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 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
48 if (!(q = strstr(p, "\n")))
60 static void shader_arb_dump_program_source(const char *source)
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
72 memcpy(tmp, source, source_size);
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
78 HeapFree(GetProcessHeap(), 0, tmp);
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
94 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
96 ERR("Geometry shaders are unsupported\n");
100 if (shader == WINED3D_SHADER_TYPE_PIXEL)
104 case ARB_ZERO: return "ps_helper_const.x";
105 case ARB_ONE: return "ps_helper_const.y";
106 case ARB_TWO: return "coefmul.x";
107 case ARB_0001: return "ps_helper_const.xxxy";
108 case ARB_EPS: return "ps_helper_const.z";
116 case ARB_ZERO: return "helper_const.x";
117 case ARB_ONE: return "helper_const.y";
118 case ARB_TWO: return "helper_const.z";
119 case ARB_EPS: return "helper_const.w";
120 case ARB_0001: return "helper_const.xxxy";
121 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
124 FIXME("Unmanaged %s shader helper constant requested: %u\n",
125 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
128 case ARB_ZERO: return "0.0";
129 case ARB_ONE: return "1.0";
130 case ARB_TWO: return "2.0";
131 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
132 case ARB_EPS: return "1e-8";
133 default: return "bad";
137 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
139 return state->lowest_disabled_stage < 7;
142 /* ARB_program_shader private data */
161 struct wined3d_shader_loop_control loop_control;
165 struct arb_ps_np2fixup_info
167 struct ps_np2fixup_info super;
168 /* For ARB we need a offset value:
169 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171 * array we need an offset to the index inside the program local parameter array. */
175 struct arb_ps_compile_args
177 struct ps_compile_args super;
179 WORD clip; /* only a boolean, use a WORD for alignment */
180 unsigned char loop_ctrl[MAX_CONST_I][3];
183 struct stb_const_desc
185 unsigned char texunit;
189 struct arb_ps_compiled_shader
191 struct arb_ps_compile_args args;
192 struct arb_ps_np2fixup_info np2fixup_info;
193 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
194 struct stb_const_desc luminanceconst[MAX_TEXTURES];
195 UINT int_consts[MAX_CONST_I];
198 unsigned char numbumpenvmatconsts;
202 struct arb_vs_compile_args
204 struct vs_compile_args super;
210 unsigned char clip_texcoord;
211 unsigned char clipplane_mask;
213 DWORD boolclip_compare;
218 unsigned char samplers[4];
219 DWORD samplers_compare;
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct arb_vs_compiled_shader
226 struct arb_vs_compile_args args;
228 UINT int_consts[MAX_CONST_I];
230 char need_color_unclamp;
234 struct recorded_instruction
236 struct wined3d_shader_instruction ins;
240 struct shader_arb_ctx_priv
245 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
247 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
249 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
253 const struct arb_vs_compile_args *cur_vs_args;
254 const struct arb_ps_compile_args *cur_ps_args;
255 const struct arb_ps_compiled_shader *compiled_fprog;
256 const struct arb_vs_compiled_shader *compiled_vprog;
257 struct arb_ps_np2fixup_info *cur_np2fixup_info;
258 struct list control_frames;
262 unsigned int num_loops, loop_depth, num_ifcs;
265 unsigned int vs_clipplanes;
269 /* For 3.0 vertex shaders */
270 const char *vs_output[MAX_REG_OUTPUT];
271 /* For 2.x and earlier vertex shaders */
272 const char *texcrd_output[8], *color_output[2], *fog_output;
274 /* 3.0 pshader input for compatibility with fixed function */
275 const char *ps_input[MAX_REG_INPUT];
280 struct wined3d_shader_signature_element *sig;
282 struct wine_rb_entry entry;
285 struct arb_pshader_private {
286 struct arb_ps_compiled_shader *gl_shaders;
287 UINT num_gl_shaders, shader_array_size;
288 DWORD input_signature_idx;
289 DWORD clipplane_emulation;
293 struct arb_vshader_private {
294 struct arb_vs_compiled_shader *gl_shaders;
295 UINT num_gl_shaders, shader_array_size;
299 struct shader_arb_priv
301 GLuint current_vprogram_id;
302 GLuint current_fprogram_id;
303 const struct arb_ps_compiled_shader *compiled_fprog;
304 const struct arb_vs_compiled_shader *compiled_vprog;
305 GLuint depth_blt_vprogram_id;
306 GLuint depth_blt_fprogram_id_full[tex_type_count];
307 GLuint depth_blt_fprogram_id_masked[tex_type_count];
308 BOOL use_arbfp_fixed_func;
309 struct wine_rb_tree fragment_shaders;
310 BOOL last_ps_const_clamped;
311 BOOL last_vs_color_unclamp;
313 struct wine_rb_tree signature_tree;
316 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
317 char *vshader_const_dirty, *pshader_const_dirty;
318 const struct wined3d_context *last_context;
321 /* GL locking for state handlers is done by the caller. */
322 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
323 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
325 if (shader_data->rel_offset) return TRUE;
326 if (!reg_maps->usesmova) return FALSE;
327 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
330 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
331 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
333 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
334 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
337 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
338 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
340 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
341 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
342 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
343 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
344 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
345 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
346 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
347 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
351 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
352 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
354 unsigned int ret = 1;
355 /* We use one PARAM for the pos fixup, and in some cases one to load
356 * some immediate values into the shader. */
357 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
358 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
362 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
363 * When constant_list == NULL, it will load all the constants.
365 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
366 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
368 /* GL locking is done by the caller */
369 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
370 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
371 const float *constants, char *dirty_consts)
373 struct wined3d_shader_lconst *lconst;
377 if (TRACE_ON(d3d_constants))
379 for(i = 0; i < max_constants; i++) {
380 if(!dirty_consts[i]) continue;
381 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
382 constants[i * 4 + 0], constants[i * 4 + 1],
383 constants[i * 4 + 2], constants[i * 4 + 3]);
389 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
390 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
393 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
394 * shaders, the first 8 constants are marked dirty for reload
396 for(; i < min(8, max_constants); i++) {
397 if(!dirty_consts[i]) continue;
401 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
402 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
403 else lcl_const[0] = constants[j + 0];
405 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
406 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
407 else lcl_const[1] = constants[j + 1];
409 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
410 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
411 else lcl_const[2] = constants[j + 2];
413 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
414 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
415 else lcl_const[3] = constants[j + 3];
417 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
420 /* If further constants are dirty, reload them without clamping.
422 * The alternative is not to touch them, but then we cannot reset the dirty constant count
423 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
424 * above would always re-check the first 8 constants since max_constant remains at the init
429 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
431 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
432 * or just reloading *all* constants at once
434 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
436 for(; i < max_constants; i++) {
437 if(!dirty_consts[i]) continue;
439 /* Find the next block of dirty constants */
442 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
446 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
449 for(; i < max_constants; i++) {
450 if(dirty_consts[i]) {
452 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
456 checkGLcall("glProgramEnvParameter4fvARB()");
458 /* Load immediate constants */
459 if (shader->load_local_constsF)
461 if (TRACE_ON(d3d_shader))
463 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
465 GLfloat* values = (GLfloat*)lconst->value;
466 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
467 values[0], values[1], values[2], values[3]);
470 /* Immediate constants are clamped for 1.X shaders at loading times */
472 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
474 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
475 ret = max(ret, lconst->idx + 1);
476 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
478 checkGLcall("glProgramEnvParameter4fvARB()");
479 return ret; /* The loaded immediate constants need reloading for the next shader */
481 return 0; /* No constants are dirty now */
486 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
488 static void shader_arb_load_np2fixup_constants(void *shader_priv,
489 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
491 const struct shader_arb_priv * priv = shader_priv;
493 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
494 if (!use_ps(state)) return;
496 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
497 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
499 WORD active = fixup->super.active;
500 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
502 for (i = 0; active; active >>= 1, ++i)
504 const struct wined3d_texture *tex = state->textures[i];
505 const unsigned char idx = fixup->super.idx[i];
506 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
508 if (!(active & 1)) continue;
511 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
517 tex_dim[2] = tex->pow2_matrix[0];
518 tex_dim[3] = tex->pow2_matrix[5];
522 tex_dim[0] = tex->pow2_matrix[0];
523 tex_dim[1] = tex->pow2_matrix[5];
527 for (i = 0; i < fixup->super.num_consts; ++i) {
528 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
529 fixup->offset + i, &np2fixup_constants[i * 4]));
534 /* GL locking is done by the caller. */
535 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
536 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
538 const struct wined3d_gl_info *gl_info = context->gl_info;
541 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
543 int texunit = gl_shader->bumpenvmatconst[i].texunit;
545 /* The state manager takes care that this function is always called if the bump env matrix changes */
546 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
547 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
548 gl_shader->bumpenvmatconst[i].const_num, data));
550 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
552 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
553 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
554 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
555 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
557 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
558 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
559 gl_shader->luminanceconst[i].const_num, scale));
562 checkGLcall("Load bumpmap consts");
564 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
566 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
567 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
572 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
573 val[1] = context->render_offscreen ? 1.0f : -1.0f;
576 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
577 checkGLcall("y correction loading");
580 if (!gl_shader->num_int_consts) return;
582 for(i = 0; i < MAX_CONST_I; i++)
584 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
587 val[0] = (float)state->ps_consts_i[4 * i];
588 val[1] = (float)state->ps_consts_i[4 * i + 1];
589 val[2] = (float)state->ps_consts_i[4 * i + 2];
592 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
595 checkGLcall("Load ps int consts");
598 /* GL locking is done by the caller. */
599 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
600 const struct wined3d_context *context, const struct wined3d_state *state)
602 const struct wined3d_gl_info *gl_info = context->gl_info;
603 float position_fixup[4];
606 /* Upload the position fixup */
607 shader_get_position_fixup(context, state, position_fixup);
608 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
610 if (!gl_shader->num_int_consts) return;
612 for(i = 0; i < MAX_CONST_I; i++)
614 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
617 val[0] = (float)state->vs_consts_i[4 * i];
618 val[1] = (float)state->vs_consts_i[4 * i + 1];
619 val[2] = (float)state->vs_consts_i[4 * i + 2];
622 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
625 checkGLcall("Load vs int consts");
628 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
631 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
633 * We only support float constants in ARB at the moment, so don't
634 * worry about the Integers or Booleans
636 /* GL locking is done by the caller (state handler) */
637 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
638 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
640 struct wined3d_device *device = context->swapchain->device;
641 const struct wined3d_stateblock *stateblock = device->stateBlock;
642 const struct wined3d_state *state = &stateblock->state;
643 const struct wined3d_gl_info *gl_info = context->gl_info;
644 struct shader_arb_priv *priv = device->shader_priv;
646 if (!from_shader_select)
648 const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
650 && (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
651 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
652 && (stateblock->changed.vertexShaderConstantsI
653 & vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
655 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
656 shader_arb_select(context, usePixelShader, useVertexShader);
659 && (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
660 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
661 && (stateblock->changed.pixelShaderConstantsI
662 & pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
664 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
665 shader_arb_select(context, usePixelShader, useVertexShader);
669 if (context != priv->last_context)
671 memset(priv->vshader_const_dirty, 1,
672 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
673 priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
675 memset(priv->pshader_const_dirty, 1,
676 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
677 priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
679 priv->last_context = context;
684 struct wined3d_shader *vshader = state->vertex_shader;
685 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
687 /* Load DirectX 9 float constants for vertex shader */
688 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
689 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
690 shader_arb_vs_local_constants(gl_shader, context, state);
695 struct wined3d_shader *pshader = state->pixel_shader;
696 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
697 UINT rt_height = state->fb->render_targets[0]->resource.height;
699 /* Load DirectX 9 float constants for pixel shader */
700 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
701 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
702 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
706 static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
708 shader_arb_load_constants_internal(context, ps, vs, FALSE);
711 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
713 struct wined3d_context *context = context_get_current();
714 struct shader_arb_priv *priv = device->shader_priv;
716 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
717 * context. On a context switch the old context will be fully dirtified */
718 if (!context || context->swapchain->device != device) return;
720 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
721 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
724 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
726 struct wined3d_context *context = context_get_current();
727 struct shader_arb_priv *priv = device->shader_priv;
729 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
730 * context. On a context switch the old context will be fully dirtified */
731 if (!context || context->swapchain->device != device) return;
733 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
734 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
737 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
739 const struct wined3d_shader_lconst *lconst;
743 if (shader->load_local_constsF || list_empty(&shader->constantsF))
746 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
749 ERR("Out of memory\n");
753 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
755 ret[lconst->idx] = idx++;
760 /* Generate the variable & register declarations for the ARB_vertex_program output target */
761 static DWORD shader_generate_arb_declarations(const struct wined3d_shader *shader,
762 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
763 const struct wined3d_gl_info *gl_info, const DWORD *lconst_map,
764 DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
766 DWORD i, next_local = 0;
767 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
768 const struct wined3d_shader_lconst *lconst;
769 unsigned max_constantsF;
772 /* In pixel shaders, all private constants are program local, we don't need anything
773 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
774 * If we need a private constant the GL implementation will squeeze it in somewhere
776 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
777 * immediate values. The posFixup is loaded using program.env for now, so always
778 * subtract one from the number of constants. If the shader uses indirect addressing,
779 * account for the helper const too because we have to declare all available d3d constants
780 * and don't know which are actually used.
