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2398 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2399 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2400 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2402 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2403 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2404 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2406 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2407 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2408 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2409 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2412 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2413 Vertex/Pixel shaders to ARB_vertex_program codes */
2414 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2417 int nComponents = 0;
2418 struct wined3d_shader_dst_param tmp_dst = {{0}};
2419 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2420 struct wined3d_shader_instruction tmp_ins;
2422 memset(&tmp_ins, 0, sizeof(tmp_ins));
2424 /* Set constants for the temporary argument */
2425 tmp_ins.ctx = ins->ctx;
2426 tmp_ins.dst_count = 1;
2427 tmp_ins.dst = &tmp_dst;
2428 tmp_ins.src_count = 2;
2429 tmp_ins.src = tmp_src;
2431 switch(ins->handler_idx)
2433 case WINED3DSIH_M4x4:
2435 tmp_ins.handler_idx = WINED3DSIH_DP4;
2437 case WINED3DSIH_M4x3:
2439 tmp_ins.handler_idx = WINED3DSIH_DP4;
2441 case WINED3DSIH_M3x4:
2443 tmp_ins.handler_idx = WINED3DSIH_DP3;
2445 case WINED3DSIH_M3x3:
2447 tmp_ins.handler_idx = WINED3DSIH_DP3;
2449 case WINED3DSIH_M3x2:
2451 tmp_ins.handler_idx = WINED3DSIH_DP3;
2454 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2458 tmp_dst = ins->dst[0];
2459 tmp_src[0] = ins->src[0];
2460 tmp_src[1] = ins->src[1];
2461 for (i = 0; i < nComponents; ++i)
2463 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2464 shader_hw_map2gl(&tmp_ins);
2465 ++tmp_src[1].reg.idx[0].offset;
2469 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2471 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2476 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2477 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2478 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2480 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2486 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2489 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2491 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2492 const char *instruction;
2497 switch(ins->handler_idx)
2499 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2500 case WINED3DSIH_RCP: instruction = "RCP"; break;
2501 case WINED3DSIH_EXP: instruction = "EX2"; break;
2502 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2503 default: instruction = "";
2504 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2508 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2509 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2510 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2512 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2518 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2521 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2523 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2526 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2527 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2528 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2530 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2531 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2533 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2534 * otherwise NRM or RSQ would return NaN */
2535 if(pshader && priv->target_version >= NV3)
2537 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2539 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2541 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2542 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2543 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2545 else if(priv->target_version >= NV2)
2547 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2548 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2549 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2554 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2556 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2557 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2558 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2560 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2561 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2563 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2564 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2565 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2570 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2572 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2574 char src_name[3][50];
2576 /* ARB_fragment_program has a convenient LRP instruction */
2577 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2578 shader_hw_map2gl(ins);
2582 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2583 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2584 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2585 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2587 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2588 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2589 dst_name, src_name[0], src_name[2]);
2592 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2594 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2595 * must contain fixed constants. So we need a separate function to filter those constants and
2598 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2599 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2600 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2602 char src_name0[50], src_name1[50], src_name2[50];
2605 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2606 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2607 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2608 /* No modifiers are supported on SCS */
2609 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2611 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2613 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2614 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2616 } else if(priv->target_version >= NV2) {
2617 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2619 /* Sincos writemask must be .x, .y or .xy */
2620 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2621 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2622 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2623 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2625 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2626 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2628 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2629 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2631 * The constants we get are:
2633 * +1 +1, -1 -1 +1 +1 -1 -1
2634 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2635 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2637 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2641 * (x/2)^4 = x^4 / 16
2642 * (x/2)^5 = x^5 / 32
2645 * To get the final result:
2646 * sin(x) = 2 * sin(x/2) * cos(x/2)
2647 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2648 * (from sin(x+y) and cos(x+y) rules)
2650 * As per MSDN, dst.z is undefined after the operation, and so is
2651 * dst.x and dst.y if they're masked out by the writemask. Ie
2652 * sincos dst.y, src1, c0, c1
2653 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2654 * vsa.exe also stops with an error if the dest register is the same register as the source
2655 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2656 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2658 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2659 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2660 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2662 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2663 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2664 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2665 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2666 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2667 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2671 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2672 * properly merge that with MULs in the code above?
2673 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2674 * we can merge the sine and cosine MAD rows to calculate them together.
2676 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2677 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2678 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2679 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2682 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2683 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2684 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2686 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2688 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2689 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2691 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2693 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2694 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2699 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2701 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2704 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2706 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2707 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2709 /* SGN is only valid in vertex shaders */
2710 if(ctx->target_version >= NV2) {
2711 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2715 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2716 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2718 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2719 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2721 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2722 * Then use TA, and calculate the final result
2724 * Not reading from TA? Store the first result in TA to avoid overwriting the
2725 * destination if src reg = dst reg
2727 if(strstr(src_name, "TA"))
2729 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2730 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2731 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2735 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2736 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2737 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2742 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2744 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2750 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2751 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2752 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2754 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2755 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2758 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2764 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2765 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2766 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2767 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2768 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2769 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2770 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2771 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2772 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2773 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2774 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2775 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2776 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2778 FIXME("Unknown modifier %u\n", mod);
2782 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2784 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2785 char src0[50], dst[50];
2786 struct wined3d_shader_src_param src0_copy = ins->src[0];
2787 BOOL need_abs = FALSE;
2790 switch(ins->handler_idx)
2792 case WINED3DSIH_LOG: instr = "LG2"; break;
2793 case WINED3DSIH_LOGP: instr = "LOG"; break;
2795 ERR("Unexpected instruction %d\n", ins->handler_idx);
2799 /* LOG and LOGP operate on the absolute value of the input */
2800 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2802 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2803 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2807 shader_addline(buffer, "ABS TA, %s;\n", src0);
2808 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2812 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2816 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2818 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2819 char src0[50], src1[50], dst[50];
2820 struct wined3d_shader_src_param src0_copy = ins->src[0];
2821 BOOL need_abs = FALSE;
2822 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2823 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2825 /* POW operates on the absolute value of the input */
2826 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2828 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2829 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2830 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2833 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2835 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2837 if (priv->target_version >= NV2)
2839 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2840 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2841 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2845 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2846 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2848 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2849 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2850 /* Possibly add flt_eps to avoid getting float special values */
2851 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2852 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2853 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2854 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2858 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2860 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2862 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2865 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2869 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2870 struct list *e = list_head(&priv->control_frames);
2871 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2873 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2874 /* The constant loader makes sure to load -1 into iX.w */
2875 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2876 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2877 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2881 shader_addline(buffer, "LOOP %s;\n", src_name);
2885 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2887 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2889 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2891 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2893 /* The constant loader makes sure to load -1 into iX.w */
2896 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2897 struct list *e = list_head(&priv->control_frames);
2898 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2900 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2902 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2903 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2904 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2908 shader_addline(buffer, "REP %s;\n", src_name);
2912 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2914 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2915 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2919 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2920 struct list *e = list_head(&priv->control_frames);
2921 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2923 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2924 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2925 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2927 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2931 shader_addline(buffer, "ENDLOOP;\n");
2935 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2937 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2938 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2942 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2943 struct list *e = list_head(&priv->control_frames);
2944 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2946 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2947 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2948 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2950 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2954 shader_addline(buffer, "ENDREP;\n");
2958 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2960 struct control_frame *control_frame;
2962 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2964 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2966 ERR("Could not find loop for break\n");
2970 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2972 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2973 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2974 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2978 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2982 shader_addline(buffer, "BRK;\n");
2986 static const char *get_compare(enum wined3d_shader_rel_op op)
2990 case WINED3D_SHADER_REL_OP_GT: return "GT";
2991 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2992 case WINED3D_SHADER_REL_OP_GE: return "GE";
2993 case WINED3D_SHADER_REL_OP_LT: return "LT";
2994 case WINED3D_SHADER_REL_OP_NE: return "NE";
2995 case WINED3D_SHADER_REL_OP_LE: return "LE";
2997 FIXME("Unrecognized operator %#x.\n", op);
3002 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3006 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3007 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3008 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3009 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3010 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3011 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3013 FIXME("Unrecognized operator %#x.\n", op);
3018 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3020 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3021 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3022 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3025 const char *comp = get_compare(ins->flags);
3027 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3028 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3032 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3033 * away the subtraction result
3035 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3036 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3040 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3041 shader_addline(buffer, "BRK (%s.x);\n", comp);
3045 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3047 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3048 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3049 struct list *e = list_head(&priv->control_frames);
3050 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3054 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3056 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3057 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3061 /* Invert the flag. We jump to the else label if the condition is NOT true */
3062 comp = get_compare(invert_compare(ins->flags));
3063 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3064 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3068 comp = get_compare(ins->flags);
3069 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3070 shader_addline(buffer, "IF %s.x;\n", comp);
3074 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3076 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3077 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3078 struct list *e = list_head(&priv->control_frames);
3079 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3080 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3084 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3085 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3086 control_frame->had_else = TRUE;
3090 shader_addline(buffer, "ELSE;\n");
3094 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3096 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3097 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3098 struct list *e = list_head(&priv->control_frames);
3099 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3100 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3104 if(control_frame->had_else)
3106 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3110 shader_addline(buffer, "#No else branch. else is endif\n");
3111 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3116 shader_addline(buffer, "ENDIF;\n");
3120 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3122 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3124 char reg_src[3][40];
3125 WORD flags = TEX_DERIV;
3127 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3128 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3129 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3130 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3132 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3133 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3135 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3138 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3140 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3143 WORD flags = TEX_LOD;
3145 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3146 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3148 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3149 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3151 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3154 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3156 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3157 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3159 priv->in_main_func = FALSE;
3160 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3161 * subroutine, don't generate a label that will make GL complain
3163 if(priv->target_version == ARB) return;
3165 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3168 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3169 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3170 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3171 struct wined3d_shader_buffer *buffer)
3175 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3176 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3177 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3178 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3180 if (args->super.fog_src == VS_FOG_Z)
3182 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3188 /* posFixup.x is always 1.0, so we can safely use it */
3189 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3193 /* Clamp fogcoord */
3194 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3195 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3197 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3198 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3202 /* Clipplanes are always stored without y inversion */
3203 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3205 if (args->super.clip_enabled)
3207 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3209 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3213 else if (args->clip.boolclip.clip_texcoord)
3215 unsigned int cur_clip = 0;
3216 char component[4] = {'x', 'y', 'z', 'w'};
3217 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3219 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3221 if (args->clip.boolclip.clipplane_mask & (1 << i))
3223 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3224 component[cur_clip++], i);
3230 shader_addline(buffer, "MOV TA, %s;\n", zero);
3233 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3236 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3239 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3242 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3243 args->clip.boolclip.clip_texcoord - 1);
3246 /* Write the final position.
