2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* We have to subtract any other PARAMs that we might use in our shader programs.
45 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
46 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
47 #define ARB_SHADER_RESERVED_VS_CONSTS 3
49 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
50 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
52 #define ARB_SHADER_RESERVED_PS_CONSTS 2
54 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
55 * so upload them above that
57 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
58 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
60 /* ARB_program_shader private data */
61 struct shader_arb_priv {
62 GLuint current_vprogram_id;
63 GLuint current_fprogram_id;
64 GLuint depth_blt_vprogram_id;
65 GLuint depth_blt_fprogram_id[tex_type_count];
66 BOOL use_arbfp_fixed_func;
67 struct hash_table_t *fragment_shaders;
70 /********************************************************
71 * ARB_[vertex/fragment]_program helper functions follow
72 ********************************************************/
75 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
76 * When constant_list == NULL, it will load all the constants.
78 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
79 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
81 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
82 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
84 local_constant* lconst;
88 if (TRACE_ON(d3d_shader)) {
89 for(i = 0; i < max_constants; i++) {
90 if(!dirty_consts[i]) continue;
91 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
92 constants[i * 4 + 0], constants[i * 4 + 1],
93 constants[i * 4 + 2], constants[i * 4 + 3]);
96 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
97 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
100 for(i = 0; i < max_constants; i++) {
101 if(!dirty_consts[i]) continue;
105 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
106 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
107 else lcl_const[0] = constants[j + 0];
109 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
110 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
111 else lcl_const[1] = constants[j + 1];
113 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
114 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
115 else lcl_const[2] = constants[j + 2];
117 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
118 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
119 else lcl_const[3] = constants[j + 3];
121 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
124 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
125 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
126 * or just reloading *all* constants at once
128 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
130 for(i = 0; i < max_constants; i++) {
131 if(!dirty_consts[i]) continue;
133 /* Find the next block of dirty constants */
136 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
140 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
143 for(i = 0; i < max_constants; i++) {
144 if(dirty_consts[i]) {
146 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
151 checkGLcall("glProgramEnvParameter4fvARB()");
153 /* Load immediate constants */
154 if(This->baseShader.load_local_constsF) {
155 if (TRACE_ON(d3d_shader)) {
156 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
157 GLfloat* values = (GLfloat*)lconst->value;
158 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
159 values[0], values[1], values[2], values[3]);
162 /* Immediate constants are clamped for 1.X shaders at loading times */
164 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
165 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
166 ret = max(ret, lconst->idx + 1);
167 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
169 checkGLcall("glProgramEnvParameter4fvARB()");
170 return ret; /* The loaded immediate constants need reloading for the next shader */
172 return 0; /* No constants are dirty now */
177 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
179 static void shader_arb_load_np2fixup_constants(
180 IWineD3DDevice* device,
182 char useVertexShader) {
183 /* not implemented */
187 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
189 * We only support float constants in ARB at the moment, so don't
190 * worry about the Integers or Booleans
192 static void shader_arb_load_constants(
193 IWineD3DDevice* device,
195 char useVertexShader) {
197 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
198 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
199 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
202 if (useVertexShader) {
203 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
205 /* Load DirectX 9 float constants for vertex shader */
206 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
207 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
208 deviceImpl->highest_dirty_vs_const,
209 stateBlock->vertexShaderConstantF,
210 deviceImpl->activeContext->vshader_const_dirty);
212 /* Upload the position fixup */
213 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
216 if (usePixelShader) {
218 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
219 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
221 /* Load DirectX 9 float constants for pixel shader */
222 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
223 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