784 max_constantsF = gl_info->limits.arb_ps_native_constants;
785 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
786 if (max_constantsF < 24)
787 max_constantsF = gl_info->limits.arb_ps_float_constants;
791 const struct arb_vshader_private *shader_data = shader->backend_data;
792 max_constantsF = gl_info->limits.arb_vs_native_constants;
793 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
794 * Also prevents max_constantsF from becoming less than 0 and
796 if (max_constantsF < 96)
797 max_constantsF = gl_info->limits.arb_vs_float_constants;
799 if (reg_maps->usesrelconstF)
801 DWORD highest_constf = 0, clip_limit;
803 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
804 max_constantsF -= count_bits(reg_maps->integer_constants);
806 for (i = 0; i < shader->limits.constant_float; ++i)
809 DWORD shift = i & 0x1f;
810 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
813 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
815 if(ctx->cur_vs_args->super.clip_enabled)
816 clip_limit = gl_info->limits.clipplanes;
822 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
823 clip_limit = min(count_bits(mask), 4);
825 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
826 max_constantsF -= *num_clipplanes;
827 if(*num_clipplanes < clip_limit)
829 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
834 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
835 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
839 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
841 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
844 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
846 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
849 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
851 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
853 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
857 /* Load local constants using the program-local space,
858 * this avoids reloading them each time the shader is used
862 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
864 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
865 lconst_map[lconst->idx]);
866 next_local = max(next_local, lconst_map[lconst->idx] + 1);
870 /* After subtracting privately used constants from the hardware limit(they are loaded as
871 * local constants), make sure the shader doesn't violate the env constant limit
875 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
879 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
882 /* Avoid declaring more constants than needed */
883 max_constantsF = min(max_constantsF, shader->limits.constant_float);
885 /* we use the array-based constants array if the local constants are marked for loading,
886 * because then we use indirect addressing, or when the local constant list is empty,
887 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
888 * local constants do not declare the loaded constants as an array because ARB compilers usually
889 * do not optimize unused constants away
891 if (reg_maps->usesrelconstF)
893 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
894 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
895 max_constantsF, max_constantsF - 1);
897 for(i = 0; i < max_constantsF; i++) {
900 mask = 1 << (i & 0x1f);
901 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
903 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
911 static const char * const shift_tab[] = {
912 "dummy", /* 0 (none) */
913 "coefmul.x", /* 1 (x2) */
914 "coefmul.y", /* 2 (x4) */
915 "coefmul.z", /* 3 (x8) */
916 "coefmul.w", /* 4 (x16) */
917 "dummy", /* 5 (x32) */
918 "dummy", /* 6 (x64) */
919 "dummy", /* 7 (x128) */
920 "dummy", /* 8 (d256) */
921 "dummy", /* 9 (d128) */
922 "dummy", /* 10 (d64) */
923 "dummy", /* 11 (d32) */
924 "coefdiv.w", /* 12 (d16) */
925 "coefdiv.z", /* 13 (d8) */
926 "coefdiv.y", /* 14 (d4) */
927 "coefdiv.x" /* 15 (d2) */
930 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
931 const struct wined3d_shader_dst_param *dst, char *write_mask)
933 char *ptr = write_mask;
935 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
938 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
939 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
940 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
941 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
947 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
949 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
950 * but addressed as "rgba". To fix this we need to swap the register's x
951 * and z components. */
952 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
953 char *ptr = swizzle_str;
955 /* swizzle bits fields: wwzzyyxx */
956 DWORD swizzle = param->swizzle;
957 DWORD swizzle_x = swizzle & 0x03;
958 DWORD swizzle_y = (swizzle >> 2) & 0x03;
959 DWORD swizzle_z = (swizzle >> 4) & 0x03;
960 DWORD swizzle_w = (swizzle >> 6) & 0x03;
962 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
963 * generate a swizzle string. Unless we need to our own swizzling. */
964 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
967 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
968 *ptr++ = swizzle_chars[swizzle_x];
970 *ptr++ = swizzle_chars[swizzle_x];
971 *ptr++ = swizzle_chars[swizzle_y];
972 *ptr++ = swizzle_chars[swizzle_z];
973 *ptr++ = swizzle_chars[swizzle_w];
980 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
982 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
983 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
985 if (!strcmp(priv->addr_reg, src)) return;
987 strcpy(priv->addr_reg, src);
988 shader_addline(buffer, "ARL A0.x, %s;\n", src);
991 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
992 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
994 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
995 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
997 /* oPos, oFog and oPts in D3D */
998 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
999 const struct wined3d_shader *shader = ins->ctx->shader;
1000 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1001 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1002 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1008 case WINED3DSPR_TEMP:
1009 sprintf(register_name, "R%u", reg->idx);
1012 case WINED3DSPR_INPUT:
1015 if (reg_maps->shader_version.major < 3)
1017 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
1018 else strcpy(register_name, "fragment.color.secondary");
1025 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1027 if (!strcmp(rel_reg, "**aL_emul**"))
1029 DWORD idx = ctx->aL + reg->idx;
1030 if(idx < MAX_REG_INPUT)
1032 strcpy(register_name, ctx->ps_input[idx]);
1036 ERR("Pixel shader input register out of bounds: %u\n", idx);
1037 sprintf(register_name, "out_of_bounds_%u", idx);
1040 else if (reg_maps->input_registers & 0x0300)
1042 /* There are two ways basically:
1044 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1045 * That means trouble if the loop also contains a breakc or if the control values
1046 * aren't local constants.
1047 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1048 * source dynamically. The trouble is that we cannot simply read aL.y because it
1049 * is an ADDRESS register. We could however push it, load .zw with a value and use
1050 * ADAC to load the condition code register and pop it again afterwards
1052 FIXME("Relative input register addressing with more than 8 registers\n");
1054 /* This is better than nothing for now */
1055 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1057 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1059 /* This is problematic because we'd have to consult the ctx->ps_input strings
1060 * for where to find the varying. Some may be "0.0", others can be texcoords or
1061 * colors. This needs either a pipeline replacement to make the vertex shader feed
1062 * proper varyings, or loop unrolling
1064 * For now use the texcoords and hope for the best
1066 FIXME("Non-vertex shader varying input with indirect addressing\n");
1067 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1071 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1072 * pulls GL_NV_fragment_program2 in
1074 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1079 if(reg->idx < MAX_REG_INPUT)
1081 strcpy(register_name, ctx->ps_input[reg->idx]);
1085 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1086 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1093 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1094 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1098 case WINED3DSPR_CONST:
1099 if (!pshader && reg->rel_addr)
1101 const struct arb_vshader_private *shader_data = shader->backend_data;
1102 UINT rel_offset = shader_data->rel_offset;
1105 if (reg_maps->shader_version.major < 2)
1107 sprintf(rel_reg, "A0.x");
1109 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1110 if(ctx->target_version == ARB) {
1111 if (!strcmp(rel_reg, "**aL_emul**"))
1115 shader_arb_request_a0(ins, rel_reg);
1116 sprintf(rel_reg, "A0.x");
1121 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1122 else if (reg->idx >= rel_offset)
1123 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1125 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1129 if (reg_maps->usesrelconstF)
1130 sprintf(register_name, "C[%u]", reg->idx);
1132 sprintf(register_name, "C%u", reg->idx);
1136 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1139 if (reg_maps->shader_version.major == 1
1140 && reg_maps->shader_version.minor <= 3)
1142 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1143 * and as source to most instructions. For some instructions it is the texcoord
1144 * input. Those instructions know about the special use
1146 sprintf(register_name, "T%u", reg->idx);
1148 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1149 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1154 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1156 sprintf(register_name, "A%u", reg->idx);
1160 sprintf(register_name, "A%u_SHADOW", reg->idx);
1165 case WINED3DSPR_COLOROUT:
1166 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1168 strcpy(register_name, "TMP_COLOR");
1172 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1173 if (reg_maps->rt_mask > 1)
1175 sprintf(register_name, "result.color[%u]", reg->idx);
1179 strcpy(register_name, "result.color");
1184 case WINED3DSPR_RASTOUT:
1185 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1186 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1189 case WINED3DSPR_DEPTHOUT:
1190 strcpy(register_name, "result.depth");
1193 case WINED3DSPR_ATTROUT:
1194 /* case WINED3DSPR_OUTPUT: */
1195 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1196 else strcpy(register_name, ctx->color_output[reg->idx]);
1199 case WINED3DSPR_TEXCRDOUT:
1202 sprintf(register_name, "oT[%u]", reg->idx);
1206 if (reg_maps->shader_version.major < 3)
1208 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1212 strcpy(register_name, ctx->vs_output[reg->idx]);
1217 case WINED3DSPR_LOOP:
1218 if(ctx->target_version >= NV2)
1220 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1221 if(pshader) sprintf(register_name, "A0.x");
1222 else sprintf(register_name, "aL.y");
1226 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1227 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1228 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1229 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1232 sprintf(register_name, "**aL_emul**");
1237 case WINED3DSPR_CONSTINT:
1238 sprintf(register_name, "I%u", reg->idx);
1241 case WINED3DSPR_MISCTYPE:
1244 sprintf(register_name, "vpos");
1246 else if(reg->idx == 1)
1248 sprintf(register_name, "fragment.facing.x");
1252 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1257 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1258 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1263 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1264 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1266 char register_name[255];
1270 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1271 strcpy(str, register_name);
1273 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1274 strcat(str, write_mask);
1277 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1279 switch(channel_source)
1281 case CHANNEL_SOURCE_ZERO: return "0";
1282 case CHANNEL_SOURCE_ONE: return "1";
1283 case CHANNEL_SOURCE_X: return "x";
1284 case CHANNEL_SOURCE_Y: return "y";
1285 case CHANNEL_SOURCE_Z: return "z";
1286 case CHANNEL_SOURCE_W: return "w";
1288 FIXME("Unhandled channel source %#x\n", channel_source);
1293 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1294 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1298 if (is_complex_fixup(fixup))
1300 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1301 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1306 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1307 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1308 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1309 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1314 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1315 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1316 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1320 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1321 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1322 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1323 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1329 char *ptr = reg_mask;
1331 if (mask != WINED3DSP_WRITEMASK_ALL)
1334 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1335 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1336 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1337 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1341 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1345 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1348 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1349 if (!ins->dst_count) return "";
1351 mod = ins->dst[0].modifiers;
1353 /* Silently ignore PARTIALPRECISION if its not supported */
1354 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1356 if(mod & WINED3DSPDM_MSAMPCENTROID)
1358 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1359 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1364 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1367 case WINED3DSPDM_SATURATE:
1370 case WINED3DSPDM_PARTIALPRECISION:
1377 FIXME("Unknown modifiers 0x%08x\n", mod);
1382 #define TEX_PROJ 0x1
1383 #define TEX_BIAS 0x2
1385 #define TEX_DERIV 0x10
1387 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1388 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1390 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1391 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1392 const struct wined3d_shader *shader = ins->ctx->shader;
1393 const struct wined3d_texture *texture;
1394 const char *tex_type;
1395 BOOL np2_fixup = FALSE;
1396 struct wined3d_device *device = shader->device;
1397 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1399 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1401 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1402 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1404 switch(sampler_type) {
1410 texture = device->stateBlock->state.textures[sampler_idx];
1411 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1417 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1419 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1421 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1422 else np2_fixup = TRUE;
1427 case WINED3DSTT_VOLUME:
1431 case WINED3DSTT_CUBE:
1436 ERR("Unexpected texture type %d\n", sampler_type);
1440 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1441 * so don't use shader_arb_get_modifier
1443 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1446 /* Fragment samplers always have indentity mapping */