3248 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3249 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3250 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3251 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3253 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3254 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3255 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3257 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3258 * and the glsl equivalent
3260 if (need_helper_const(shader_data, reg_maps, gl_info))
3262 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3263 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3267 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3268 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3271 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3273 priv_ctx->footer_written = TRUE;
3276 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3278 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3279 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3280 const struct wined3d_shader *shader = ins->ctx->shader;
3281 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3283 if(priv->target_version == ARB) return;
3287 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3288 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3291 shader_addline(buffer, "RET;\n");
3294 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3296 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3297 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3300 /* GL locking is done by the caller */
3301 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3303 GLuint program_id = 0;
3306 const char *blt_vprogram =
3308 "PARAM c[1] = { { 1, 0.5 } };\n"
3309 "MOV result.position, vertex.position;\n"
3310 "MOV result.color, c[0].x;\n"
3311 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3314 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3315 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3316 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3317 strlen(blt_vprogram), blt_vprogram));
3318 checkGLcall("glProgramStringARB()");
3320 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3323 FIXME("Vertex program error at position %d: %s\n\n", pos,
3324 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3325 shader_arb_dump_program_source(blt_vprogram);
3331 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3332 checkGLcall("glGetProgramivARB()");
3333 if (!native) WARN("Program exceeds native resource limits.\n");
3339 /* GL locking is done by the caller */
3340 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3341 enum tex_types tex_type, BOOL masked)
3343 GLuint program_id = 0;
3344 const char *fprogram;
3347 static const char * const blt_fprograms_full[tex_type_count] =
3354 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3355 "MOV result.depth.z, R0.x;\n"
3362 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3363 "MOV result.depth.z, R0.x;\n"
3368 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3369 "MOV result.depth.z, R0.x;\n"
3373 static const char * const blt_fprograms_masked[tex_type_count] =
3379 "PARAM mask = program.local[0];\n"
3381 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3382 "MUL R0.x, R0.x, R0.y;\n"
3384 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3385 "MOV result.depth.z, R0.x;\n"
3391 "PARAM mask = program.local[0];\n"
3393 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3394 "MUL R0.x, R0.x, R0.y;\n"
3396 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3397 "MOV result.depth.z, R0.x;\n"
3401 "PARAM mask = program.local[0];\n"
3403 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3404 "MUL R0.x, R0.x, R0.y;\n"
3406 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3407 "MOV result.depth.z, R0.x;\n"
3411 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3414 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3416 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3419 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3420 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3421 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3422 checkGLcall("glProgramStringARB()");
3424 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3427 FIXME("Fragment program error at position %d: %s\n\n", pos,
3428 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3429 shader_arb_dump_program_source(fprogram);
3435 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3436 checkGLcall("glGetProgramivARB()");
3437 if (!native) WARN("Program exceeds native resource limits.\n");
3443 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3444 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3446 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3450 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3451 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3452 /* Calculate the > 0.0031308 case */
3453 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3454 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3455 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3456 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3457 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3458 /* Calculate the < case */
3459 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3463 /* Calculate the > 0.0031308 case */
3464 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3465 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3466 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3467 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3468 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3469 /* Calculate the < case */
3470 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3471 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3472 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3473 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3474 /* Store the components > 0.0031308 in the destination */
3475 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3476 /* Add the components that are < 0.0031308 */
3477 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3478 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3479 * result.color writes(.rgb first, then .a), or handle overwriting already written
3480 * components. The assembler uses a temporary register in this case, which is usually
3481 * not allocated from one of our registers that were used earlier.
3484 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3487 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3489 const struct wined3d_shader_lconst *constant;
3491 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3493 if (constant->idx == idx)
3495 return constant->value;
3501 static void init_ps_input(const struct wined3d_shader *shader,
3502 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3504 static const char * const texcoords[8] =
3506 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3507 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3510 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3511 const char *semantic_name;
3514 switch(args->super.vp_mode)
3516 case pretransformed:
3518 /* The pixelshader has to collect the varyings on its own. In any case properly load
3519 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3520 * other attribs to 0.0.
3522 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3523 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3524 * load the texcoord attrib pointers to match the pixel shader signature
3526 for(i = 0; i < MAX_REG_INPUT; i++)
3528 semantic_name = sig[i].semantic_name;
3529 semantic_idx = sig[i].semantic_idx;
3530 if (!semantic_name) continue;
3532 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3534 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3535 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3536 else priv->ps_input[i] = "0.0";
3538 else if(args->super.vp_mode == fixedfunction)
3540 priv->ps_input[i] = "0.0";
3542 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3544 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3545 else priv->ps_input[i] = "0.0";
3547 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3549 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3550 else priv->ps_input[i] = "0.0";
3554 priv->ps_input[i] = "0.0";
3557 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3562 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3565 for(i = 0; i < 8; i++)
3567 priv->ps_input[i] = texcoords[i];
3569 priv->ps_input[8] = "fragment.color.primary";
3570 priv->ps_input[9] = "fragment.color.secondary";
3575 /* GL locking is done by the caller */
3576 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3577 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3578 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3580 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3581 const struct wined3d_shader_lconst *lconst;
3582 const DWORD *function = shader->function;
3585 DWORD *lconst_map = local_const_mapping(shader), next_local;
3586 struct shader_arb_ctx_priv priv_ctx;
3587 BOOL dcl_td = FALSE;
3588 BOOL want_nv_prog = FALSE;
3589 struct arb_pshader_private *shader_priv = shader->backend_data;
3594 unsigned int i, found = 0;
3596 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3599 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3600 || (reg_maps->shader_version.major < 2 && !i))
3603 sprintf(srgbtmp[found], "R%u", i);
3605 if (found == 4) break;
3610 sprintf(srgbtmp[0], "TA");
3611 sprintf(srgbtmp[1], "TB");
3612 sprintf(srgbtmp[2], "TC");
3613 sprintf(srgbtmp[3], "TD");
3617 sprintf(srgbtmp[1], "TA");
3618 sprintf(srgbtmp[2], "TB");
3619 sprintf(srgbtmp[3], "TC");
3622 sprintf(srgbtmp[2], "TA");
3623 sprintf(srgbtmp[3], "TB");
3626 sprintf(srgbtmp[3], "TA");
3632 /* Create the hw ARB shader */
3633 memset(&priv_ctx, 0, sizeof(priv_ctx));
3634 priv_ctx.cur_ps_args = args;
3635 priv_ctx.compiled_fprog = compiled;
3636 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3637 init_ps_input(shader, args, &priv_ctx);
3638 list_init(&priv_ctx.control_frames);
3640 /* Avoid enabling NV_fragment_program* if we do not need it.
3642 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3643 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3644 * is faster than what we gain from using higher native instructions. There are some things though
3645 * that cannot be emulated. In that case enable the extensions.
3646 * If the extension is enabled, instruction handlers that support both ways will use it.
3648 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3649 * So enable the best we can get.
3651 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3652 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3654 want_nv_prog = TRUE;
3657 shader_addline(buffer, "!!ARBfp1.0\n");
3658 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3660 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3661 priv_ctx.target_version = NV3;
3663 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3665 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3666 priv_ctx.target_version = NV2;
3670 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3673 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3676 priv_ctx.target_version = ARB;
3679 if (reg_maps->rt_mask > 1)
3681 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3684 if (reg_maps->shader_version.major < 3)
3686 switch(args->super.fog) {
3690 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3693 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3696 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3701 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3702 * unused temps away(but occupies them for the whole shader if they're used once). Always
3703 * declaring them avoids tricky bookkeeping work
3705 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3706 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3707 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3708 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3709 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3710 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3711 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3713 if (reg_maps->shader_version.major < 2)
3715 strcpy(fragcolor, "R0");
3719 if (args->super.srgb_correction)
3721 if (shader->u.ps.color0_mov)
3723 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3727 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3728 strcpy(fragcolor, "TMP_COLOR");
3731 strcpy(fragcolor, "result.color");
3735 if(args->super.srgb_correction) {
3736 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3737 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3738 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3739 srgb_sub_high, 0.0, 0.0, 0.0);
3742 /* Base Declarations */
3743 next_local = shader_generate_arb_declarations(shader, reg_maps,
3744 buffer, gl_info, lconst_map, NULL, &priv_ctx);
3746 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3748 unsigned char bump_const;
3750 if (!(map & 1)) continue;
3752 bump_const = compiled->numbumpenvmatconsts;
3753 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3754 compiled->bumpenvmatconst[bump_const].texunit = i;
3755 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3756 compiled->luminanceconst[bump_const].texunit = i;
3758 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3759 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3760 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3761 * textures due to conditional NP2 restrictions)
3763 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3764 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3765 * their location is shader dependent anyway and they cannot be loaded globally.