224 deviceImpl->highest_dirty_ps_const,
225 stateBlock->pixelShaderConstantF,
226 deviceImpl->activeContext->pshader_const_dirty);
228 for(i = 0; i < psi->numbumpenvmatconsts; i++) {
229 /* The state manager takes care that this function is always called if the bump env matrix changes
231 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
232 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
233 deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
235 if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
237 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
238 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
239 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
240 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
242 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
243 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
244 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
250 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
252 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
254 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
255 * context. On a context switch the old context will be fully dirtified */
256 memset(This->activeContext->vshader_const_dirty + start, 1,
257 sizeof(*This->activeContext->vshader_const_dirty) * count);
258 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
261 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
265 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
266 * context. On a context switch the old context will be fully dirtified */
267 memset(This->activeContext->pshader_const_dirty + start, 1,
268 sizeof(*This->activeContext->pshader_const_dirty) * count);
269 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
272 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
276 const local_constant *lconst;
278 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
280 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
282 ERR("Out of memory\n");
286 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
287 ret[lconst->idx] = idx++;
292 /* Generate the variable & register declarations for the ARB_vertex_program output target */
293 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
294 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
296 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
297 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
299 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
300 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
301 (pshader ? GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS :
302 GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS));
303 UINT extra_constants_needed = 0;
304 const local_constant *lconst;
306 /* Temporary Output register */
307 shader_addline(buffer, "TEMP TMP_OUT;\n");
309 for(i = 0; i < This->baseShader.limits.temporary; i++) {
310 if (reg_maps->temporary[i])
311 shader_addline(buffer, "TEMP R%u;\n", i);
314 for (i = 0; i < This->baseShader.limits.address; i++) {
315 if (reg_maps->address[i])
316 shader_addline(buffer, "ADDRESS A%d;\n", i);
319 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
320 if (reg_maps->texcoord[i])
321 shader_addline(buffer,"TEMP T%u;\n", i);
324 /* Texture coordinate registers must be pre-loaded */
325 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
326 if (reg_maps->texcoord[i])
327 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
330 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
331 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
332 if(!reg_maps->bumpmat[i]) continue;
334 cur = ps->numbumpenvmatconsts;
335 ps->bumpenvmatconst[cur].const_num = -1;
336 ps->bumpenvmatconst[cur].texunit = i;
337 ps->luminanceconst[cur].const_num = -1;
338 ps->luminanceconst[cur].texunit = i;
340 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
341 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
344 if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
345 ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
346 shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
347 i, ps->bumpenvmatconst[cur].const_num);
348 extra_constants_needed++;
350 if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
351 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
352 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
353 i, ps->luminanceconst[cur].const_num);
354 extra_constants_needed++;
355 } else if(reg_maps->luminanceparams) {
356 FIXME("No free constant to load the luminance parameters\n");
359 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
362 ps->numbumpenvmatconsts = cur + 1;
365 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
366 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
367 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
368 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
369 srgb_sub_high, 0.0, 0.0, 0.0);
372 /* Load local constants using the program-local space,
373 * this avoids reloading them each time the shader is used
376 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
377 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
378 lconst_map[lconst->idx]);
382 /* we use the array-based constants array if the local constants are marked for loading,
383 * because then we use indirect addressing, or when the local constant list is empty,
384 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
385 * local constants do not declare the loaded constants as an array because ARB compilers usually