1447 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1449 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1452 if (flags & TEX_DERIV)
1454 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1455 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1456 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1457 dsx, dsy,sampler_idx, tex_type);
1459 else if(flags & TEX_LOD)
1461 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1462 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1463 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1464 sampler_idx, tex_type);
1466 else if (flags & TEX_BIAS)
1468 /* Shouldn't be possible, but let's check for it */
1469 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1470 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1471 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1473 else if (flags & TEX_PROJ)
1475 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1481 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1482 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1483 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1485 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1488 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1493 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1494 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1495 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1496 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1500 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1501 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1503 /* Generate a line that does the input modifier computation and return the input register to use */
1504 BOOL is_color = FALSE;
1508 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1509 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1510 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1511 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1513 /* Assume a new line will be added */
1516 /* Get register name */
1517 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1518 shader_arb_get_swizzle(src, is_color, swzstr);
1520 switch (src->modifiers)
1522 case WINED3DSPSM_NONE:
1523 sprintf(outregstr, "%s%s", regstr, swzstr);
1526 case WINED3DSPSM_NEG:
1527 sprintf(outregstr, "-%s%s", regstr, swzstr);
1530 case WINED3DSPSM_BIAS:
1531 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1533 case WINED3DSPSM_BIASNEG:
1534 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1536 case WINED3DSPSM_SIGN:
1537 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1539 case WINED3DSPSM_SIGNNEG:
1540 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1542 case WINED3DSPSM_COMP:
1543 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1545 case WINED3DSPSM_X2:
1546 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1548 case WINED3DSPSM_X2NEG:
1549 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1551 case WINED3DSPSM_DZ:
1552 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1553 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1555 case WINED3DSPSM_DW:
1556 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1557 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1559 case WINED3DSPSM_ABS:
1560 if(ctx->target_version >= NV2) {
1561 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1564 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1567 case WINED3DSPSM_ABSNEG:
1568 if(ctx->target_version >= NV2) {
1569 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1571 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1572 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1577 sprintf(outregstr, "%s%s", regstr, swzstr);
1581 /* Return modified or original register, with swizzle */
1583 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1586 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1588 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1589 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1591 char src_name[2][50];
1592 DWORD sampler_code = dst->reg.idx;
1594 shader_arb_get_dst_param(ins, dst, dst_name);
1596 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1598 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1599 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1602 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1603 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1604 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1605 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1606 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1608 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1609 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1612 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1617 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1618 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1619 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1620 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1621 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1622 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1623 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1624 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1625 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1626 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1627 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1628 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1629 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1631 FIXME("Unknown modifier %u\n", mod);
1635 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1637 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1638 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1640 char src_name[3][50];
1641 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1642 ins->ctx->reg_maps->shader_version.minor);
1644 shader_arb_get_dst_param(ins, dst, dst_name);
1645 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1647 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1648 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1650 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1654 struct wined3d_shader_src_param src0_copy = ins->src[0];
1657 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1658 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1660 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1661 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1662 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1663 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1664 dst_name, src_name[1], src_name[2]);
1668 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1670 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1671 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1673 char src_name[3][50];
1675 shader_arb_get_dst_param(ins, dst, dst_name);
1677 /* Generate input register names (with modifiers) */
1678 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1679 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1680 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1682 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1683 dst_name, src_name[0], src_name[2], src_name[1]);
1686 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1687 * dst = dot2(src0, src1) + src2 */
1688 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1690 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1691 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1693 char src_name[3][50];
1694 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1696 shader_arb_get_dst_param(ins, dst, dst_name);
1697 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1698 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1700 if(ctx->target_version >= NV3)
1702 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1703 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1704 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1705 dst_name, src_name[0], src_name[1], src_name[2]);
1707 else if(ctx->target_version >= NV2)
1709 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1710 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1711 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1712 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1714 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1716 * .xyxy and other swizzles that we could get with this are not valid in
1717 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1719 struct wined3d_shader_src_param tmp_param = ins->src[1];
1720 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1721 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1723 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1725 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1726 dst_name, src_name[2], src_name[0], src_name[1]);
1730 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1731 /* 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]
1732 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1734 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1735 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1736 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1737 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1741 /* Map the opcode 1-to-1 to the GL code */
1742 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1744 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1745 const char *instruction;
1746 char arguments[256], dst_str[50];
1748 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1750 switch (ins->handler_idx)
1752 case WINED3DSIH_ABS: instruction = "ABS"; break;
1753 case WINED3DSIH_ADD: instruction = "ADD"; break;
1754 case WINED3DSIH_CRS: instruction = "XPD"; break;
1755 case WINED3DSIH_DP3: instruction = "DP3"; break;
1756 case WINED3DSIH_DP4: instruction = "DP4"; break;
1757 case WINED3DSIH_DST: instruction = "DST"; break;
1758 case WINED3DSIH_FRC: instruction = "FRC"; break;
1759 case WINED3DSIH_LIT: instruction = "LIT"; break;
1760 case WINED3DSIH_LRP: instruction = "LRP"; break;
1761 case WINED3DSIH_MAD: instruction = "MAD"; break;
1762 case WINED3DSIH_MAX: instruction = "MAX"; break;
1763 case WINED3DSIH_MIN: instruction = "MIN"; break;
1764 case WINED3DSIH_MOV: instruction = "MOV"; break;
1765 case WINED3DSIH_MUL: instruction = "MUL"; break;
1766 case WINED3DSIH_SGE: instruction = "SGE"; break;
1767 case WINED3DSIH_SLT: instruction = "SLT"; break;
1768 case WINED3DSIH_SUB: instruction = "SUB"; break;
1769 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1770 case WINED3DSIH_DSX: instruction = "DDX"; break;
1771 default: instruction = "";
1772 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1776 /* Note that shader_arb_add_dst_param() adds spaces. */
1777 arguments[0] = '\0';
1778 shader_arb_get_dst_param(ins, dst, dst_str);
1779 for (i = 0; i < ins->src_count; ++i)
1782 strcat(arguments, ", ");
1783 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1784 strcat(arguments, operand);
1786 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1789 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1791 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1793 const struct wined3d_shader *shader = ins->ctx->shader;
1794 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1795 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1796 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1797 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1798 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1799 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1801 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1802 char src0_param[256];
1804 if (ins->handler_idx == WINED3DSIH_MOVA)
1806 const struct arb_vshader_private *shader_data = shader->backend_data;
1808 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1810 if(ctx->target_version >= NV2) {
1811 shader_hw_map2gl(ins);
1814 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1815 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1817 /* This implements the mova formula used in GLSL. The first two instructions
1818 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1822 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1824 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1825 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1827 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1828 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1830 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1831 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1832 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1833 if (shader_data->rel_offset)
1835 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1837 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1839 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1841 else if (reg_maps->shader_version.major == 1
1842 && !shader_is_pshader_version(reg_maps->shader_version.type)
1843 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1845 const struct arb_vshader_private *shader_data = shader->backend_data;
1846 src0_param[0] = '\0';
1848 if (shader_data->rel_offset)
1850 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1851 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1852 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1853 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1857 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1858 * with more than one component. Thus replicate the first source argument over all
1859 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1860 struct wined3d_shader_src_param tmp_src = ins->src[0];
1861 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1862 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1863 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1866 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1868 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1870 shader_addline(buffer, "#mov handled in srgb write code\n");
1873 shader_hw_map2gl(ins);
1877 shader_hw_map2gl(ins);
1881 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1883 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1884 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1887 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1888 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1890 shader_arb_get_dst_param(ins, dst, reg_dest);
1892 if (ins->ctx->reg_maps->shader_version.major >= 2)
1894 const char *kilsrc = "TA";
1897 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1898 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1904 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1905 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1906 * masked out components to 0(won't kill)
1908 char x = '0', y = '0', z = '0', w = '0';
1909 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1910 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1911 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1912 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1913 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1915 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);
1926 shader_arb_get_dst_param(ins, dst, reg_dest);
1928 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1929 shader_addline(buffer, "KIL TA;\n");
1933 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1935 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1936 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1937 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1938 ins->ctx->reg_maps->shader_version.minor);
1939 struct wined3d_shader_src_param src;
1943 DWORD reg_sampler_code;
1945 BOOL swizzle_coord = FALSE;
1947 /* All versions have a destination register */
1948 shader_arb_get_dst_param(ins, dst, reg_dest);
1950 /* 1.0-1.4: Use destination register number as texture code.
1951 2.0+: Use provided sampler number as texure code. */
1952 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1953 reg_sampler_code = dst->reg.idx;
1955 reg_sampler_code = ins->src[1].reg.idx;
1957 /* 1.0-1.3: Use the texcoord varying.