3767 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3768 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3769 i, compiled->bumpenvmatconst[bump_const].const_num);
3770 compiled->numbumpenvmatconsts = bump_const + 1;
3772 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3774 compiled->luminanceconst[bump_const].const_num = next_local++;
3775 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3776 i, compiled->luminanceconst[bump_const].const_num);
3779 for(i = 0; i < MAX_CONST_I; i++)
3781 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3782 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3784 const DWORD *control_values = find_loop_control_values(shader, i);
3788 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3789 control_values[0], control_values[1], control_values[2]);
3793 compiled->int_consts[i] = next_local;
3794 compiled->num_int_consts++;
3795 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3800 if(reg_maps->vpos || reg_maps->usesdsy)
3802 compiled->ycorrection = next_local;
3803 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3807 shader_addline(buffer, "TEMP vpos;\n");
3808 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3809 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3810 * ycorrection.z: 1.0
3811 * ycorrection.w: 0.0
3813 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3814 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3819 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3822 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3823 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3824 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3825 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3826 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3827 * shader compilation errors and the subsequent errors when drawing with this shader. */
3828 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3829 unsigned char cur_fixup_sampler = 0;
3831 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3832 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3833 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3835 fixup->offset = next_local;
3836 fixup->super.active = 0;
3838 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3839 if (!(map & (1 << i))) continue;
3841 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3842 fixup->super.active |= (1 << i);
3843 fixup->super.idx[i] = cur_fixup_sampler++;
3845 FIXME("No free constant found to load NP2 fixup data into shader. "
3846 "Sampling from this texture will probably look wrong.\n");
3851 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3852 if (fixup->super.num_consts) {
3853 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3854 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3858 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3860 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3863 /* Base Shader Body */
3864 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3866 if(args->super.srgb_correction) {
3867 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3868 priv_ctx.target_version >= NV2);
3871 if(strcmp(fragcolor, "result.color")) {
3872 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3874 shader_addline(buffer, "END\n");
3876 /* TODO: change to resource.glObjectHandle or something like that */
3877 GL_EXTCALL(glGenProgramsARB(1, &retval));
3879 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3880 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3882 TRACE("Created hw pixel shader, prg=%d\n", retval);
3883 /* Create the program and check for errors */
3884 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3885 buffer->bsize, buffer->buffer));
3886 checkGLcall("glProgramStringARB()");
3888 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3891 FIXME("HW PixelShader Error at position %d: %s\n\n",
3892 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3893 shader_arb_dump_program_source(buffer->buffer);
3900 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3901 checkGLcall("glGetProgramivARB()");
3902 if (!native) WARN("Program exceeds native resource limits.\n");
3905 /* Load immediate constants */
3908 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3910 const float *value = (const float *)lconst->value;
3911 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3912 checkGLcall("glProgramLocalParameter4fvARB");
3914 HeapFree(GetProcessHeap(), 0, lconst_map);
3920 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3925 for(i = 0; i < MAX_REG_INPUT; i++)
3927 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3929 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3930 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3934 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3935 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3936 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3937 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3938 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3939 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3944 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3946 struct wined3d_shader_signature_element *new;
3950 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3951 for(i = 0; i < MAX_REG_INPUT; i++)
3953 if (!sig[i].semantic_name) continue;
3956 /* Clone the semantic string */
3957 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3958 strcpy(name, sig[i].semantic_name);
3959 new[i].semantic_name = name;
3964 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3966 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3967 struct ps_signature *found_sig;
3971 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3972 TRACE("Found existing signature %u\n", found_sig->idx);
3973 return found_sig->idx;
3975 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3976 found_sig->sig = clone_sig(sig);
3977 found_sig->idx = priv->ps_sig_number++;
3978 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3979 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3981 ERR("Failed to insert program entry.\n");
3983 return found_sig->idx;
3986 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3987 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3990 static const char * const texcoords[8] =
3992 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3993 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3995 struct wined3d_device *device = shader->device;
3996 const struct wined3d_shader_signature_element *sig;
3997 const char *semantic_name;
3998 DWORD semantic_idx, reg_idx;
4000 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4001 * and varying 9 to result.color.secondary
4003 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4005 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4006 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4007 "result.color.primary", "result.color.secondary"
4012 TRACE("Pixel shader uses builtin varyings\n");
4013 /* Map builtins to builtins */
4014 for(i = 0; i < 8; i++)
4016 priv_ctx->texcrd_output[i] = texcoords[i];
4018 priv_ctx->color_output[0] = "result.color.primary";
4019 priv_ctx->color_output[1] = "result.color.secondary";
4020 priv_ctx->fog_output = "TMP_FOGCOORD";
4022 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4023 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4025 semantic_name = shader->output_signature[i].semantic_name;
4026 if (!semantic_name) continue;
4028 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4030 TRACE("o%u is TMP_OUT\n", i);
4031 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4032 else priv_ctx->vs_output[i] = "TA";
4034 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4036 TRACE("o%u is result.pointsize\n", i);
4037 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4038 else priv_ctx->vs_output[i] = "TA";
4040 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4042 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4043 if (!shader->output_signature[i].semantic_idx)
4044 priv_ctx->vs_output[i] = "result.color.primary";
4045 else if (shader->output_signature[i].semantic_idx == 1)
4046 priv_ctx->vs_output[i] = "result.color.secondary";
4047 else priv_ctx->vs_output[i] = "TA";
4049 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4051 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4052 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4053 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4055 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4057 TRACE("o%u is result.fogcoord\n", i);
4058 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4059 else priv_ctx->vs_output[i] = "result.fogcoord";
4063 priv_ctx->vs_output[i] = "TA";
4069 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4070 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4072 sig = device->stateBlock->state.pixel_shader->input_signature;
4073 TRACE("Pixel shader uses declared varyings\n");
4075 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4076 for(i = 0; i < 8; i++)
4078 priv_ctx->texcrd_output[i] = "TA";
4080 priv_ctx->color_output[0] = "TA";
4081 priv_ctx->color_output[1] = "TA";
4082 priv_ctx->fog_output = "TA";
4084 for(i = 0; i < MAX_REG_INPUT; i++)
4086 semantic_name = sig[i].semantic_name;
4087 semantic_idx = sig[i].semantic_idx;
4088 reg_idx = sig[i].register_idx;
4089 if (!semantic_name) continue;
4091 /* If a declared input register is not written by builtin arguments, don't write to it.
4092 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4094 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4095 * to TMP_OUT in any case
4097 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4099 if (semantic_idx < 8)
4100 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4102 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4104 if (semantic_idx < 2)
4105 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4107 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4110 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4117 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4118 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4120 compiled->need_color_unclamp = TRUE;
4124 /* Map declared to declared */
4125 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4127 /* Write unread output to TA to throw them away */
4128 priv_ctx->vs_output[i] = "TA";
4129 semantic_name = shader->output_signature[i].semantic_name;
4130 if (!semantic_name) continue;
4132 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4133 && !shader->output_signature[i].semantic_idx)
4135 priv_ctx->vs_output[i] = "TMP_OUT";
4138 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4139 && !shader->output_signature[i].semantic_idx)
4141 priv_ctx->vs_output[i] = "result.pointsize";
4145 for(j = 0; j < MAX_REG_INPUT; j++)
4147 if (!sig[j].semantic_name) continue;
4149 if (!strcmp(sig[j].semantic_name, semantic_name)
4150 && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4152 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4154 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4155 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4157 compiled->need_color_unclamp = TRUE;
4164 /* GL locking is done by the caller */
4165 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4166 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4167 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4169 const struct arb_vshader_private *shader_data = shader->backend_data;
4170 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4171 struct shader_arb_priv *priv = shader->device->shader_priv;
4172 const struct wined3d_shader_lconst *lconst;
4173 const DWORD *function = shader->function;
4175 DWORD next_local, *lconst_map = local_const_mapping(shader);
4176 struct shader_arb_ctx_priv priv_ctx;
4180 memset(&priv_ctx, 0, sizeof(priv_ctx));
4181 priv_ctx.cur_vs_args = args;
4182 list_init(&priv_ctx.control_frames);
4183 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4185 /* Create the hw ARB shader */
4186 shader_addline(buffer, "!!ARBvp1.0\n");
4188 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4189 * mesurable performance penalty, and we can always make use of it for clipplanes.
4191 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4193 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4194 priv_ctx.target_version = NV3;
4195 shader_addline(buffer, "ADDRESS aL;\n");
4197 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4199 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4200 priv_ctx.target_version = NV2;
4201 shader_addline(buffer, "ADDRESS aL;\n");
4203 priv_ctx.target_version = ARB;
4206 shader_addline(buffer, "TEMP TMP_OUT;\n");
4208 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4209 if (need_helper_const(shader_data, reg_maps, gl_info))
4211 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4213 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4215 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4216 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4219 shader_addline(buffer, "TEMP TA;\n");
4220 shader_addline(buffer, "TEMP TB;\n");
4222 /* Base Declarations */
4223 next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4224 gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4226 for(i = 0; i < MAX_CONST_I; i++)
4228 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4229 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4231 const DWORD *control_values = find_loop_control_values(shader, i);
4235 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4236 control_values[0], control_values[1], control_values[2]);
4240 compiled->int_consts[i] = next_local;
4241 compiled->num_int_consts++;
4242 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4247 /* We need a constant to fixup the final position */
4248 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4249 compiled->pos_fixup = next_local++;
4251 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4252 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4253 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4254 * a replacement shader depend on the texcoord.w being set properly.
4256 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4257 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4258 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4259 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4260 * this can eat a number of instructions, so skip it unless this cap is set as well
4262 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4264 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4265 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4267 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->fragment_pipe->ffp_proj_control)
4270 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4271 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4273 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4274 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4279 /* The shader starts with the main function */
4280 priv_ctx.in_main_func = TRUE;
4281 /* Base Shader Body */
4282 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4284 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4285 shader_data, args, reg_maps, gl_info, buffer);
4287 shader_addline(buffer, "END\n");
4289 /* TODO: change to resource.glObjectHandle or something like that */
4290 GL_EXTCALL(glGenProgramsARB(1, &ret));
4292 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4293 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4295 TRACE("Created hw vertex shader, prg=%d\n", ret);
4296 /* Create the program and check for errors */
4297 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4298 buffer->bsize, buffer->buffer));
4299 checkGLcall("glProgramStringARB()");
4301 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4304 FIXME("HW VertexShader Error at position %d: %s\n\n",
4305 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4306 shader_arb_dump_program_source(buffer->buffer);
4313 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4314 checkGLcall("glGetProgramivARB()");
4315 if (!native) WARN("Program exceeds native resource limits.\n");
4317 /* Load immediate constants */
4320 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4322 const float *value = (const float *)lconst->value;
4323 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4327 HeapFree(GetProcessHeap(), 0, lconst_map);
4332 /* GL locking is done by the caller */
4333 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4334 const struct arb_ps_compile_args *args)
4336 struct wined3d_device *device = shader->device;
4337 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4340 struct arb_ps_compiled_shader *new_array;
4341 struct wined3d_shader_buffer buffer;
4342 struct arb_pshader_private *shader_data;
4345 if (!shader->backend_data)
4347 struct shader_arb_priv *priv = device->shader_priv;
4349 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4350 shader_data = shader->backend_data;
4351 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4353 if (shader->reg_maps.shader_version.major < 3)
4354 shader_data->input_signature_idx = ~0;
4356 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4358 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4360 if (!device->vs_clipping)
4361 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4362 gl_info->limits.texture_stages - 1);
4364 shader_data->clipplane_emulation = ~0U;
4366 shader_data = shader->backend_data;
4368 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4369 * so a linear search is more performant than a hashmap or a binary search
4370 * (cache coherency etc)
4372 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4374 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4375 return &shader_data->gl_shaders[i];
4378 TRACE("No matching GL shader found, compiling a new shader\n");
4379 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4380 if (shader_data->num_gl_shaders)
4382 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4383 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4384 new_size * sizeof(*shader_data->gl_shaders));
4386 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4391 ERR("Out of memory\n");
4394 shader_data->gl_shaders = new_array;
4395 shader_data->shader_array_size = new_size;
4398 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4400 pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4402 if (!shader_buffer_init(&buffer))
4404 ERR("Failed to initialize shader buffer.\n");
4408 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4409 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4410 shader_buffer_free(&buffer);
4411 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4413 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4416 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4417 const DWORD use_map, BOOL skip_int) {
4418 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4419 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4420 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4421 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4422 if(stored->ps_signature != new->ps_signature) return FALSE;
4423 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4424 if(skip_int) return TRUE;
4426 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4429 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4430 const struct arb_vs_compile_args *args)
4432 struct wined3d_device *device = shader->device;
4433 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4434 DWORD use_map = device->strided_streams.use_map;
4437 struct arb_vs_compiled_shader *new_array;
4438 struct wined3d_shader_buffer buffer;
4439 struct arb_vshader_private *shader_data;
4442 if (!shader->backend_data)
4444 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4446 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4447 shader_data = shader->backend_data;
4449 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4450 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4452 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4454 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4455 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4456 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4458 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4459 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4460 else if (reg_maps->max_rel_offset > 63)
4461 shader_data->rel_offset = reg_maps->min_rel_offset;
4464 shader_data = shader->backend_data;
4466 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4467 * so a linear search is more performant than a hashmap or a binary search
4468 * (cache coherency etc)
4470 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4471 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4472 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4474 return &shader_data->gl_shaders[i];
4478 TRACE("No matching GL shader found, compiling a new shader\n");
4480 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4481 if (shader_data->num_gl_shaders)
4483 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4484 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4485 new_size * sizeof(*shader_data->gl_shaders));
4487 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4492 ERR("Out of memory\n");
4495 shader_data->gl_shaders = new_array;
4496 shader_data->shader_array_size = new_size;
4499 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4501 if (!shader_buffer_init(&buffer))
4503 ERR("Failed to initialize shader buffer.\n");
4507 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4508 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4509 shader_buffer_free(&buffer);
4510 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4512 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4515 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4516 const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4518 struct wined3d_device *device = shader->device;
4519 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4523 find_ps_compile_args(state, shader, &args->super);
4525 /* This forces all local boolean constants to 1 to make them stateblock independent */
4526 args->bools = shader->reg_maps.local_bool_consts;
4528 for(i = 0; i < MAX_CONST_B; i++)
4530 if (state->ps_consts_b[i])
4531 args->bools |= ( 1 << i);
4534 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4535 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4536 * duplicate the shader than have a no-op KIL instruction in every shader
4538 if (!device->vs_clipping && use_vs(state)
4539 && state->render_states[WINED3D_RS_CLIPPING]
4540 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4545 /* Skip if unused or local, or supported natively */
4546 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4547 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4549 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4553 for(i = 0; i < MAX_CONST_I; i++)
4555 if(int_skip & (1 << i))
4557 args->loop_ctrl[i][0] = 0;
4558 args->loop_ctrl[i][1] = 0;
4559 args->loop_ctrl[i][2] = 0;
4563 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4564 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4565 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4570 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4571 const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4573 struct wined3d_device *device = shader->device;
4574 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4578 find_vs_compile_args(state, shader, &args->super);
4580 args->clip.boolclip_compare = 0;
4583 const struct wined3d_shader *ps = state->pixel_shader;
4584 const struct arb_pshader_private *shader_priv = ps->backend_data;
4585 args->ps_signature = shader_priv->input_signature_idx;
4587 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4591 args->ps_signature = ~0;
4592 if (!device->vs_clipping && device->adapter->fragment_pipe == &arbfp_fragment_pipeline)
4594 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4596 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4599 if (args->clip.boolclip.clip_texcoord)
4601 if (state->render_states[WINED3D_RS_CLIPPING])
4602 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4603 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4606 /* This forces all local boolean constants to 1 to make them stateblock independent */
4607 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4608 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4609 for(i = 0; i < MAX_CONST_B; i++)
4611 if (state->vs_consts_b[i])
4612 args->clip.boolclip.bools |= ( 1 << i);
4615 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4616 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4617 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4618 args->vertex.samplers[3] = 0;
4620 /* Skip if unused or local */
4621 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4622 /* This is about flow control, not clipping. */
4623 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4625 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4629 for(i = 0; i < MAX_CONST_I; i++)
4631 if(int_skip & (1 << i))
4633 args->loop_ctrl[i][0] = 0;
4634 args->loop_ctrl[i][1] = 0;
4635 args->loop_ctrl[i][2] = 0;
4639 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4640 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4641 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4646 /* GL locking is done by the caller */
4647 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4649 struct wined3d_device *device = context->swapchain->device;
4650 struct shader_arb_priv *priv = device->shader_priv;
4651 const struct wined3d_gl_info *gl_info = context->gl_info;
4652 const struct wined3d_state *state = &device->stateBlock->state;
4655 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4658 struct wined3d_shader *ps = state->pixel_shader;
4659 struct arb_ps_compile_args compile_args;
4660 struct arb_ps_compiled_shader *compiled;
4662 TRACE("Using pixel shader %p.\n", ps);
4663 find_arb_ps_compile_args(state, ps, &compile_args);
4664 compiled = find_arb_pshader(ps, &compile_args);
4665 priv->current_fprogram_id = compiled->prgId;
4666 priv->compiled_fprog = compiled;
4668 /* Bind the fragment program */
4669 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4670 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4672 if (!priv->use_arbfp_fixed_func)
4674 /* Enable OpenGL fragment programs. */
4675 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4676 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4678 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4679 device, priv->current_fprogram_id);
4681 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4682 * a 1.x and newer shader, reload the first 8 constants
4684 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4686 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4687 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4688 for(i = 0; i < 8; i++)
4690 priv->pshader_const_dirty[i] = 1;
4692 /* Also takes care of loading local constants */
4693 shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE);
4697 UINT rt_height = state->fb->render_targets[0]->resource.height;
4698 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4701 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4702 if (compiled->np2fixup_info.super.active)
4703 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4705 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4707 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4708 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4709 * replacement shader
4711 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4712 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4713 priv->current_fprogram_id = 0;
4718 struct wined3d_shader *vs = state->vertex_shader;
4719 struct arb_vs_compile_args compile_args;
4720 struct arb_vs_compiled_shader *compiled;
4722 TRACE("Using vertex shader %p\n", vs);
4723 find_arb_vs_compile_args(state, vs, &compile_args);
4724 compiled = find_arb_vshader(vs, &compile_args);
4725 priv->current_vprogram_id = compiled->prgId;
4726 priv->compiled_vprog = compiled;
4728 /* Bind the vertex program */
4729 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4730 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4732 /* Enable OpenGL vertex programs */
4733 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4734 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4735 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4736 shader_arb_vs_local_constants(compiled, context, state);
4738 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4739 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4741 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4743 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4744 checkGLcall("glClampColorARB");
4746 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4750 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4752 priv->current_vprogram_id = 0;
4753 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4754 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4758 /* GL locking is done by the caller */
4759 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4760 enum tex_types tex_type, const SIZE *ds_mask_size)
4762 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4763 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4764 struct shader_arb_priv *priv = shader_priv;
4765 GLuint *blt_fprogram;
4767 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4768 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4769 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4771 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4772 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4773 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4774 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4775 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4778 /* GL locking is done by the caller */
4779 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4781 struct shader_arb_priv *priv = shader_priv;
4783 if (priv->current_vprogram_id) {
4784 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4785 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4787 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4791 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4792 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4795 if (priv->current_fprogram_id) {
4796 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4797 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4799 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4801 else if(!priv->use_arbfp_fixed_func)
4803 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4804 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4808 static void shader_arb_destroy(struct wined3d_shader *shader)
4810 struct wined3d_device *device = shader->device;
4811 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4813 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4815 struct arb_pshader_private *shader_data = shader->backend_data;
4818 if(!shader_data) return; /* This can happen if a shader was never compiled */
4820 if (shader_data->num_gl_shaders)
4822 struct wined3d_context *context = context_acquire(device, NULL);
4825 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4827 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4828 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4832 context_release(context);
4835 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4836 HeapFree(GetProcessHeap(), 0, shader_data);
4837 shader->backend_data = NULL;
4841 struct arb_vshader_private *shader_data = shader->backend_data;
4844 if(!shader_data) return; /* This can happen if a shader was never compiled */
4846 if (shader_data->num_gl_shaders)
4848 struct wined3d_context *context = context_acquire(device, NULL);
4851 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4853 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4854 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4858 context_release(context);
4861 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4862 HeapFree(GetProcessHeap(), 0, shader_data);
4863 shader->backend_data = NULL;
4867 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4869 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4870 return compare_sig(key, e->sig);
4873 static const struct wine_rb_functions sig_tree_functions =
4881 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
4883 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4884 void *fragment_priv;
4886 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4888 ERR("Failed to initialize fragment pipe.\n");
4889 HeapFree(GetProcessHeap(), 0, priv);
4893 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4894 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4895 if (!priv->vshader_const_dirty)
4897 memset(priv->vshader_const_dirty, 1,
4898 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4900 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4901 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4902 if (!priv->pshader_const_dirty)
4904 memset(priv->pshader_const_dirty, 1,
4905 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4907 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4909 ERR("RB tree init failed\n");
4912 device->fragment_priv = fragment_priv;
4913 priv->fragment_pipe = fragment_pipe;
4914 device->shader_priv = priv;
4918 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4919 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4920 fragment_pipe->free_private(device);
4921 HeapFree(GetProcessHeap(), 0, priv);
4922 return E_OUTOFMEMORY;
4925 static void release_signature(struct wine_rb_entry *entry, void *context)
4927 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4929 for(i = 0; i < MAX_REG_INPUT; i++)
4931 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4933 HeapFree(GetProcessHeap(), 0, sig->sig);
4934 HeapFree(GetProcessHeap(), 0, sig);
4937 /* Context activation is done by the caller. */
4938 static void shader_arb_free(struct wined3d_device *device)
4940 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4941 struct shader_arb_priv *priv = device->shader_priv;
4945 if(priv->depth_blt_vprogram_id) {
4946 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4948 for (i = 0; i < tex_type_count; ++i)
4950 if (priv->depth_blt_fprogram_id_full[i])
4952 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4954 if (priv->depth_blt_fprogram_id_masked[i])