1958 1.4+: Use provided coordinate source register. */
1959 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1960 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1962 /* TEX is the only instruction that can handle DW and DZ natively */
1964 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1965 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1966 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1970 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1971 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1972 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1974 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1977 if (reg_sampler_code < MAX_TEXTURES)
1978 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1979 if (flags & WINED3D_PSARGS_PROJECTED)
1981 myflags |= TEX_PROJ;
1982 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1983 swizzle_coord = TRUE;
1986 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1988 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1989 if (src_mod == WINED3DSPSM_DZ)
1991 swizzle_coord = TRUE;
1992 myflags |= TEX_PROJ;
1993 } else if(src_mod == WINED3DSPSM_DW) {
1994 myflags |= TEX_PROJ;
1997 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1998 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2003 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2004 * reg_coord is a read-only varying register, so we need a temp reg */
2005 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2006 strcpy(reg_coord, "TA");
2009 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2012 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2014 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2015 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2016 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2017 ins->ctx->reg_maps->shader_version.minor);
2020 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2022 DWORD reg = dst->reg.idx;
2024 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2025 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2029 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2030 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2031 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2035 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2037 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2040 DWORD reg1 = ins->dst[0].reg.idx;
2044 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2045 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2046 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2047 /* Move .x first in case src_str is "TA" */
2048 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2049 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2050 if (reg1 < MAX_TEXTURES)
2052 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2053 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2055 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2058 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2060 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2062 DWORD reg1 = ins->dst[0].reg.idx;
2066 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2067 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2068 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2069 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2070 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2071 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2074 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2076 DWORD reg1 = ins->dst[0].reg.idx;
2080 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2081 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2082 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2083 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2086 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2088 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2089 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2090 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2091 char reg_coord[40], dst_reg[50], src_reg[50];
2092 DWORD reg_dest_code;
2094 /* All versions have a destination register. The Tx where the texture coordinates come
2095 * from is the varying incarnation of the texture register
2097 reg_dest_code = dst->reg.idx;
2098 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2099 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2100 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2102 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2103 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2105 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2106 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2108 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2109 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2112 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2113 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2114 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2115 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2117 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2118 * so we can't let the GL handle this.
2120 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2121 & WINED3D_PSARGS_PROJECTED)
2123 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2124 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2125 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2127 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2130 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2132 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2134 /* No src swizzles are allowed, so this is ok */
2135 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2136 src_reg, reg_dest_code, reg_dest_code);
2137 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2141 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2143 DWORD reg = ins->dst[0].reg.idx;
2144 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2145 char src0_name[50], dst_name[50];
2147 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2149 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2150 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2151 * T<reg+1> register. Use this register to store the calculated vector
2153 tmp_reg.idx = reg + 1;
2154 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2155 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2158 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2160 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2162 DWORD reg = ins->dst[0].reg.idx;
2163 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2169 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2170 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2172 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2173 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2174 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2175 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2176 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2179 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2181 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2182 DWORD reg = ins->dst[0].reg.idx;
2183 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2184 char src0_name[50], dst_name[50];
2185 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2188 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2189 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2190 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2192 tmp_reg.idx = reg + 2 - tex_mx->current_row;
2193 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2195 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2196 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2197 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2198 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2201 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2203 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2204 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2206 DWORD reg = ins->dst[0].reg.idx;
2207 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2209 char src0_name[50], dst_name[50];
2212 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2213 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2214 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2216 /* Sample the texture using the calculated coordinates */
2217 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2218 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2219 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2220 tex_mx->current_row = 0;
2223 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2225 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2226 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2228 DWORD reg = ins->dst[0].reg.idx;
2229 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2235 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2236 * components for temporary data storage
2238 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2239 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2240 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2242 /* Construct the eye-ray vector from w coordinates */
2243 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2244 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2245 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2247 /* Calculate reflection vector
2249 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2250 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2251 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2252 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2253 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2254 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2255 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2257 /* Sample the texture using the calculated coordinates */
2258 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2259 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2260 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2261 tex_mx->current_row = 0;
2264 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2266 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2267 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2269 DWORD reg = ins->dst[0].reg.idx;
2270 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2277 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2278 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2279 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2280 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2281 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2283 /* Calculate reflection vector.
2286 * dst_reg.xyz = 2 * --------- * N - E
2289 * Which normalizes the normal vector
2291 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2292 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2293 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2294 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2295 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2296 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2298 /* Sample the texture using the calculated coordinates */
2299 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2300 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2301 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2302 tex_mx->current_row = 0;
2305 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2307 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2308 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2310 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2311 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2313 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2314 * which is essentially an input, is the destination register because it is the first
2315 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2316 * here(writemasks/swizzles are not valid on texdepth)
2318 shader_arb_get_dst_param(ins, dst, dst_name);
2320 /* According to the msdn, the source register(must be r5) is unusable after
2321 * the texdepth instruction, so we're free to modify it
2323 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2325 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2326 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2327 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2329 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2330 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2331 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2332 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2335 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2336 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2337 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2338 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2340 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2341 DWORD sampler_idx = ins->dst[0].reg.idx;
2345 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2346 shader_addline(buffer, "MOV TB, 0.0;\n");
2347 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2349 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2350 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2353 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2354 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2355 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2357 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2360 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2362 /* Handle output register */
2363 shader_arb_get_dst_param(ins, dst, dst_str);
2364 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2365 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2368 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2369 * Perform the 3rd row of a 3x3 matrix multiply */
2370 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2372 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2373 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2374 char dst_str[50], dst_name[50];
2378 shader_arb_get_dst_param(ins, dst, dst_str);
2379 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2380 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2381 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2382 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2385 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2386 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2387 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2388 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2390 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2392 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2393 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2394 char src0[50], dst_name[50];
2396 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2397 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2399 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2400 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2401 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2403 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2404 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2405 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2407 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2408 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2409 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2410 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2413 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2414 Vertex/Pixel shaders to ARB_vertex_program codes */
2415 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2418 int nComponents = 0;
2419 struct wined3d_shader_dst_param tmp_dst = {{0}};
2420 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2421 struct wined3d_shader_instruction tmp_ins;
2423 memset(&tmp_ins, 0, sizeof(tmp_ins));
2425 /* Set constants for the temporary argument */
2426 tmp_ins.ctx = ins->ctx;
2427 tmp_ins.dst_count = 1;
2428 tmp_ins.dst = &tmp_dst;
2429 tmp_ins.src_count = 2;
2430 tmp_ins.src = tmp_src;
2432 switch(ins->handler_idx)
2434 case WINED3DSIH_M4x4:
2436 tmp_ins.handler_idx = WINED3DSIH_DP4;
2438 case WINED3DSIH_M4x3:
2440 tmp_ins.handler_idx = WINED3DSIH_DP4;
2442 case WINED3DSIH_M3x4:
2444 tmp_ins.handler_idx = WINED3DSIH_DP3;
2446 case WINED3DSIH_M3x3:
2448 tmp_ins.handler_idx = WINED3DSIH_DP3;
2450 case WINED3DSIH_M3x2:
2452 tmp_ins.handler_idx = WINED3DSIH_DP3;
2455 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2459 tmp_dst = ins->dst[0];
2460 tmp_src[0] = ins->src[0];
2461 tmp_src[1] = ins->src[1];
2462 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;
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;
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;
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);
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);
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 const struct wined3d_shader_lconst *lconst;
4172 const DWORD *function = shader->function;
4174 DWORD next_local, *lconst_map = local_const_mapping(shader);
4175 struct shader_arb_ctx_priv priv_ctx;
4179 memset(&priv_ctx, 0, sizeof(priv_ctx));
4180 priv_ctx.cur_vs_args = args;
4181 list_init(&priv_ctx.control_frames);
4182 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4184 /* Create the hw ARB shader */
4185 shader_addline(buffer, "!!ARBvp1.0\n");
4187 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4188 * mesurable performance penalty, and we can always make use of it for clipplanes.
4190 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4192 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4193 priv_ctx.target_version = NV3;
4194 shader_addline(buffer, "ADDRESS aL;\n");
4196 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4198 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4199 priv_ctx.target_version = NV2;
4200 shader_addline(buffer, "ADDRESS aL;\n");
4202 priv_ctx.target_version = ARB;
4205 shader_addline(buffer, "TEMP TMP_OUT;\n");
4207 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4208 if (need_helper_const(shader_data, reg_maps, gl_info))
4210 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4212 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4214 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4215 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4218 shader_addline(buffer, "TEMP TA;\n");
4219 shader_addline(buffer, "TEMP TB;\n");
4221 /* Base Declarations */
4222 next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4223 gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4225 for(i = 0; i < MAX_CONST_I; i++)
4227 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4228 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4230 const DWORD *control_values = find_loop_control_values(shader, i);
4234 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4235 control_values[0], control_values[1], control_values[2]);
4239 compiled->int_consts[i] = next_local;
4240 compiled->num_int_consts++;
4241 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4246 /* We need a constant to fixup the final position */
4247 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4248 compiled->pos_fixup = next_local++;
4250 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4251 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4252 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4253 * a replacement shader depend on the texcoord.w being set properly.