4956 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4961 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4962 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4963 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4964 priv->fragment_pipe->free_private(device);
4965 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4968 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4970 struct shader_arb_priv *priv = shader_priv;
4972 if (priv->last_context == context)
4973 priv->last_context = NULL;
4976 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4978 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4982 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4983 * for vertex programs. If the native limit is less than that it's
4984 * not very useful, and e.g. Mesa swrast returns 0, probably to
4985 * indicate it's a software implementation. */
4986 if (gl_info->limits.arb_vs_native_constants < 96)
4987 vs_consts = gl_info->limits.arb_vs_float_constants;
4989 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4991 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4993 caps->vs_version = 3;
4994 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4996 else if (vs_consts >= 256)
4998 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4999 caps->vs_version = 2;
5000 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5004 caps->vs_version = 1;
5005 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5007 caps->vs_uniform_count = vs_consts;
5011 caps->vs_version = 0;
5012 caps->vs_uniform_count = 0;
5015 caps->gs_version = 0;
5017 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5021 /* Similar as above for vertex programs, but the minimum for fragment
5022 * programs is 24. */
5023 if (gl_info->limits.arb_ps_native_constants < 24)
5024 ps_consts = gl_info->limits.arb_ps_float_constants;
5026 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5028 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5030 caps->ps_version = 3;
5031 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5033 else if (ps_consts >= 32)
5035 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5036 caps->ps_version = 2;
5037 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5041 caps->ps_version = 1;
5042 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5044 caps->ps_uniform_count = ps_consts;
5045 caps->ps_1x_max_value = 8.0f;
5049 caps->ps_version = 0;
5050 caps->ps_uniform_count = 0;
5051 caps->ps_1x_max_value = 0.0f;
5054 caps->vs_clipping = use_nv_clip(gl_info);
5057 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5059 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5061 TRACE("Checking support for color_fixup:\n");
5062 dump_color_fixup_desc(fixup);
5065 /* We support everything except complex conversions. */
5066 if (!is_complex_fixup(fixup))
5072 TRACE("[FAILED]\n");
5076 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5078 char write_mask[20], regstr[50];
5079 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5080 BOOL is_color = FALSE;
5081 const struct wined3d_shader_dst_param *dst;
5083 if (!ins->dst_count) return;
5087 if (!shift) return; /* Saturate alone is handled by the instructions */
5089 shader_arb_get_write_mask(ins, dst, write_mask);
5090 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5092 /* Generate a line that does the output modifier computation
5093 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5094 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5096 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5097 regstr, write_mask, regstr, shift_tab[shift]);
5100 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5102 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5103 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5104 /* WINED3DSIH_AND */ NULL,
5105 /* WINED3DSIH_BEM */ pshader_hw_bem,
5106 /* WINED3DSIH_BREAK */ shader_hw_break,
5107 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5108 /* WINED3DSIH_BREAKP */ NULL,
5109 /* WINED3DSIH_CALL */ shader_hw_call,
5110 /* WINED3DSIH_CALLNZ */ NULL,
5111 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5112 /* WINED3DSIH_CND */ pshader_hw_cnd,
5113 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5114 /* WINED3DSIH_CUT */ NULL,
5115 /* WINED3DSIH_DCL */ shader_hw_nop,
5116 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5117 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5118 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5119 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5120 /* WINED3DSIH_DEF */ shader_hw_nop,
5121 /* WINED3DSIH_DEFB */ shader_hw_nop,
5122 /* WINED3DSIH_DEFI */ shader_hw_nop,
5123 /* WINED3DSIH_DIV */ NULL,
5124 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5125 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5126 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5127 /* WINED3DSIH_DST */ shader_hw_map2gl,
5128 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5129 /* WINED3DSIH_DSY */ shader_hw_dsy,
5130 /* WINED3DSIH_ELSE */ shader_hw_else,
5131 /* WINED3DSIH_EMIT */ NULL,
5132 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5133 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5134 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5135 /* WINED3DSIH_EQ */ NULL,
5136 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5137 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5138 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5139 /* WINED3DSIH_FTOI */ NULL,
5140 /* WINED3DSIH_GE */ NULL,
5141 /* WINED3DSIH_IADD */ NULL,
5142 /* WINED3DSIH_IEQ */ NULL,
5143 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5144 /* WINED3DSIH_IFC */ shader_hw_ifc,
5145 /* WINED3DSIH_IGE */ NULL,
5146 /* WINED3DSIH_IMUL */ NULL,
5147 /* WINED3DSIH_ITOF */ NULL,
5148 /* WINED3DSIH_LABEL */ shader_hw_label,
5149 /* WINED3DSIH_LD */ NULL,
5150 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5151 /* WINED3DSIH_LOG */ shader_hw_log,
5152 /* WINED3DSIH_LOGP */ shader_hw_log,
5153 /* WINED3DSIH_LOOP */ shader_hw_loop,
5154 /* WINED3DSIH_LRP */ shader_hw_lrp,
5155 /* WINED3DSIH_LT */ NULL,
5156 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5157 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5158 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5159 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5160 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5161 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5162 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5163 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5164 /* WINED3DSIH_MOV */ shader_hw_mov,
5165 /* WINED3DSIH_MOVA */ shader_hw_mov,
5166 /* WINED3DSIH_MOVC */ NULL,
5167 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5168 /* WINED3DSIH_NOP */ shader_hw_nop,
5169 /* WINED3DSIH_NRM */ shader_hw_nrm,
5170 /* WINED3DSIH_PHASE */ shader_hw_nop,
5171 /* WINED3DSIH_POW */ shader_hw_pow,
5172 /* WINED3DSIH_RCP */ shader_hw_rcp,
5173 /* WINED3DSIH_REP */ shader_hw_rep,
5174 /* WINED3DSIH_RET */ shader_hw_ret,
5175 /* WINED3DSIH_ROUND_NI */ NULL,
5176 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5177 /* WINED3DSIH_SAMPLE */ NULL,
5178 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5179 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5180 /* WINED3DSIH_SETP */ NULL,
5181 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5182 /* WINED3DSIH_SGN */ shader_hw_sgn,
5183 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5184 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5185 /* WINED3DSIH_SQRT */ NULL,
5186 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5187 /* WINED3DSIH_TEX */ pshader_hw_tex,
5188 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5189 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5190 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5191 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5192 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5193 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5194 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5195 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5196 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5197 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5198 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5199 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5200 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5201 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5202 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5203 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5204 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5205 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5206 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5207 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5208 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5209 /* WINED3DSIH_UDIV */ NULL,
5210 /* WINED3DSIH_USHR */ NULL,
5211 /* WINED3DSIH_UTOF */ NULL,
5212 /* WINED3DSIH_XOR */ NULL,
5215 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5216 const struct wined3d_shader *shader, DWORD idx)
5218 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5219 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5220 const struct wined3d_shader_lconst *constant;
5222 WORD flag = (1 << idx);
5223 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5225 if (reg_maps->local_bool_consts & flag)
5227 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5228 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5230 if (constant->idx == idx)
5232 return constant->value[0];
5235 ERR("Local constant not found\n");
5240 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5241 else bools = priv->cur_ps_args->bools;
5242 return bools & flag;
5246 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5247 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5249 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5250 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5252 /* Integer constants can either be a local constant, or they can be stored in the shader
5253 * type specific compile args. */
5254 if (reg_maps->local_int_consts & (1 << idx))
5256 const struct wined3d_shader_lconst *constant;
5258 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5260 if (constant->idx == idx)
5262 loop_control->count = constant->value[0];
5263 loop_control->start = constant->value[1];
5264 /* Step is signed. */
5265 loop_control->step = (int)constant->value[2];
5269 /* If this happens the flag was set incorrectly */
5270 ERR("Local constant not found\n");
5271 loop_control->count = 0;
5272 loop_control->start = 0;
5273 loop_control->step = 0;
5277 switch (reg_maps->shader_version.type)
5279 case WINED3D_SHADER_TYPE_VERTEX:
5280 /* Count and aL start value are unsigned */
5281 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5282 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5283 /* Step is signed. */
5284 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5287 case WINED3D_SHADER_TYPE_PIXEL:
5288 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5289 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5290 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5294 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5299 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5302 struct wined3d_shader_dst_param *dst_param = NULL;
5303 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5304 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5307 ERR("Out of memory\n");
5312 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5313 if(!dst_param) goto free;
5314 *dst_param = *ins->dst;
5315 if (ins->dst->reg.idx[0].rel_addr)
5317 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5320 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5321 dst_param->reg.idx[0].rel_addr = rel_addr;
5323 rec->ins.dst = dst_param;
5325 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5328 for (i = 0; i < ins->src_count; ++i)
5330 src_param[i] = ins->src[i];
5331 if (ins->src[i].reg.idx[0].rel_addr)
5333 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5336 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5337 src_param[i].reg.idx[0].rel_addr = rel_addr;
5340 rec->ins.src = src_param;
5341 list_add_tail(list, &rec->entry);
5345 ERR("Out of memory\n");
5348 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5349 HeapFree(GetProcessHeap(), 0, dst_param);
5353 for(i = 0; i < ins->src_count; i++)
5355 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5357 HeapFree(GetProcessHeap(), 0, src_param);
5359 HeapFree(GetProcessHeap(), 0, rec);
5362 static void free_recorded_instruction(struct list *list)
5364 struct recorded_instruction *rec_ins, *entry2;
5367 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5369 list_remove(&rec_ins->entry);
5370 if (rec_ins->ins.dst)
5372 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5373 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5375 if (rec_ins->ins.src)
5377 for (i = 0; i < rec_ins->ins.src_count; ++i)
5379 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5381 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5383 HeapFree(GetProcessHeap(), 0, rec_ins);
5387 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5388 SHADER_HANDLER hw_fct;
5389 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5390 const struct wined3d_shader *shader = ins->ctx->shader;
5391 struct control_frame *control_frame;
5392 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5395 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5397 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5398 list_add_head(&priv->control_frames, &control_frame->entry);
5400 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5401 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5403 if(priv->target_version >= NV2)
5405 control_frame->no.loop = priv->num_loops++;
5410 /* Don't bother recording when we're in a not used if branch */
5416 if(!priv->recording)
5418 list_init(&priv->record);
5419 priv->recording = TRUE;
5420 control_frame->outer_loop = TRUE;
5421 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5422 return; /* Instruction is handled */
5424 /* Record this loop in the outer loop's recording */
5427 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5429 if(priv->target_version >= NV2)
5431 /* Nothing to do. The control frame is popped after the HW instr handler */
5435 struct list *e = list_head(&priv->control_frames);
5436 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5437 list_remove(&control_frame->entry);
5439 if(control_frame->outer_loop)
5441 unsigned int iteration;
5445 /* Turn off recording before playback */
5446 priv->recording = FALSE;
5448 /* Move the recorded instructions to a separate list and get them out of the private data
5449 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5450 * be recorded again, thus priv->record might be overwritten
5453 list_move_tail(©, &priv->record);
5454 list_init(&priv->record);
5456 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5458 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5459 control_frame->loop_control.count, control_frame->loop_control.start,
5460 control_frame->loop_control.step);
5461 aL = control_frame->loop_control.start;
5465 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5468 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5470 struct recorded_instruction *rec_ins;
5471 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5474 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5478 shader_addline(buffer, "#Iteration %u\n", iteration);
5481 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
5483 shader_arb_handle_instruction(&rec_ins->ins);
5486 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5488 aL += control_frame->loop_control.step;
5491 shader_addline(buffer, "#end loop/rep\n");
5493 free_recorded_instruction(©);
5494 HeapFree(GetProcessHeap(), 0, control_frame);
5495 return; /* Instruction is handled */
5499 /* This is a nested loop. Proceed to the normal recording function */
5500 HeapFree(GetProcessHeap(), 0, control_frame);
5507 record_instruction(&priv->record, ins);
5512 if(ins->handler_idx == WINED3DSIH_IF)
5514 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5515 list_add_head(&priv->control_frames, &control_frame->entry);
5516 control_frame->type = IF;
5518 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5519 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5520 bool_const = !bool_const;
5521 if (!priv->muted && !bool_const)
5523 shader_addline(buffer, "#if(FALSE){\n");
5525 control_frame->muting = TRUE;
5527 else shader_addline(buffer, "#if(TRUE) {\n");
5529 return; /* Instruction is handled */
5531 else if(ins->handler_idx == WINED3DSIH_IFC)
5533 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5534 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5535 control_frame->type = IFC;
5536 control_frame->no.ifc = priv->num_ifcs++;
5537 list_add_head(&priv->control_frames, &control_frame->entry);
5539 else if(ins->handler_idx == WINED3DSIH_ELSE)
5541 struct list *e = list_head(&priv->control_frames);
5542 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5544 if(control_frame->type == IF)
5546 shader_addline(buffer, "#} else {\n");
5547 if(!priv->muted && !control_frame->muting)
5550 control_frame->muting = TRUE;
5552 else if(control_frame->muting) priv->muted = FALSE;
5553 return; /* Instruction is handled. */
5555 /* In case of an ifc, generate a HW shader instruction */
5557 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5559 struct list *e = list_head(&priv->control_frames);
5560 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5562 if(control_frame->type == IF)
5564 shader_addline(buffer, "#} endif\n");
5565 if(control_frame->muting) priv->muted = FALSE;
5566 list_remove(&control_frame->entry);
5567 HeapFree(GetProcessHeap(), 0, control_frame);
5568 return; /* Instruction is handled */
5572 if(priv->muted) return;
5574 /* Select handler */
5575 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5577 /* Unhandled opcode */
5580 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5585 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5587 struct list *e = list_head(&priv->control_frames);
5588 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5589 list_remove(&control_frame->entry);
5590 HeapFree(GetProcessHeap(), 0, control_frame);
5593 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5595 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5596 struct list *e = list_head(&priv->control_frames);
5597 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5598 list_remove(&control_frame->entry);
5599 HeapFree(GetProcessHeap(), 0, control_frame);
5603 shader_arb_add_instruction_modifiers(ins);
5606 static void shader_arb_enable_fragment_pipe(void *shader_priv,
5607 const struct wined3d_gl_info *gl_info, BOOL enable)
5609 struct shader_arb_priv *priv = shader_priv;
5611 priv->fragment_pipe->enable_extension(gl_info, enable);
5614 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5616 struct shader_arb_priv *priv = shader_priv;
5618 return priv->fragment_pipe->ffp_proj_control;
5621 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5623 shader_arb_handle_instruction,
5625 shader_arb_select_depth_blt,
5626 shader_arb_deselect_depth_blt,
5627 shader_arb_update_float_vertex_constants,
5628 shader_arb_update_float_pixel_constants,
5629 shader_arb_load_constants,
5630 shader_arb_load_np2fixup_constants,
5634 shader_arb_context_destroyed,
5635 shader_arb_get_caps,
5636 shader_arb_color_fixup_supported,
5637 shader_arb_enable_fragment_pipe,
5638 shader_arb_has_ffp_proj_control,
5641 /* ARB_fragment_program fixed function pipeline replacement definitions */
5642 #define ARB_FFP_CONST_TFACTOR 0
5643 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5644 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5645 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5646 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5648 struct arbfp_ffp_desc
5650 struct ffp_frag_desc parent;
5654 /* Context activation and GL locking are done by the caller. */
5655 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5659 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5660 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5664 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5665 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5669 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5671 struct shader_arb_priv *priv;
5673 /* Share private data between the shader backend and the pipeline
5674 * replacement, if both are the arb implementation. This is needed to
5675 * figure out whether ARBfp should be disabled if no pixel shader is bound
5677 if (shader_backend == &arb_program_shader_backend)
5679 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5682 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5684 ERR("Failed to initialize rbtree.\n");
5685 if (priv != shader_priv)
5686 HeapFree(GetProcessHeap(), 0, priv);
5689 priv->use_arbfp_fixed_func = TRUE;
5694 /* Context activation is done by the caller. */
5695 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5697 const struct wined3d_gl_info *gl_info = context;
5698 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5701 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5702 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5703 HeapFree(GetProcessHeap(), 0, entry_arb);
5707 /* Context activation is done by the caller. */
5708 static void arbfp_free(struct wined3d_device *device)
5710 struct shader_arb_priv *priv = device->fragment_priv;
5712 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5713 priv->use_arbfp_fixed_func = FALSE;
5715 if (device->shader_backend != &arb_program_shader_backend)
5717 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5721 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5723 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5724 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5725 WINED3DTEXOPCAPS_SELECTARG1 |
5726 WINED3DTEXOPCAPS_SELECTARG2 |
5727 WINED3DTEXOPCAPS_MODULATE4X |
5728 WINED3DTEXOPCAPS_MODULATE2X |
5729 WINED3DTEXOPCAPS_MODULATE |
5730 WINED3DTEXOPCAPS_ADDSIGNED2X |
5731 WINED3DTEXOPCAPS_ADDSIGNED |
5732 WINED3DTEXOPCAPS_ADD |
5733 WINED3DTEXOPCAPS_SUBTRACT |
5734 WINED3DTEXOPCAPS_ADDSMOOTH |
5735 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5736 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5737 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5738 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5739 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5740 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5741 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5742 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5743 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5744 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5745 WINED3DTEXOPCAPS_MULTIPLYADD |
5746 WINED3DTEXOPCAPS_LERP |
5747 WINED3DTEXOPCAPS_BUMPENVMAP |
5748 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5750 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5752 caps->MaxTextureBlendStages = 8;
5753 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5756 static void state_texfactor_arbfp(struct wined3d_context *context,
5757 const struct wined3d_state *state, DWORD state_id)
5759 struct wined3d_device *device = context->swapchain->device;
5760 const struct wined3d_gl_info *gl_info = context->gl_info;
5763 /* Don't load the parameter if we're using an arbfp pixel shader,
5764 * otherwise we'll overwrite application provided constants. */
5765 if (device->shader_backend == &arb_program_shader_backend)
5767 struct shader_arb_priv *priv;
5769 if (use_ps(state)) return;
5771 priv = device->shader_priv;
5772 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5773 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5776 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5777 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5778 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5781 static void state_arb_specularenable(struct wined3d_context *context,
5782 const struct wined3d_state *state, DWORD state_id)
5784 struct wined3d_device *device = context->swapchain->device;
5785 const struct wined3d_gl_info *gl_info = context->gl_info;
5788 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5789 * application provided constants
5791 if (device->shader_backend == &arb_program_shader_backend)
5793 struct shader_arb_priv *priv;
5795 if (use_ps(state)) return;
5797 priv = device->shader_priv;
5798 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5799 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5802 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5804 /* The specular color has no alpha */
5805 col[0] = 1.0f; col[1] = 1.0f;
5806 col[2] = 1.0f; col[3] = 0.0f;
5808 col[0] = 0.0f; col[1] = 0.0f;
5809 col[2] = 0.0f; col[3] = 0.0f;
5811 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5812 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5815 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5817 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5818 struct wined3d_device *device = context->swapchain->device;
5819 const struct wined3d_gl_info *gl_info = context->gl_info;
5824 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5826 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5829 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5830 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5833 if(device->shader_backend == &arb_program_shader_backend) {
5834 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5838 else if (device->shader_backend == &arb_program_shader_backend)
5840 struct shader_arb_priv *priv = device->shader_priv;
5841 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5842 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5845 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5846 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5847 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5848 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5850 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5851 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5854 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5855 const struct wined3d_state *state, DWORD state_id)
5857 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5858 struct wined3d_device *device = context->swapchain->device;
5859 const struct wined3d_gl_info *gl_info = context->gl_info;
5864 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5866 /* The pixel shader has to know the luminance offset. Do a constants update if it
5867 * isn't scheduled anyway
5869 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5870 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5873 if(device->shader_backend == &arb_program_shader_backend) {
5874 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5878 else if (device->shader_backend == &arb_program_shader_backend)
5880 struct shader_arb_priv *priv = device->shader_priv;
5881 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5882 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5885 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5886 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5890 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5891 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5894 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5898 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5900 switch(arg & WINED3DTA_SELECTMASK) {
5901 case WINED3DTA_DIFFUSE:
5902 ret = "fragment.color.primary"; break;
5904 case WINED3DTA_CURRENT:
5905 if (!stage) ret = "fragment.color.primary";
5909 case WINED3DTA_TEXTURE:
5911 case 0: ret = "tex0"; break;
5912 case 1: ret = "tex1"; break;
5913 case 2: ret = "tex2"; break;
5914 case 3: ret = "tex3"; break;
5915 case 4: ret = "tex4"; break;
5916 case 5: ret = "tex5"; break;
5917 case 6: ret = "tex6"; break;
5918 case 7: ret = "tex7"; break;
5919 default: ret = "unknown texture";
5923 case WINED3DTA_TFACTOR:
5924 ret = "tfactor"; break;
5926 case WINED3DTA_SPECULAR:
5927 ret = "fragment.color.secondary"; break;
5929 case WINED3DTA_TEMP:
5930 ret = "tempreg"; break;
5932 case WINED3DTA_CONSTANT:
5933 FIXME("Implement perstage constants\n");
5935 case 0: ret = "const0"; break;
5936 case 1: ret = "const1"; break;
5937 case 2: ret = "const2"; break;
5938 case 3: ret = "const3"; break;
5939 case 4: ret = "const4"; break;
5940 case 5: ret = "const5"; break;
5941 case 6: ret = "const6"; break;
5942 case 7: ret = "const7"; break;
5943 default: ret = "unknown constant";
5951 if(arg & WINED3DTA_COMPLEMENT) {
5952 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5953 if(argnum == 0) ret = "arg0";
5954 if(argnum == 1) ret = "arg1";
5955 if(argnum == 2) ret = "arg2";
5957 if(arg & WINED3DTA_ALPHAREPLICATE) {
5958 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5959 if(argnum == 0) ret = "arg0";
5960 if(argnum == 1) ret = "arg1";
5961 if(argnum == 2) ret = "arg2";
5966 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5967 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5969 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5970 unsigned int mul = 1;
5972 if(color && alpha) dstmask = "";
5973 else if(color) dstmask = ".xyz";
5974 else dstmask = ".w";
5976 if(dst == tempreg) dstreg = "tempreg";
5977 else dstreg = "ret";
5979 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5980 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5981 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5985 case WINED3D_TOP_DISABLE:
5987 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5990 case WINED3D_TOP_SELECT_ARG2:
5993 case WINED3D_TOP_SELECT_ARG1:
5994 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5997 case WINED3D_TOP_MODULATE_4X:
6000 case WINED3D_TOP_MODULATE_2X:
6003 case WINED3D_TOP_MODULATE:
6004 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6007 case WINED3D_TOP_ADD_SIGNED_2X:
6010 case WINED3D_TOP_ADD_SIGNED:
6011 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6014 case WINED3D_TOP_ADD:
6015 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6018 case WINED3D_TOP_SUBTRACT:
6019 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6022 case WINED3D_TOP_ADD_SMOOTH:
6023 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6024 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6027 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6028 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6029 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6031 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6032 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6033 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6035 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6036 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6037 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6039 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6040 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6041 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6044 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6045 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6046 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6047 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6050 /* D3DTOP_PREMODULATE ???? */
6052 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6053 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6054 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6056 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6057 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6059 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6060 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6061 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6063 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6064 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6067 case WINED3D_TOP_DOTPRODUCT3:
6069 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6070 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6071 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6074 case WINED3D_TOP_MULTIPLY_ADD:
6075 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6078 case WINED3D_TOP_LERP:
6079 /* The msdn is not quite right here */
6080 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6083 case WINED3D_TOP_BUMPENVMAP:
6084 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6085 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6089 FIXME("Unhandled texture op %08x\n", op);
6093 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6095 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6098 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6101 struct wined3d_shader_buffer buffer;
6102 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6103 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6104 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6105 UINT lowest_disabled_stage;
6106 const char *textype;
6107 const char *instr, *sat;
6108 char colorcor_dst[8];
6110 DWORD arg0, arg1, arg2;
6111 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6113 const char *final_combiner_src = "ret";
6116 /* Find out which textures are read */
6117 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6119 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6121 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6122 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6123 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6124 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6125 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6126 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6128 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6129 tex_read[stage] = TRUE;
6130 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6131 tex_read[stage] = TRUE;
6132 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6134 bump_used[stage] = TRUE;
6135 tex_read[stage] = TRUE;
6137 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6139 bump_used[stage] = TRUE;
6140 tex_read[stage] = TRUE;
6141 luminance_used[stage] = TRUE;
6143 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6145 tfactor_used = TRUE;
6148 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6149 tfactor_used = TRUE;
6152 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6153 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6154 tempreg_used = TRUE;