4255 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4256 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4257 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4258 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4259 * this can eat a number of instructions, so skip it unless this cap is set as well
4261 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4263 struct wined3d_device *device = shader->device;
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 && !device->frag_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)
4883 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4885 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4886 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4887 if (!priv->vshader_const_dirty)
4889 memset(priv->vshader_const_dirty, 1,
4890 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4892 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4893 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4894 if (!priv->pshader_const_dirty)
4896 memset(priv->pshader_const_dirty, 1,
4897 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4899 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4901 ERR("RB tree init failed\n");
4904 device->shader_priv = priv;
4908 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4909 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4910 HeapFree(GetProcessHeap(), 0, priv);
4911 return E_OUTOFMEMORY;
4914 static void release_signature(struct wine_rb_entry *entry, void *context)
4916 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4918 for(i = 0; i < MAX_REG_INPUT; i++)
4920 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4922 HeapFree(GetProcessHeap(), 0, sig->sig);
4923 HeapFree(GetProcessHeap(), 0, sig);
4926 /* Context activation is done by the caller. */
4927 static void shader_arb_free(struct wined3d_device *device)
4929 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4930 struct shader_arb_priv *priv = device->shader_priv;
4934 if(priv->depth_blt_vprogram_id) {
4935 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4937 for (i = 0; i < tex_type_count; ++i)
4939 if (priv->depth_blt_fprogram_id_full[i])
4941 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4943 if (priv->depth_blt_fprogram_id_masked[i])
4945 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4950 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4951 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4952 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4953 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4956 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4958 struct shader_arb_priv *priv = shader_priv;
4960 if (priv->last_context == context)
4961 priv->last_context = NULL;
4964 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4966 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4970 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4971 * for vertex programs. If the native limit is less than that it's
4972 * not very useful, and e.g. Mesa swrast returns 0, probably to
4973 * indicate it's a software implementation. */
4974 if (gl_info->limits.arb_vs_native_constants < 96)
4975 vs_consts = gl_info->limits.arb_vs_float_constants;
4977 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4979 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4981 caps->VertexShaderVersion = 3;
4982 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4984 else if (vs_consts >= 256)
4986 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4987 caps->VertexShaderVersion = 2;
4988 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4992 caps->VertexShaderVersion = 1;
4993 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4995 caps->MaxVertexShaderConst = vs_consts;
4999 caps->VertexShaderVersion = 0;
5000 caps->MaxVertexShaderConst = 0;
5003 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5007 /* Similar as above for vertex programs, but the minimum for fragment
5008 * programs is 24. */
5009 if (gl_info->limits.arb_ps_native_constants < 24)
5010 ps_consts = gl_info->limits.arb_ps_float_constants;
5012 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5014 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5016 caps->PixelShaderVersion = 3;
5017 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5019 else if (ps_consts >= 32)
5021 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5022 caps->PixelShaderVersion = 2;
5023 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5027 caps->PixelShaderVersion = 1;
5028 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5030 caps->PixelShader1xMaxValue = 8.0f;
5031 caps->MaxPixelShaderConst = ps_consts;
5035 caps->PixelShaderVersion = 0;
5036 caps->PixelShader1xMaxValue = 0.0f;
5037 caps->MaxPixelShaderConst = 0;
5040 caps->VSClipping = use_nv_clip(gl_info);
5043 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5045 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5047 TRACE("Checking support for color_fixup:\n");
5048 dump_color_fixup_desc(fixup);
5051 /* We support everything except complex conversions. */
5052 if (!is_complex_fixup(fixup))
5058 TRACE("[FAILED]\n");
5062 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5064 char write_mask[20], regstr[50];
5065 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5066 BOOL is_color = FALSE;
5067 const struct wined3d_shader_dst_param *dst;
5069 if (!ins->dst_count) return;
5073 if (!shift) return; /* Saturate alone is handled by the instructions */
5075 shader_arb_get_write_mask(ins, dst, write_mask);
5076 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5078 /* Generate a line that does the output modifier computation
5079 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5080 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5082 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5083 regstr, write_mask, regstr, shift_tab[shift]);
5086 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5088 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5089 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5090 /* WINED3DSIH_AND */ NULL,
5091 /* WINED3DSIH_BEM */ pshader_hw_bem,
5092 /* WINED3DSIH_BREAK */ shader_hw_break,
5093 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5094 /* WINED3DSIH_BREAKP */ NULL,
5095 /* WINED3DSIH_CALL */ shader_hw_call,
5096 /* WINED3DSIH_CALLNZ */ NULL,
5097 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5098 /* WINED3DSIH_CND */ pshader_hw_cnd,
5099 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5100 /* WINED3DSIH_CUT */ NULL,
5101 /* WINED3DSIH_DCL */ shader_hw_nop,
5102 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5103 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5104 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5105 /* WINED3DSIH_DEF */ shader_hw_nop,
5106 /* WINED3DSIH_DEFB */ shader_hw_nop,
5107 /* WINED3DSIH_DEFI */ shader_hw_nop,
5108 /* WINED3DSIH_DIV */ NULL,
5109 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5110 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5111 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5112 /* WINED3DSIH_DST */ shader_hw_map2gl,
5113 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5114 /* WINED3DSIH_DSY */ shader_hw_dsy,
5115 /* WINED3DSIH_ELSE */ shader_hw_else,
5116 /* WINED3DSIH_EMIT */ NULL,
5117 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5118 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5119 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5120 /* WINED3DSIH_EQ */ NULL,
5121 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5122 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5123 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5124 /* WINED3DSIH_FTOI */ NULL,
5125 /* WINED3DSIH_GE */ NULL,
5126 /* WINED3DSIH_IADD */ NULL,
5127 /* WINED3DSIH_IEQ */ NULL,
5128 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5129 /* WINED3DSIH_IFC */ shader_hw_ifc,
5130 /* WINED3DSIH_IGE */ NULL,
5131 /* WINED3DSIH_IMUL */ NULL,
5132 /* WINED3DSIH_ITOF */ NULL,
5133 /* WINED3DSIH_LABEL */ shader_hw_label,
5134 /* WINED3DSIH_LD */ NULL,
5135 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5136 /* WINED3DSIH_LOG */ shader_hw_log,
5137 /* WINED3DSIH_LOGP */ shader_hw_log,
5138 /* WINED3DSIH_LOOP */ shader_hw_loop,
5139 /* WINED3DSIH_LRP */ shader_hw_lrp,
5140 /* WINED3DSIH_LT */ NULL,
5141 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5142 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5143 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5144 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5145 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5146 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5147 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5148 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5149 /* WINED3DSIH_MOV */ shader_hw_mov,
5150 /* WINED3DSIH_MOVA */ shader_hw_mov,
5151 /* WINED3DSIH_MOVC */ NULL,
5152 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5153 /* WINED3DSIH_NOP */ shader_hw_nop,
5154 /* WINED3DSIH_NRM */ shader_hw_nrm,
5155 /* WINED3DSIH_PHASE */ shader_hw_nop,
5156 /* WINED3DSIH_POW */ shader_hw_pow,
5157 /* WINED3DSIH_RCP */ shader_hw_rcp,
5158 /* WINED3DSIH_REP */ shader_hw_rep,
5159 /* WINED3DSIH_RET */ shader_hw_ret,
5160 /* WINED3DSIH_ROUND_NI */ NULL,
5161 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5162 /* WINED3DSIH_SAMPLE */ NULL,
5163 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5164 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5165 /* WINED3DSIH_SETP */ NULL,
5166 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5167 /* WINED3DSIH_SGN */ shader_hw_sgn,
5168 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5169 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5170 /* WINED3DSIH_SQRT */ NULL,
5171 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5172 /* WINED3DSIH_TEX */ pshader_hw_tex,
5173 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5174 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5175 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5176 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5177 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5178 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5179 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5180 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5181 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5182 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5183 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5184 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5185 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5186 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5187 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5188 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5189 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5190 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5191 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5192 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5193 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5194 /* WINED3DSIH_UDIV */ NULL,
5195 /* WINED3DSIH_USHR */ NULL,
5196 /* WINED3DSIH_UTOF */ NULL,
5197 /* WINED3DSIH_XOR */ NULL,
5200 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5201 const struct wined3d_shader *shader, DWORD idx)
5203 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5204 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5205 const struct wined3d_shader_lconst *constant;
5207 WORD flag = (1 << idx);
5208 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5210 if (reg_maps->local_bool_consts & flag)
5212 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5213 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5215 if (constant->idx == idx)
5217 return constant->value[0];
5220 ERR("Local constant not found\n");
5225 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5226 else bools = priv->cur_ps_args->bools;
5227 return bools & flag;
5231 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5232 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5234 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5235 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5237 /* Integer constants can either be a local constant, or they can be stored in the shader
5238 * type specific compile args. */
5239 if (reg_maps->local_int_consts & (1 << idx))
5241 const struct wined3d_shader_lconst *constant;
5243 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5245 if (constant->idx == idx)
5247 loop_control->count = constant->value[0];
5248 loop_control->start = constant->value[1];
5249 /* Step is signed. */
5250 loop_control->step = (int)constant->value[2];
5254 /* If this happens the flag was set incorrectly */
5255 ERR("Local constant not found\n");
5256 loop_control->count = 0;
5257 loop_control->start = 0;
5258 loop_control->step = 0;
5262 switch (reg_maps->shader_version.type)
5264 case WINED3D_SHADER_TYPE_VERTEX:
5265 /* Count and aL start value are unsigned */
5266 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5267 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5268 /* Step is signed. */
5269 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5272 case WINED3D_SHADER_TYPE_PIXEL:
5273 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5274 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5275 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5279 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5284 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5287 struct wined3d_shader_dst_param *dst_param = NULL;
5288 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5289 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5292 ERR("Out of memory\n");
5297 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5298 if(!dst_param) goto free;
5299 *dst_param = *ins->dst;
5300 if(ins->dst->reg.rel_addr)
5302 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5303 if(!rel_addr) goto free;
5304 *rel_addr = *ins->dst->reg.rel_addr;
5305 dst_param->reg.rel_addr = rel_addr;
5307 rec->ins.dst = dst_param;
5309 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5310 if(!src_param) goto free;
5311 for(i = 0; i < ins->src_count; i++)
5313 src_param[i] = ins->src[i];
5314 if(ins->src[i].reg.rel_addr)
5316 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5317 if(!rel_addr) goto free;
5318 *rel_addr = *ins->src[i].reg.rel_addr;
5319 src_param[i].reg.rel_addr = rel_addr;
5322 rec->ins.src = src_param;
5323 list_add_tail(list, &rec->entry);
5327 ERR("Out of memory\n");
5330 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5331 HeapFree(GetProcessHeap(), 0, dst_param);
5335 for(i = 0; i < ins->src_count; i++)
5337 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5339 HeapFree(GetProcessHeap(), 0, src_param);
5341 HeapFree(GetProcessHeap(), 0, rec);
5344 static void free_recorded_instruction(struct list *list)
5346 struct recorded_instruction *rec_ins, *entry2;
5349 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5351 list_remove(&rec_ins->entry);
5352 if(rec_ins->ins.dst)
5354 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5355 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5357 if(rec_ins->ins.src)
5359 for(i = 0; i < rec_ins->ins.src_count; i++)
5361 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5363 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5365 HeapFree(GetProcessHeap(), 0, rec_ins);
5369 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5370 SHADER_HANDLER hw_fct;
5371 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5372 const struct wined3d_shader *shader = ins->ctx->shader;
5373 struct control_frame *control_frame;
5374 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5377 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5379 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5380 list_add_head(&priv->control_frames, &control_frame->entry);
5382 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5383 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5385 if(priv->target_version >= NV2)
5387 control_frame->no.loop = priv->num_loops++;
5392 /* Don't bother recording when we're in a not used if branch */
5398 if(!priv->recording)
5400 list_init(&priv->record);
5401 priv->recording = TRUE;
5402 control_frame->outer_loop = TRUE;
5403 get_loop_control_const(ins, shader, ins->src[0].reg.idx, &control_frame->loop_control);
5404 return; /* Instruction is handled */
5406 /* Record this loop in the outer loop's recording */
5409 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5411 if(priv->target_version >= NV2)
5413 /* Nothing to do. The control frame is popped after the HW instr handler */
5417 struct list *e = list_head(&priv->control_frames);
5418 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5419 list_remove(&control_frame->entry);
5421 if(control_frame->outer_loop)
5423 unsigned int iteration;
5427 /* Turn off recording before playback */
5428 priv->recording = FALSE;
5430 /* Move the recorded instructions to a separate list and get them out of the private data
5431 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5432 * be recorded again, thus priv->record might be overwritten
5435 list_move_tail(©, &priv->record);
5436 list_init(&priv->record);
5438 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5440 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5441 control_frame->loop_control.count, control_frame->loop_control.start,
5442 control_frame->loop_control.step);
5443 aL = control_frame->loop_control.start;
5447 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5450 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5452 struct recorded_instruction *rec_ins;
5453 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5456 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5460 shader_addline(buffer, "#Iteration %u\n", iteration);
5463 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
5465 shader_arb_handle_instruction(&rec_ins->ins);
5468 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5470 aL += control_frame->loop_control.step;
5473 shader_addline(buffer, "#end loop/rep\n");
5475 free_recorded_instruction(©);
5476 HeapFree(GetProcessHeap(), 0, control_frame);
5477 return; /* Instruction is handled */
5481 /* This is a nested loop. Proceed to the normal recording function */
5482 HeapFree(GetProcessHeap(), 0, control_frame);
5489 record_instruction(&priv->record, ins);
5494 if(ins->handler_idx == WINED3DSIH_IF)
5496 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5497 list_add_head(&priv->control_frames, &control_frame->entry);
5498 control_frame->type = IF;
5500 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx);
5501 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5502 if (!priv->muted && !bool_const)
5504 shader_addline(buffer, "#if(FALSE){\n");
5506 control_frame->muting = TRUE;
5508 else shader_addline(buffer, "#if(TRUE) {\n");
5510 return; /* Instruction is handled */
5512 else if(ins->handler_idx == WINED3DSIH_IFC)
5514 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5515 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5516 control_frame->type = IFC;
5517 control_frame->no.ifc = priv->num_ifcs++;
5518 list_add_head(&priv->control_frames, &control_frame->entry);
5520 else if(ins->handler_idx == WINED3DSIH_ELSE)
5522 struct list *e = list_head(&priv->control_frames);
5523 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5525 if(control_frame->type == IF)
5527 shader_addline(buffer, "#} else {\n");
5528 if(!priv->muted && !control_frame->muting)
5531 control_frame->muting = TRUE;
5533 else if(control_frame->muting) priv->muted = FALSE;
5534 return; /* Instruction is handled. */
5536 /* In case of an ifc, generate a HW shader instruction */
5538 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5540 struct list *e = list_head(&priv->control_frames);
5541 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5543 if(control_frame->type == IF)
5545 shader_addline(buffer, "#} endif\n");
5546 if(control_frame->muting) priv->muted = FALSE;
5547 list_remove(&control_frame->entry);
5548 HeapFree(GetProcessHeap(), 0, control_frame);
5549 return; /* Instruction is handled */
5553 if(priv->muted) return;
5555 /* Select handler */
5556 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5558 /* Unhandled opcode */
5561 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5566 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5568 struct list *e = list_head(&priv->control_frames);
5569 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5570 list_remove(&control_frame->entry);
5571 HeapFree(GetProcessHeap(), 0, control_frame);
5574 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5576 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5577 struct list *e = list_head(&priv->control_frames);
5578 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5579 list_remove(&control_frame->entry);
5580 HeapFree(GetProcessHeap(), 0, control_frame);
5584 shader_arb_add_instruction_modifiers(ins);
5587 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5589 shader_arb_handle_instruction,
5591 shader_arb_select_depth_blt,
5592 shader_arb_deselect_depth_blt,
5593 shader_arb_update_float_vertex_constants,
5594 shader_arb_update_float_pixel_constants,
5595 shader_arb_load_constants,
5596 shader_arb_load_np2fixup_constants,
5600 shader_arb_context_destroyed,
5601 shader_arb_get_caps,
5602 shader_arb_color_fixup_supported,
5605 /* ARB_fragment_program fixed function pipeline replacement definitions */
5606 #define ARB_FFP_CONST_TFACTOR 0
5607 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5608 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5609 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5610 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5612 struct arbfp_ffp_desc
5614 struct ffp_frag_desc parent;
5616 unsigned int num_textures_used;
5619 /* Context activation and GL locking are done by the caller. */
5620 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5624 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5625 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5629 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5630 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5634 static HRESULT arbfp_alloc(struct wined3d_device *device)
5636 struct shader_arb_priv *priv;
5637 /* Share private data between the shader backend and the pipeline replacement, if both
5638 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5639 * if no pixel shader is bound or not
5641 if (device->shader_backend == &arb_program_shader_backend)
5643 device->fragment_priv = device->shader_priv;
5647 device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5648 if (!device->fragment_priv) return E_OUTOFMEMORY;
5650 priv = device->fragment_priv;
5651 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5653 ERR("Failed to initialize rbtree.\n");
5654 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5655 return E_OUTOFMEMORY;
5657 priv->use_arbfp_fixed_func = TRUE;
5661 /* Context activation is done by the caller. */
5662 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5664 const struct wined3d_gl_info *gl_info = context;
5665 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5668 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5669 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5670 HeapFree(GetProcessHeap(), 0, entry_arb);
5674 /* Context activation is done by the caller. */
5675 static void arbfp_free(struct wined3d_device *device)
5677 struct shader_arb_priv *priv = device->fragment_priv;
5679 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5680 priv->use_arbfp_fixed_func = FALSE;
5682 if (device->shader_backend != &arb_program_shader_backend)
5684 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5688 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5690 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5691 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5692 WINED3DTEXOPCAPS_SELECTARG1 |
5693 WINED3DTEXOPCAPS_SELECTARG2 |
5694 WINED3DTEXOPCAPS_MODULATE4X |
5695 WINED3DTEXOPCAPS_MODULATE2X |
5696 WINED3DTEXOPCAPS_MODULATE |
5697 WINED3DTEXOPCAPS_ADDSIGNED2X |
5698 WINED3DTEXOPCAPS_ADDSIGNED |
5699 WINED3DTEXOPCAPS_ADD |
5700 WINED3DTEXOPCAPS_SUBTRACT |
5701 WINED3DTEXOPCAPS_ADDSMOOTH |
5702 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5703 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5704 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5705 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5706 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5707 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5708 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5709 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5710 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5711 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5712 WINED3DTEXOPCAPS_MULTIPLYADD |
5713 WINED3DTEXOPCAPS_LERP |
5714 WINED3DTEXOPCAPS_BUMPENVMAP |
5715 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5717 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5719 caps->MaxTextureBlendStages = 8;
5720 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5723 static void state_texfactor_arbfp(struct wined3d_context *context,
5724 const struct wined3d_state *state, DWORD state_id)
5726 struct wined3d_device *device = context->swapchain->device;
5727 const struct wined3d_gl_info *gl_info = context->gl_info;
5730 /* Don't load the parameter if we're using an arbfp pixel shader,
5731 * otherwise we'll overwrite application provided constants. */
5732 if (device->shader_backend == &arb_program_shader_backend)
5734 struct shader_arb_priv *priv;
5736 if (use_ps(state)) return;
5738 priv = device->shader_priv;
5739 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5740 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5743 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5744 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5745 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5748 static void state_arb_specularenable(struct wined3d_context *context,
5749 const struct wined3d_state *state, DWORD state_id)
5751 struct wined3d_device *device = context->swapchain->device;
5752 const struct wined3d_gl_info *gl_info = context->gl_info;
5755 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5756 * application provided constants
5758 if (device->shader_backend == &arb_program_shader_backend)
5760 struct shader_arb_priv *priv;
5762 if (use_ps(state)) return;
5764 priv = device->shader_priv;
5765 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5766 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5769 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5771 /* The specular color has no alpha */
5772 col[0] = 1.0f; col[1] = 1.0f;
5773 col[2] = 1.0f; col[3] = 0.0f;
5775 col[0] = 0.0f; col[1] = 0.0f;
5776 col[2] = 0.0f; col[3] = 0.0f;
5778 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5779 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5782 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5784 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5785 struct wined3d_device *device = context->swapchain->device;
5786 const struct wined3d_gl_info *gl_info = context->gl_info;
5791 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5793 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5796 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5797 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5800 if(device->shader_backend == &arb_program_shader_backend) {
5801 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5805 else if (device->shader_backend == &arb_program_shader_backend)
5807 struct shader_arb_priv *priv = device->shader_priv;
5808 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5809 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5812 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5813 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5814 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5815 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5817 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5818 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5821 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5822 const struct wined3d_state *state, DWORD state_id)
5824 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5825 struct wined3d_device *device = context->swapchain->device;
5826 const struct wined3d_gl_info *gl_info = context->gl_info;
5831 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5833 /* The pixel shader has to know the luminance offset. Do a constants update if it
5834 * isn't scheduled anyway
5836 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5837 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5840 if(device->shader_backend == &arb_program_shader_backend) {
5841 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5845 else if (device->shader_backend == &arb_program_shader_backend)
5847 struct shader_arb_priv *priv = device->shader_priv;
5848 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5849 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5852 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5853 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5857 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5858 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5861 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5865 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5867 switch(arg & WINED3DTA_SELECTMASK) {
5868 case WINED3DTA_DIFFUSE:
5869 ret = "fragment.color.primary"; break;
5871 case WINED3DTA_CURRENT:
5872 if (!stage) ret = "fragment.color.primary";
5876 case WINED3DTA_TEXTURE:
5878 case 0: ret = "tex0"; break;
5879 case 1: ret = "tex1"; break;
5880 case 2: ret = "tex2"; break;
5881 case 3: ret = "tex3"; break;
5882 case 4: ret = "tex4"; break;
5883 case 5: ret = "tex5"; break;
5884 case 6: ret = "tex6"; break;
5885 case 7: ret = "tex7"; break;
5886 default: ret = "unknown texture";
5890 case WINED3DTA_TFACTOR:
5891 ret = "tfactor"; break;
5893 case WINED3DTA_SPECULAR:
5894 ret = "fragment.color.secondary"; break;
5896 case WINED3DTA_TEMP:
5897 ret = "tempreg"; break;
5899 case WINED3DTA_CONSTANT:
5900 FIXME("Implement perstage constants\n");
5902 case 0: ret = "const0"; break;
5903 case 1: ret = "const1"; break;
5904 case 2: ret = "const2"; break;
5905 case 3: ret = "const3"; break;
5906 case 4: ret = "const4"; break;
5907 case 5: ret = "const5"; break;
5908 case 6: ret = "const6"; break;
5909 case 7: ret = "const7"; break;
5910 default: ret = "unknown constant";
5918 if(arg & WINED3DTA_COMPLEMENT) {
5919 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5920 if(argnum == 0) ret = "arg0";
5921 if(argnum == 1) ret = "arg1";
5922 if(argnum == 2) ret = "arg2";
5924 if(arg & WINED3DTA_ALPHAREPLICATE) {
5925 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5926 if(argnum == 0) ret = "arg0";
5927 if(argnum == 1) ret = "arg1";
5928 if(argnum == 2) ret = "arg2";
5933 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5934 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5936 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5937 unsigned int mul = 1;
5938 BOOL mul_final_dest = FALSE;
5940 if(color && alpha) dstmask = "";
5941 else if(color) dstmask = ".xyz";
5942 else dstmask = ".w";
5944 if(dst == tempreg) dstreg = "tempreg";
5945 else dstreg = "ret";
5947 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5948 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5949 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5953 case WINED3D_TOP_DISABLE:
5955 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5958 case WINED3D_TOP_SELECT_ARG2:
5961 case WINED3D_TOP_SELECT_ARG1:
5962 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5965 case WINED3D_TOP_MODULATE_4X:
5968 case WINED3D_TOP_MODULATE_2X:
5970 if (!strcmp(dstreg, "result.color"))
5973 mul_final_dest = TRUE;
5976 case WINED3D_TOP_MODULATE:
5977 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5980 case WINED3D_TOP_ADD_SIGNED_2X:
5982 if (!strcmp(dstreg, "result.color"))
5985 mul_final_dest = TRUE;
5988 case WINED3D_TOP_ADD_SIGNED:
5989 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5992 case WINED3D_TOP_ADD:
5993 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5996 case WINED3D_TOP_SUBTRACT:
5997 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6000 case WINED3D_TOP_ADD_SMOOTH:
6001 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6002 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6005 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6006 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6007 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6009 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6010 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6011 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6013 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6014 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6015 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6017 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6018 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6019 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6022 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6023 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6024 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6025 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6028 /* D3DTOP_PREMODULATE ???? */
6030 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6031 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6032 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6034 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6035 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6037 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6038 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6039 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6041 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6042 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6045 case WINED3D_TOP_DOTPRODUCT3:
6047 if (!strcmp(dstreg, "result.color"))
6050 mul_final_dest = TRUE;
6052 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6053 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6054 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6057 case WINED3D_TOP_MULTIPLY_ADD:
6058 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6061 case WINED3D_TOP_LERP:
6062 /* The msdn is not quite right here */
6063 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6066 case WINED3D_TOP_BUMPENVMAP:
6067 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6068 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6072 FIXME("Unhandled texture op %08x\n", op);
6076 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
6077 } else if(mul == 4) {
6078 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
6082 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6085 struct wined3d_shader_buffer buffer;
6086 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6087 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6088 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6089 UINT lowest_disabled_stage;
6090 const char *textype;
6091 const char *instr, *sat;
6092 char colorcor_dst[8];
6094 DWORD arg0, arg1, arg2;
6095 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6097 const char *final_combiner_src = "ret";
6100 /* Find out which textures are read */
6101 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6103 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6105 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6106 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6107 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6108 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6109 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6110 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6112 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6113 tex_read[stage] = TRUE;
6114 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6115 tex_read[stage] = TRUE;