6157 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6159 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6160 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6161 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6162 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6163 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6164 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6166 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6167 tempreg_used = TRUE;
6169 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6170 tfactor_used = TRUE;
6173 lowest_disabled_stage = stage;
6176 if (!shader_buffer_init(&buffer))
6178 ERR("Failed to initialize shader buffer.\n");
6182 shader_addline(&buffer, "!!ARBfp1.0\n");
6184 switch(settings->fog) {
6185 case FOG_OFF: break;
6186 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6187 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6188 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6189 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6192 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6193 shader_addline(&buffer, "TEMP TMP;\n");
6194 shader_addline(&buffer, "TEMP ret;\n");
6195 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6196 shader_addline(&buffer, "TEMP arg0;\n");
6197 shader_addline(&buffer, "TEMP arg1;\n");
6198 shader_addline(&buffer, "TEMP arg2;\n");
6199 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6200 if(!tex_read[stage]) continue;
6201 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6202 if(!bump_used[stage]) continue;
6203 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6204 if(!luminance_used[stage]) continue;
6205 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6208 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6210 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6212 if(settings->sRGB_write) {
6213 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6214 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6215 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6216 srgb_sub_high, 0.0, 0.0, 0.0);
6219 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6220 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6222 /* Generate texture sampling instructions) */
6223 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6225 if (!tex_read[stage])
6228 switch(settings->op[stage].tex_type) {
6229 case tex_1d: textype = "1D"; break;
6230 case tex_2d: textype = "2D"; break;
6231 case tex_3d: textype = "3D"; break;
6232 case tex_cube: textype = "CUBE"; break;
6233 case tex_rect: textype = "RECT"; break;
6234 default: textype = "unexpected_textype"; break;
6237 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6238 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6243 if(settings->op[stage].projected == proj_none) {
6245 } else if(settings->op[stage].projected == proj_count4 ||
6246 settings->op[stage].projected == proj_count3) {
6249 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6254 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6255 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6257 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6258 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6259 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6260 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6262 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6263 * so multiply the displacement with the dividing parameter before passing it to TXP
6265 if (settings->op[stage].projected != proj_none) {
6266 if(settings->op[stage].projected == proj_count4) {
6267 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6268 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6270 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6271 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6274 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6277 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6278 instr, sat, stage, stage, textype);
6279 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6281 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6282 stage - 1, stage - 1, stage - 1);
6283 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6285 } else if(settings->op[stage].projected == proj_count3) {
6286 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6287 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6288 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6289 instr, sat, stage, stage, textype);
6291 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6292 instr, sat, stage, stage, stage, textype);
6295 sprintf(colorcor_dst, "tex%u", stage);
6296 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6297 settings->op[stage].color_fixup);
6300 /* Generate the main shader */
6301 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6303 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6306 final_combiner_src = "fragment.color.primary";
6310 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6311 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6312 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6313 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6314 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6315 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6316 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6317 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6318 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6319 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6320 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6321 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6323 op_equal = settings->op[stage].aop == settings->op[stage].cop
6324 && settings->op[stage].carg0 == settings->op[stage].aarg0
6325 && settings->op[stage].carg1 == settings->op[stage].aarg1
6326 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6328 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6330 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6331 settings->op[stage].cop, settings->op[stage].carg0,
6332 settings->op[stage].carg1, settings->op[stage].carg2);
6334 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6338 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6339 settings->op[stage].cop, settings->op[stage].carg0,
6340 settings->op[stage].carg1, settings->op[stage].carg2);
6342 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6343 settings->op[stage].cop, settings->op[stage].carg0,
6344 settings->op[stage].carg1, settings->op[stage].carg2);
6345 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6346 settings->op[stage].aop, settings->op[stage].aarg0,
6347 settings->op[stage].aarg1, settings->op[stage].aarg2);
6351 if(settings->sRGB_write) {
6352 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6353 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6354 shader_addline(&buffer, "MOV result.color, ret;\n");
6356 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6360 shader_addline(&buffer, "END\n");
6362 /* Generate the shader */
6363 GL_EXTCALL(glGenProgramsARB(1, &ret));
6364 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6365 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6366 strlen(buffer.buffer), buffer.buffer));
6367 checkGLcall("glProgramStringARB()");
6369 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6372 FIXME("Fragment program error at position %d: %s\n\n", pos,
6373 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6374 shader_arb_dump_program_source(buffer.buffer);
6380 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6381 checkGLcall("glGetProgramivARB()");
6382 if (!native) WARN("Program exceeds native resource limits.\n");
6385 shader_buffer_free(&buffer);
6389 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6391 const struct wined3d_device *device = context->swapchain->device;
6392 const struct wined3d_gl_info *gl_info = context->gl_info;
6393 struct shader_arb_priv *priv = device->fragment_priv;
6394 BOOL use_vshader = use_vs(state);
6395 BOOL use_pshader = use_ps(state);
6396 struct ffp_frag_settings settings;
6397 const struct arbfp_ffp_desc *desc;
6400 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6402 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6404 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6406 /* Reload fixed function constants since they collide with the
6407 * pixel shader constants. */
6408 for (i = 0; i < MAX_TEXTURES; ++i)
6410 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6412 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6413 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6415 else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6417 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6424 /* Find or create a shader implementing the fixed function pipeline
6425 * settings, then activate it. */
6426 gen_ffp_frag_op(device, state, &settings, FALSE);
6427 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6429 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6432 ERR("Out of memory\n");
6436 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6437 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6438 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6439 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6443 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6444 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6447 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6448 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6449 priv->current_fprogram_id = desc->shader;
6451 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6453 /* Reload fixed function constants since they collide with the
6454 * pixel shader constants. */
6455 for (i = 0; i < MAX_TEXTURES; ++i)
6457 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6459 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6460 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6462 context->last_was_pshader = FALSE;
6464 context->last_was_pshader = TRUE;
6467 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6468 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function
6469 * replacement shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6470 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6471 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6473 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6476 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6478 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6480 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6481 context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
6484 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
6487 /* We can't link the fog states to the fragment state directly since the
6488 * vertex pipeline links them to FOGENABLE. A different linking in different
6489 * pipeline parts can't be expressed in the combined state table, so we need
6490 * to handle that with a forwarding function. The other invisible side effect
6491 * is that changing the fog start and fog end (which links to FOGENABLE in
6492 * vertex) results in the fragment_prog_arbfp function being called because
6493 * FOGENABLE is dirty, which calls this function here. */
6494 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6496 enum fogsource new_source;
6498 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6500 if (!isStateDirty(context, STATE_PIXELSHADER))
6501 fragment_prog_arbfp(context, state, state_id);
6503 if (!state->render_states[WINED3D_RS_FOGENABLE])
6506 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6510 new_source = FOGSOURCE_VS;
6514 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6515 new_source = FOGSOURCE_COORD;
6517 new_source = FOGSOURCE_FFP;
6522 new_source = FOGSOURCE_FFP;
6525 if (new_source != context->fog_source)
6527 context->fog_source = new_source;
6528 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6532 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6534 if (!isStateDirty(context, STATE_PIXELSHADER))
6535 fragment_prog_arbfp(context, state, state_id);
6538 static void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6540 const struct wined3d_gl_info *gl_info = context->gl_info;
6541 const struct wined3d_surface *rt = state->fb->render_targets[0];
6543 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6545 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
6546 && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
6547 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
6549 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
6552 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6554 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6659 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6661 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6666 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6667 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6668 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6669 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6670 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6671 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6672 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6673 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6674 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6675 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6676 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6677 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6678 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6679 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6680 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6681 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6682 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6683 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6684 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6693 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6694 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6697 const struct fragment_pipeline arbfp_fragment_pipeline = {
6702 shader_arb_color_fixup_supported,
6703 arbfp_fragmentstate_template,
6704 TRUE /* We can disable projected textures */
6707 struct arbfp_blit_priv {
6708 GLenum yuy2_rect_shader, yuy2_2d_shader;
6709 GLenum uyvy_rect_shader, uyvy_2d_shader;
6710 GLenum yv12_rect_shader, yv12_2d_shader;
6711 GLenum p8_rect_shader, p8_2d_shader;
6712 GLuint palette_texture;
6715 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6717 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6718 if(!device->blit_priv) {
6719 ERR("Out of memory\n");
6720 return E_OUTOFMEMORY;
6725 /* Context activation is done by the caller. */
6726 static void arbfp_blit_free(struct wined3d_device *device)
6728 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6729 struct arbfp_blit_priv *priv = device->blit_priv;
6732 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6733 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6734 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6735 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6736 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6737 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6738 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6739 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6740 checkGLcall("Delete yuv and p8 programs");
6742 if (priv->palette_texture)
6743 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6746 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6747 device->blit_priv = NULL;
6750 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6751 GLenum textype, char *luminance)
6754 const char *tex, *texinstr;
6756 if (fixup == COMPLEX_FIXUP_UYVY) {
6764 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6765 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6767 /* This is more tricky than just replacing the texture type - we have to navigate
6768 * properly in the texture to find the correct chroma values
6770 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6774 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6775 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6776 * filtering when we sample the texture.
6778 * These are the rules for reading the chroma:
6784 * So we have to get the sampling x position in non-normalized coordinates in integers
6786 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6787 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6788 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6790 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6792 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6793 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6796 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6797 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6799 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6800 * even and odd pixels respectively
6802 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6803 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6805 /* Sample Pixel 1 */
6806 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6808 /* Put the value into either of the chroma values */
6809 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6810 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6811 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6812 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6814 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6815 * the pixel right to the current one. Otherwise, sample the left pixel.