6116 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6118 bump_used[stage] = TRUE;
6119 tex_read[stage] = TRUE;
6121 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6123 bump_used[stage] = TRUE;
6124 tex_read[stage] = TRUE;
6125 luminance_used[stage] = TRUE;
6127 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6129 tfactor_used = TRUE;
6132 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6133 tfactor_used = TRUE;
6136 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6137 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6138 tempreg_used = TRUE;
6141 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6143 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6144 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6145 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6146 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6147 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6148 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6150 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6151 tempreg_used = TRUE;
6153 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6154 tfactor_used = TRUE;
6157 lowest_disabled_stage = stage;
6160 if (!shader_buffer_init(&buffer))
6162 ERR("Failed to initialize shader buffer.\n");
6166 shader_addline(&buffer, "!!ARBfp1.0\n");
6168 switch(settings->fog) {
6169 case FOG_OFF: break;
6170 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6171 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6172 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6173 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6176 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6177 shader_addline(&buffer, "TEMP TMP;\n");
6178 shader_addline(&buffer, "TEMP ret;\n");
6179 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6180 shader_addline(&buffer, "TEMP arg0;\n");
6181 shader_addline(&buffer, "TEMP arg1;\n");
6182 shader_addline(&buffer, "TEMP arg2;\n");
6183 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6184 if(!tex_read[stage]) continue;
6185 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6186 if(!bump_used[stage]) continue;
6187 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6188 if(!luminance_used[stage]) continue;
6189 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6192 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6194 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6196 if(settings->sRGB_write) {
6197 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6198 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6199 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6200 srgb_sub_high, 0.0, 0.0, 0.0);
6203 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6204 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6206 /* Generate texture sampling instructions) */
6207 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6209 if (!tex_read[stage])
6212 switch(settings->op[stage].tex_type) {
6213 case tex_1d: textype = "1D"; break;
6214 case tex_2d: textype = "2D"; break;
6215 case tex_3d: textype = "3D"; break;
6216 case tex_cube: textype = "CUBE"; break;
6217 case tex_rect: textype = "RECT"; break;
6218 default: textype = "unexpected_textype"; break;
6221 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6222 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6227 if(settings->op[stage].projected == proj_none) {
6229 } else if(settings->op[stage].projected == proj_count4 ||
6230 settings->op[stage].projected == proj_count3) {
6233 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6238 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6239 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6241 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6242 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6243 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6244 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6246 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6247 * so multiply the displacement with the dividing parameter before passing it to TXP
6249 if (settings->op[stage].projected != proj_none) {
6250 if(settings->op[stage].projected == proj_count4) {
6251 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6252 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6254 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6255 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6258 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6261 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6262 instr, sat, stage, stage, textype);
6263 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6265 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6266 stage - 1, stage - 1, stage - 1);
6267 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6269 } else if(settings->op[stage].projected == proj_count3) {
6270 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6271 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6272 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6273 instr, sat, stage, stage, textype);
6275 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6276 instr, sat, stage, stage, stage, textype);
6279 sprintf(colorcor_dst, "tex%u", stage);
6280 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6281 settings->op[stage].color_fixup);
6284 /* Generate the main shader */
6285 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6287 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6290 final_combiner_src = "fragment.color.primary";
6294 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6295 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6296 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6297 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6298 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6299 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6300 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6301 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6302 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6303 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6304 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6305 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6307 op_equal = settings->op[stage].aop == settings->op[stage].cop
6308 && settings->op[stage].carg0 == settings->op[stage].aarg0
6309 && settings->op[stage].carg1 == settings->op[stage].aarg1
6310 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6312 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6314 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6315 settings->op[stage].cop, settings->op[stage].carg0,
6316 settings->op[stage].carg1, settings->op[stage].carg2);
6318 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6322 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6323 settings->op[stage].cop, settings->op[stage].carg0,
6324 settings->op[stage].carg1, settings->op[stage].carg2);
6326 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6327 settings->op[stage].cop, settings->op[stage].carg0,
6328 settings->op[stage].carg1, settings->op[stage].carg2);
6329 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6330 settings->op[stage].aop, settings->op[stage].aarg0,
6331 settings->op[stage].aarg1, settings->op[stage].aarg2);
6335 if(settings->sRGB_write) {
6336 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6337 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6338 shader_addline(&buffer, "MOV result.color, ret;\n");
6340 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6344 shader_addline(&buffer, "END\n");
6346 /* Generate the shader */
6347 GL_EXTCALL(glGenProgramsARB(1, &ret));
6348 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6349 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6350 strlen(buffer.buffer), buffer.buffer));
6351 checkGLcall("glProgramStringARB()");
6353 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6356 FIXME("Fragment program error at position %d: %s\n\n", pos,
6357 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6358 shader_arb_dump_program_source(buffer.buffer);
6364 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6365 checkGLcall("glGetProgramivARB()");
6366 if (!native) WARN("Program exceeds native resource limits.\n");
6369 shader_buffer_free(&buffer);
6373 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6375 const struct wined3d_device *device = context->swapchain->device;
6376 const struct wined3d_gl_info *gl_info = context->gl_info;
6377 struct shader_arb_priv *priv = device->fragment_priv;
6378 BOOL use_vshader = use_vs(state);
6379 BOOL use_pshader = use_ps(state);
6380 struct ffp_frag_settings settings;
6381 const struct arbfp_ffp_desc *desc;
6384 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6386 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6388 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6390 /* Reload fixed function constants since they collide with the
6391 * pixel shader constants. */
6392 for (i = 0; i < MAX_TEXTURES; ++i)
6394 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6396 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6397 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6399 else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6401 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6408 /* Find or create a shader implementing the fixed function pipeline
6409 * settings, then activate it. */
6410 gen_ffp_frag_op(device, state, &settings, FALSE);
6411 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6413 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6416 ERR("Out of memory\n");
6419 new_desc->num_textures_used = 0;
6420 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6422 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
6424 new_desc->num_textures_used = i;
6427 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6428 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6429 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6430 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6434 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6435 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6438 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6439 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6440 priv->current_fprogram_id = desc->shader;
6442 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6444 /* Reload fixed function constants since they collide with the
6445 * pixel shader constants. */
6446 for (i = 0; i < MAX_TEXTURES; ++i)
6448 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6450 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6451 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6453 context->last_was_pshader = FALSE;
6455 context->last_was_pshader = TRUE;
6458 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6459 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function
6460 * replacement shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6461 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6462 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6464 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6467 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6469 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6471 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6472 context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
6475 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
6478 /* We can't link the fog states to the fragment state directly since the
6479 * vertex pipeline links them to FOGENABLE. A different linking in different
6480 * pipeline parts can't be expressed in the combined state table, so we need
6481 * to handle that with a forwarding function. The other invisible side effect
6482 * is that changing the fog start and fog end (which links to FOGENABLE in
6483 * vertex) results in the fragment_prog_arbfp function being called because
6484 * FOGENABLE is dirty, which calls this function here. */
6485 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6487 enum fogsource new_source;
6489 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6491 if (!isStateDirty(context, STATE_PIXELSHADER))
6492 fragment_prog_arbfp(context, state, state_id);
6494 if (!state->render_states[WINED3D_RS_FOGENABLE])
6497 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6501 new_source = FOGSOURCE_VS;
6505 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6506 new_source = FOGSOURCE_COORD;
6508 new_source = FOGSOURCE_FFP;
6513 new_source = FOGSOURCE_FFP;
6516 if (new_source != context->fog_source)
6518 context->fog_source = new_source;
6519 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6523 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6525 if (!isStateDirty(context, STATE_PIXELSHADER))
6526 fragment_prog_arbfp(context, state, state_id);
6529 static void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6531 const struct wined3d_gl_info *gl_info = context->gl_info;
6532 const struct wined3d_surface *rt = state->fb->render_targets[0];
6534 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6536 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
6537 && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
6538 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
6540 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
6543 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6545 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6659 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6661 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6666 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6667 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6668 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6669 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6670 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6671 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6672 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6673 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6674 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6675 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6676 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6677 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6678 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6679 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6680 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6684 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6685 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6688 const struct fragment_pipeline arbfp_fragment_pipeline = {
6693 shader_arb_color_fixup_supported,
6694 arbfp_fragmentstate_template,
6695 TRUE /* We can disable projected textures */
6698 struct arbfp_blit_priv {
6699 GLenum yuy2_rect_shader, yuy2_2d_shader;
6700 GLenum uyvy_rect_shader, uyvy_2d_shader;
6701 GLenum yv12_rect_shader, yv12_2d_shader;
6702 GLenum p8_rect_shader, p8_2d_shader;
6703 GLuint palette_texture;
6706 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6708 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6709 if(!device->blit_priv) {
6710 ERR("Out of memory\n");
6711 return E_OUTOFMEMORY;
6716 /* Context activation is done by the caller. */
6717 static void arbfp_blit_free(struct wined3d_device *device)
6719 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6720 struct arbfp_blit_priv *priv = device->blit_priv;
6723 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6724 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6725 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6726 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6727 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6728 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6729 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6730 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6731 checkGLcall("Delete yuv and p8 programs");
6733 if (priv->palette_texture)
6734 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6737 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6738 device->blit_priv = NULL;
6741 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6742 GLenum textype, char *luminance)
6745 const char *tex, *texinstr;
6747 if (fixup == COMPLEX_FIXUP_UYVY) {
6755 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6756 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6758 /* This is more tricky than just replacing the texture type - we have to navigate
6759 * properly in the texture to find the correct chroma values
6761 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6765 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6766 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6767 * filtering when we sample the texture.
6769 * These are the rules for reading the chroma:
6775 * So we have to get the sampling x position in non-normalized coordinates in integers
6777 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6778 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6779 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6781 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6783 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6784 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6787 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6788 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6790 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6791 * even and odd pixels respectively
6793 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6794 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6796 /* Sample Pixel 1 */
6797 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6799 /* Put the value into either of the chroma values */
6800 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6801 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6802 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6803 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6805 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6806 * the pixel right to the current one. Otherwise, sample the left pixel.
6807 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6809 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6810 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6811 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6813 /* Put the value into the other chroma */
6814 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6815 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6816 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6817 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6819 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6820 * the current one and lerp the two U and V values
6823 /* This gives the correctly filtered luminance value */
6824 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6829 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6834 case GL_TEXTURE_2D: tex = "2D"; break;
6835 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6837 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6841 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6842 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6843 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6844 * pitch of the luminance plane, the packing into the gl texture is a bit
6845 * unfortunate. If the whole texture is interpreted as luminance data it looks
6846 * approximately like this:
6848 * +----------------------------------+----
6860 * +----------------+-----------------+----
6862 * | U even rows | U odd rows |
6864 * +----------------+------------------ -
6866 * | V even rows | V odd rows |
6868 * +----------------+-----------------+----
6872 * So it appears as if there are 4 chroma images, but in fact the odd rows
6873 * in the chroma images are in the same row as the even ones. So its is
6874 * kinda tricky to read
6876 * When reading from rectangle textures, keep in mind that the input y coordinates
6877 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6879 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6880 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6882 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6883 /* the chroma planes have only half the width */
6884 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6886 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6887 * the coordinate. Also read the right side of the image when reading odd lines
6889 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6892 if(textype == GL_TEXTURE_2D) {
6894 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6896 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6898 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6899 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6901 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6902 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6903 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6904 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6905 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6907 /* clamp, keep the half pixel origin in mind */
6908 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6909 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6910 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6911 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6913 /* Read from [size - size+size/4] */
6914 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6915 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6917 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6918 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6919 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6920 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6921 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6922 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6924 /* Make sure to read exactly from the pixel center */
6925 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6926 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6929 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6930 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6931 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6932 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6933 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6935 /* Read the texture, put the result into the output register */
6936 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6937 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6939 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6940 * No need to clamp because we're just reusing the already clamped value from above
6942 if(textype == GL_TEXTURE_2D) {
6943 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6945 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6947 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6948 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6950 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6951 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6952 * values due to filtering
6954 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6955 if(textype == GL_TEXTURE_2D) {
6956 /* Multiply the y coordinate by 2/3 and clamp it */
6957 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6958 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6959 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6960 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6962 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6963 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6966 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6967 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6968 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6975 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6976 const struct wined3d_gl_info *gl_info, GLenum textype)
6979 struct wined3d_shader_buffer buffer;
6983 if (!shader_buffer_init(&buffer))
6985 ERR("Failed to initialize shader buffer.\n");
6990 GL_EXTCALL(glGenProgramsARB(1, &shader));
6991 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6994 shader_buffer_free(&buffer);
6998 shader_addline(&buffer, "!!ARBfp1.0\n");
6999 shader_addline(&buffer, "TEMP index;\n");
7001 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7002 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7004 /* The alpha-component contains the palette index */
7005 if(textype == GL_TEXTURE_RECTANGLE_ARB)
7006 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7008 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7010 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7011 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7013 /* Use the alpha-component as an index in the palette to get the final color */
7014 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7015 shader_addline(&buffer, "END\n");
7018 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7019 strlen(buffer.buffer), buffer.buffer));
7020 checkGLcall("glProgramStringARB()");
7022 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7025 FIXME("Fragment program error at position %d: %s\n\n", pos,
7026 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7027 shader_arb_dump_program_source(buffer.buffer);
7030 if (textype == GL_TEXTURE_RECTANGLE_ARB)
7031 priv->p8_rect_shader = shader;
7033 priv->p8_2d_shader = shader;
7035 shader_buffer_free(&buffer);
7041 /* Context activation is done by the caller. */
7042 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7045 struct wined3d_device *device = surface->resource.device;
7046 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7047 struct arbfp_blit_priv *priv = device->blit_priv;
7048 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7050 d3dfmt_p8_init_palette(surface, table, colorkey);
7054 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7056 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7057 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7060 if (!priv->palette_texture)
7061 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7063 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7064 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7066 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7068 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7069 /* Make sure we have discrete color levels. */
7070 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7071 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7072 /* Upload the palette */
7073 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7074 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7076 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7078 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7079 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7082 /* Switch back to unit 0 in which the 2D texture will be stored. */
7083 context_active_texture(context, gl_info, 0);
7087 /* Context activation is done by the caller. */
7088 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7089 enum complex_fixup yuv_fixup, GLenum textype)
7092 struct wined3d_shader_buffer buffer;
7093 char luminance_component;
7097 if (!shader_buffer_init(&buffer))
7099 ERR("Failed to initialize shader buffer.\n");
7104 GL_EXTCALL(glGenProgramsARB(1, &shader));
7105 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7106 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7107 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7110 shader_buffer_free(&buffer);
7114 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7115 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7116 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7117 * each single pixel it contains, and one U and one V value shared between both
7120 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7121 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7122 * take the format into account when generating the read swizzles
7124 * Reading the Y value is straightforward - just sample the texture. The hardware
7125 * takes care of filtering in the horizontal and vertical direction.
7127 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7128 * because that would mix the U and V values of one pixel or two adjacent pixels.
7129 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7130 * regardless of the filtering setting. Vertical filtering works automatically
7131 * though - the U and V values of two rows are mixed nicely.
7133 * Apart of avoiding filtering issues, the code has to know which value it just
7134 * read, and where it can find the other one. To determine this, it checks if
7135 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7137 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7138 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7140 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7141 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7142 * in an unfiltered situation. Finding the luminance on the other hand requires
7143 * finding out if it is an odd or even pixel. The real drawback of this approach
7144 * is filtering. This would have to be emulated completely in the shader, reading
7145 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7146 * vertically. Beyond that it would require adjustments to the texture handling
7147 * code to deal with the width scaling
7149 shader_addline(&buffer, "!!ARBfp1.0\n");
7150 shader_addline(&buffer, "TEMP luminance;\n");
7151 shader_addline(&buffer, "TEMP temp;\n");
7152 shader_addline(&buffer, "TEMP chroma;\n");
7153 shader_addline(&buffer, "TEMP texcrd;\n");
7154 shader_addline(&buffer, "TEMP texcrd2;\n");
7155 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7156 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7157 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7161 case COMPLEX_FIXUP_UYVY:
7162 case COMPLEX_FIXUP_YUY2:
7163 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7165 shader_buffer_free(&buffer);
7170 case COMPLEX_FIXUP_YV12:
7171 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7173 shader_buffer_free(&buffer);
7179 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7180 shader_buffer_free(&buffer);
7184 /* Calculate the final result. Formula is taken from
7185 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7186 * ranges from -0.5 to 0.5
7188 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7190 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7191 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7192 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7193 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7194 shader_addline(&buffer, "END\n");
7197 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7198 strlen(buffer.buffer), buffer.buffer));
7199 checkGLcall("glProgramStringARB()");
7201 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7204 FIXME("Fragment program error at position %d: %s\n\n", pos,
7205 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7206 shader_arb_dump_program_source(buffer.buffer);
7212 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7213 checkGLcall("glGetProgramivARB()");
7214 if (!native) WARN("Program exceeds native resource limits.\n");
7217 shader_buffer_free(&buffer);
7222 case COMPLEX_FIXUP_YUY2:
7223 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7224 else priv->yuy2_2d_shader = shader;
7227 case COMPLEX_FIXUP_UYVY:
7228 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7229 else priv->uyvy_2d_shader = shader;
7232 case COMPLEX_FIXUP_YV12:
7233 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7234 else priv->yv12_2d_shader = shader;
7237 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7243 /* Context activation is done by the caller. */
7244 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7247 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7248 struct arbfp_blit_priv *priv = blit_priv;
7249 enum complex_fixup fixup;
7250 const struct wined3d_gl_info *gl_info = context->gl_info;
7253 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7254 textype = surface->container.u.texture->target;
7256 textype = surface->texture_target;
7258 if (surface->flags & SFLAG_CONVERTED)
7261 gl_info->gl_ops.gl.p_glEnable(textype);
7262 checkGLcall("glEnable(textype)");
7267 if (!is_complex_fixup(surface->resource.format->color_fixup))
7270 dump_color_fixup_desc(surface->resource.format->color_fixup);
7271 /* Don't bother setting up a shader for unconverted formats */
7273 gl_info->gl_ops.gl.p_glEnable(textype);
7274 checkGLcall("glEnable(textype)");
7279 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7283 case COMPLEX_FIXUP_YUY2:
7284 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7287 case COMPLEX_FIXUP_UYVY:
7288 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7291 case COMPLEX_FIXUP_YV12:
7292 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7295 case COMPLEX_FIXUP_P8:
7296 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7297 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7299 upload_palette(surface, context);
7303 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7305 gl_info->gl_ops.gl.p_glEnable(textype);
7306 checkGLcall("glEnable(textype)");
7311 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7314 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7315 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7316 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7317 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7318 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7319 checkGLcall("glProgramLocalParameter4fvARB");
7325 /* Context activation is done by the caller. */
7326 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7329 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7330 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7331 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7332 checkGLcall("glDisable(GL_TEXTURE_2D)");
7333 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7335 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7336 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7338 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7340 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7341 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7346 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7347 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7348 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7350 enum complex_fixup src_fixup;
7352 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7355 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7357 TRACE("Unsupported blit_op=%d\n", blit_op);
7361 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7364 src_fixup = get_complex_fixup(src_format->color_fixup);
7365 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7367 TRACE("Checking support for fixup:\n");
7368 dump_color_fixup_desc(src_format->color_fixup);
7371 if (!is_identity_fixup(dst_format->color_fixup))
7373 TRACE("Destination fixups are not supported\n");
7377 if (is_identity_fixup(src_format->color_fixup))
7383 /* We only support YUV conversions. */
7384 if (!is_complex_fixup(src_format->color_fixup))
7386 TRACE("[FAILED]\n");
7392 case COMPLEX_FIXUP_YUY2:
7393 case COMPLEX_FIXUP_UYVY:
7394 case COMPLEX_FIXUP_YV12:
7395 case COMPLEX_FIXUP_P8:
7400 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7401 TRACE("[FAILED]\n");
7406 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7407 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7408 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7410 struct wined3d_context *context;
7411 RECT src_rect = *src_rect_in;
7412 RECT dst_rect = *dst_rect_in;
7414 /* Now load the surface */
7415 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7416 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7418 /* Without FBO blits transferring from the drawable to the texture is
7419 * expensive, because we have to flip the data in sysmem. Since we can
7420 * flip in the blitter, we don't actually need that flip anyway. So we
7421 * use the surface's texture as scratch texture, and flip the source
7422 * rectangle instead. */
7423 surface_load_fb_texture(src_surface, FALSE);
7425 src_rect.top = src_surface->resource.height - src_rect.top;
7426 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7429 surface_internal_preload(src_surface, SRGB_RGB);
7431 /* Activate the destination context, set it up for blitting */
7432 context = context_acquire(device, dst_surface);
7433 context_apply_blit_state(context, device);
7435 if (!surface_is_offscreen(dst_surface))
7436 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7438 arbfp_blit_set(device->blit_priv, context, src_surface);
7442 /* Draw a textured quad */
7443 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7447 /* Leave the opengl state valid for blitting */
7448 arbfp_blit_unset(context->gl_info);
7450 if (wined3d_settings.strict_draw_ordering
7451 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7452 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7453 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7455 context_release(context);
7457 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7461 /* Do not call while under the GL lock. */
7462 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7463 const RECT *dst_rect, const struct wined3d_color *color)
7465 FIXME("Color filling not implemented by arbfp_blit\n");
7466 return WINED3DERR_INVALIDCALL;
7469 /* Do not call while under the GL lock. */
7470 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7471 struct wined3d_surface *surface, const RECT *rect, float depth)
7473 FIXME("Depth filling not implemented by arbfp_blit.\n");
7474 return WINED3DERR_INVALIDCALL;
7477 const struct blit_shader arbfp_blit = {
7482 arbfp_blit_supported,
7483 arbfp_blit_color_fill,
7484 arbfp_blit_depth_fill,