6816 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6818 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6819 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6820 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6822 /* Put the value into the other chroma */
6823 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6824 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6825 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6826 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6828 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6829 * the current one and lerp the two U and V values
6832 /* This gives the correctly filtered luminance value */
6833 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6838 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6843 case GL_TEXTURE_2D: tex = "2D"; break;
6844 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6846 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6850 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6851 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6852 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6853 * pitch of the luminance plane, the packing into the gl texture is a bit
6854 * unfortunate. If the whole texture is interpreted as luminance data it looks
6855 * approximately like this:
6857 * +----------------------------------+----
6869 * +----------------+-----------------+----
6871 * | U even rows | U odd rows |
6873 * +----------------+------------------ -
6875 * | V even rows | V odd rows |
6877 * +----------------+-----------------+----
6881 * So it appears as if there are 4 chroma images, but in fact the odd rows
6882 * in the chroma images are in the same row as the even ones. So its is
6883 * kinda tricky to read
6885 * When reading from rectangle textures, keep in mind that the input y coordinates
6886 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6888 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6889 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6891 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6892 /* the chroma planes have only half the width */
6893 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6895 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6896 * the coordinate. Also read the right side of the image when reading odd lines
6898 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6901 if(textype == GL_TEXTURE_2D) {
6903 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6905 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6907 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6908 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6910 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6911 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6912 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6913 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6914 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6916 /* clamp, keep the half pixel origin in mind */
6917 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6918 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6919 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6920 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6922 /* Read from [size - size+size/4] */
6923 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6924 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6926 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6927 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6928 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6929 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6930 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6931 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6933 /* Make sure to read exactly from the pixel center */
6934 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6935 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6938 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6939 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6940 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6941 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6942 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6944 /* Read the texture, put the result into the output register */
6945 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6946 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6948 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6949 * No need to clamp because we're just reusing the already clamped value from above
6951 if(textype == GL_TEXTURE_2D) {
6952 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6954 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6956 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6957 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6959 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6960 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6961 * values due to filtering
6963 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6964 if(textype == GL_TEXTURE_2D) {
6965 /* Multiply the y coordinate by 2/3 and clamp it */
6966 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6967 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6968 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6969 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6971 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6972 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6975 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6976 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6977 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6984 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6985 const struct wined3d_gl_info *gl_info, GLenum textype)
6988 struct wined3d_shader_buffer buffer;
6992 if (!shader_buffer_init(&buffer))
6994 ERR("Failed to initialize shader buffer.\n");
6999 GL_EXTCALL(glGenProgramsARB(1, &shader));
7000 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7003 shader_buffer_free(&buffer);
7007 shader_addline(&buffer, "!!ARBfp1.0\n");
7008 shader_addline(&buffer, "TEMP index;\n");
7010 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7011 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7013 /* The alpha-component contains the palette index */
7014 if(textype == GL_TEXTURE_RECTANGLE_ARB)
7015 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7017 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7019 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7020 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7022 /* Use the alpha-component as an index in the palette to get the final color */
7023 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7024 shader_addline(&buffer, "END\n");
7027 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7028 strlen(buffer.buffer), buffer.buffer));
7029 checkGLcall("glProgramStringARB()");
7031 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7034 FIXME("Fragment program error at position %d: %s\n\n", pos,
7035 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7036 shader_arb_dump_program_source(buffer.buffer);
7039 if (textype == GL_TEXTURE_RECTANGLE_ARB)
7040 priv->p8_rect_shader = shader;
7042 priv->p8_2d_shader = shader;
7044 shader_buffer_free(&buffer);
7050 /* Context activation is done by the caller. */
7051 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7054 struct wined3d_device *device = surface->resource.device;
7055 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7056 struct arbfp_blit_priv *priv = device->blit_priv;
7057 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7059 d3dfmt_p8_init_palette(surface, table, colorkey);
7063 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7065 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7066 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7069 if (!priv->palette_texture)
7070 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7072 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7073 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7075 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7077 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7078 /* Make sure we have discrete color levels. */
7079 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7080 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7081 /* Upload the palette */
7082 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7083 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7085 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7087 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7088 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7091 /* Switch back to unit 0 in which the 2D texture will be stored. */
7092 context_active_texture(context, gl_info, 0);
7096 /* Context activation is done by the caller. */
7097 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7098 enum complex_fixup yuv_fixup, GLenum textype)
7101 struct wined3d_shader_buffer buffer;
7102 char luminance_component;
7106 if (!shader_buffer_init(&buffer))
7108 ERR("Failed to initialize shader buffer.\n");
7113 GL_EXTCALL(glGenProgramsARB(1, &shader));
7114 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7115 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7116 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7119 shader_buffer_free(&buffer);
7123 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7124 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7125 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7126 * each single pixel it contains, and one U and one V value shared between both
7129 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7130 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7131 * take the format into account when generating the read swizzles
7133 * Reading the Y value is straightforward - just sample the texture. The hardware
7134 * takes care of filtering in the horizontal and vertical direction.
7136 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7137 * because that would mix the U and V values of one pixel or two adjacent pixels.
7138 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7139 * regardless of the filtering setting. Vertical filtering works automatically
7140 * though - the U and V values of two rows are mixed nicely.
7142 * Apart of avoiding filtering issues, the code has to know which value it just
7143 * read, and where it can find the other one. To determine this, it checks if
7144 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7146 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7147 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7149 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7150 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7151 * in an unfiltered situation. Finding the luminance on the other hand requires
7152 * finding out if it is an odd or even pixel. The real drawback of this approach
7153 * is filtering. This would have to be emulated completely in the shader, reading
7154 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7155 * vertically. Beyond that it would require adjustments to the texture handling
7156 * code to deal with the width scaling
7158 shader_addline(&buffer, "!!ARBfp1.0\n");
7159 shader_addline(&buffer, "TEMP luminance;\n");
7160 shader_addline(&buffer, "TEMP temp;\n");
7161 shader_addline(&buffer, "TEMP chroma;\n");
7162 shader_addline(&buffer, "TEMP texcrd;\n");
7163 shader_addline(&buffer, "TEMP texcrd2;\n");
7164 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7165 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7166 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7170 case COMPLEX_FIXUP_UYVY:
7171 case COMPLEX_FIXUP_YUY2:
7172 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7174 shader_buffer_free(&buffer);
7179 case COMPLEX_FIXUP_YV12:
7180 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7182 shader_buffer_free(&buffer);
7188 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7189 shader_buffer_free(&buffer);
7193 /* Calculate the final result. Formula is taken from
7194 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7195 * ranges from -0.5 to 0.5
7197 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7199 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7200 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7201 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7202 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7203 shader_addline(&buffer, "END\n");
7206 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7207 strlen(buffer.buffer), buffer.buffer));
7208 checkGLcall("glProgramStringARB()");
7210 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7213 FIXME("Fragment program error at position %d: %s\n\n", pos,
7214 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7215 shader_arb_dump_program_source(buffer.buffer);
7221 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7222 checkGLcall("glGetProgramivARB()");
7223 if (!native) WARN("Program exceeds native resource limits.\n");
7226 shader_buffer_free(&buffer);
7231 case COMPLEX_FIXUP_YUY2:
7232 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7233 else priv->yuy2_2d_shader = shader;
7236 case COMPLEX_FIXUP_UYVY:
7237 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7238 else priv->uyvy_2d_shader = shader;
7241 case COMPLEX_FIXUP_YV12:
7242 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7243 else priv->yv12_2d_shader = shader;
7246 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7252 /* Context activation is done by the caller. */
7253 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7256 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7257 struct arbfp_blit_priv *priv = blit_priv;
7258 enum complex_fixup fixup;
7259 const struct wined3d_gl_info *gl_info = context->gl_info;
7262 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7263 textype = surface->container.u.texture->target;
7265 textype = surface->texture_target;
7267 if (surface->flags & SFLAG_CONVERTED)
7270 gl_info->gl_ops.gl.p_glEnable(textype);
7271 checkGLcall("glEnable(textype)");
7276 if (!is_complex_fixup(surface->resource.format->color_fixup))
7279 dump_color_fixup_desc(surface->resource.format->color_fixup);
7280 /* Don't bother setting up a shader for unconverted formats */
7282 gl_info->gl_ops.gl.p_glEnable(textype);
7283 checkGLcall("glEnable(textype)");
7288 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7292 case COMPLEX_FIXUP_YUY2:
7293 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7296 case COMPLEX_FIXUP_UYVY:
7297 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7300 case COMPLEX_FIXUP_YV12:
7301 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7304 case COMPLEX_FIXUP_P8:
7305 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7306 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7308 upload_palette(surface, context);
7312 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7314 gl_info->gl_ops.gl.p_glEnable(textype);
7315 checkGLcall("glEnable(textype)");
7320 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7323 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7324 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7325 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7326 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7327 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7328 checkGLcall("glProgramLocalParameter4fvARB");
7334 /* Context activation is done by the caller. */
7335 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7338 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7339 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7340 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7341 checkGLcall("glDisable(GL_TEXTURE_2D)");
7342 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7344 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7345 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7347 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7349 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7350 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7355 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7356 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7357 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7359 enum complex_fixup src_fixup;
7361 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7364 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7366 TRACE("Unsupported blit_op=%d\n", blit_op);
7370 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7373 src_fixup = get_complex_fixup(src_format->color_fixup);
7374 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7376 TRACE("Checking support for fixup:\n");
7377 dump_color_fixup_desc(src_format->color_fixup);
7380 if (!is_identity_fixup(dst_format->color_fixup))
7382 TRACE("Destination fixups are not supported\n");
7386 if (is_identity_fixup(src_format->color_fixup))
7392 /* We only support YUV conversions. */
7393 if (!is_complex_fixup(src_format->color_fixup))
7395 TRACE("[FAILED]\n");
7401 case COMPLEX_FIXUP_YUY2:
7402 case COMPLEX_FIXUP_UYVY:
7403 case COMPLEX_FIXUP_YV12:
7404 case COMPLEX_FIXUP_P8:
7409 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7410 TRACE("[FAILED]\n");
7415 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7416 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7417 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7419 struct wined3d_context *context;
7420 RECT src_rect = *src_rect_in;
7421 RECT dst_rect = *dst_rect_in;
7423 /* Now load the surface */
7424 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7425 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7427 /* Without FBO blits transferring from the drawable to the texture is
7428 * expensive, because we have to flip the data in sysmem. Since we can
7429 * flip in the blitter, we don't actually need that flip anyway. So we
7430 * use the surface's texture as scratch texture, and flip the source
7431 * rectangle instead. */
7432 surface_load_fb_texture(src_surface, FALSE);
7434 src_rect.top = src_surface->resource.height - src_rect.top;
7435 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7438 surface_internal_preload(src_surface, SRGB_RGB);
7440 /* Activate the destination context, set it up for blitting */
7441 context = context_acquire(device, dst_surface);
7442 context_apply_blit_state(context, device);
7444 if (!surface_is_offscreen(dst_surface))
7445 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7447 arbfp_blit_set(device->blit_priv, context, src_surface);
7451 /* Draw a textured quad */
7452 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7456 /* Leave the opengl state valid for blitting */
7457 arbfp_blit_unset(context->gl_info);
7459 if (wined3d_settings.strict_draw_ordering
7460 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7461 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7462 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7464 context_release(context);
7466 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7470 /* Do not call while under the GL lock. */
7471 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7472 const RECT *dst_rect, const struct wined3d_color *color)
7474 FIXME("Color filling not implemented by arbfp_blit\n");
7475 return WINED3DERR_INVALIDCALL;
7478 /* Do not call while under the GL lock. */
7479 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7480 struct wined3d_surface *surface, const RECT *rect, float depth)
7482 FIXME("Depth filling not implemented by arbfp_blit.\n");
7483 return WINED3DERR_INVALIDCALL;
7486 const struct blit_shader arbfp_blit = {
7491 arbfp_blit_supported,
7492 arbfp_blit_color_fill,
7493 arbfp_blit_depth_fill,