386 * do not optimize unused constants away
388 if(This->baseShader.reg_maps.usesrelconstF) {
389 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
390 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
391 max_constantsF, max_constantsF - 1);
393 for(i = 0; i < max_constantsF; i++) {
396 mask = 1 << (i & 0x1f);
397 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
398 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
404 static const char * const shift_tab[] = {
405 "dummy", /* 0 (none) */
406 "coefmul.x", /* 1 (x2) */
407 "coefmul.y", /* 2 (x4) */
408 "coefmul.z", /* 3 (x8) */
409 "coefmul.w", /* 4 (x16) */
410 "dummy", /* 5 (x32) */
411 "dummy", /* 6 (x64) */
412 "dummy", /* 7 (x128) */
413 "dummy", /* 8 (d256) */
414 "dummy", /* 9 (d128) */
415 "dummy", /* 10 (d64) */
416 "dummy", /* 11 (d32) */
417 "coefdiv.w", /* 12 (d16) */
418 "coefdiv.z", /* 13 (d8) */
419 "coefdiv.y", /* 14 (d4) */
420 "coefdiv.x" /* 15 (d2) */
423 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
424 const struct wined3d_shader_dst_param *dst, char *write_mask)
426 char *ptr = write_mask;
427 char vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
429 if (vshader && dst->reg.type == WINED3DSPR_ADDR)
434 else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
437 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
438 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
439 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
440 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
446 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
448 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
449 * but addressed as "rgba". To fix this we need to swap the register's x
450 * and z components. */
451 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
452 char *ptr = swizzle_str;
454 /* swizzle bits fields: wwzzyyxx */
455 DWORD swizzle = param->swizzle;
456 DWORD swizzle_x = swizzle & 0x03;
457 DWORD swizzle_y = (swizzle >> 2) & 0x03;
458 DWORD swizzle_z = (swizzle >> 4) & 0x03;
459 DWORD swizzle_w = (swizzle >> 6) & 0x03;
461 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
462 * generate a swizzle string. Unless we need to our own swizzling. */
463 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
466 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
467 *ptr++ = swizzle_chars[swizzle_x];
469 *ptr++ = swizzle_chars[swizzle_x];
470 *ptr++ = swizzle_chars[swizzle_y];
471 *ptr++ = swizzle_chars[swizzle_z];
472 *ptr++ = swizzle_chars[swizzle_w];
479 static void shader_arb_get_register_name(IWineD3DBaseShader *iface, WINED3DSHADER_PARAM_REGISTER_TYPE register_type,
480 UINT register_idx, BOOL rel_addr, char *register_name, BOOL *is_color)
482 /* oPos, oFog and oPts in D3D */
483 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
484 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
485 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
489 switch (register_type)
491 case WINED3DSPR_TEMP:
492 sprintf(register_name, "R%u", register_idx);
495 case WINED3DSPR_INPUT:
498 if (register_idx == 0) strcpy(register_name, "fragment.color.primary");
499 else strcpy(register_name, "fragment.color.secondary");
503 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
504 sprintf(register_name, "vertex.attrib[%u]", register_idx);
508 case WINED3DSPR_CONST:
509 if (!pshader && rel_addr)
511 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
512 if (register_idx >= rel_offset)
513 sprintf(register_name, "C[A0.x + %u]", register_idx - rel_offset);
515 sprintf(register_name, "C[A0.x - %u]", -register_idx + rel_offset);
519 if (This->baseShader.reg_maps.usesrelconstF)
520 sprintf(register_name, "C[%u]", register_idx);
522 sprintf(register_name, "C%u", register_idx);
526 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
527 if (pshader) sprintf(register_name, "T%u", register_idx);
528 else sprintf(register_name, "A%u", register_idx);
531 case WINED3DSPR_COLOROUT:
532 if (register_idx == 0)
534 strcpy(register_name, "TMP_COLOR");
538 /* TODO: See GL_ARB_draw_buffers */
539 FIXME("Unsupported write to render target %u\n", register_idx);
540 sprintf(register_name, "unsupported_register");
544 case WINED3DSPR_RASTOUT:
545 sprintf(register_name, "%s", rastout_reg_names[register_idx]);
548 case WINED3DSPR_DEPTHOUT:
549 strcpy(register_name, "result.depth");
552 case WINED3DSPR_ATTROUT:
553 if (pshader) sprintf(register_name, "oD[%u]", register_idx);
554 else if (register_idx == 0) strcpy(register_name, "result.color.primary");
555 else strcpy(register_name, "result.color.secondary");
558 case WINED3DSPR_TEXCRDOUT:
559 if (pshader) sprintf(register_name, "oT[%u]", register_idx);
560 else sprintf(register_name, "result.texcoord[%u]", register_idx);
564 FIXME("Unhandled register type %#x[%u]\n", register_type, register_idx);
565 sprintf(register_name, "unrecognized_register[%u]", register_idx);
570 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
571 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
573 char register_name[255];
577 shader_arb_get_register_name(ins->ctx->shader, wined3d_dst->reg.type,
578 wined3d_dst->reg.idx, !!wined3d_dst->reg.rel_addr, register_name, &is_color);
579 strcpy(str, register_name);
581 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
582 strcat(str, write_mask);
585 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
587 switch(channel_source)
589 case CHANNEL_SOURCE_ZERO: return "0";
590 case CHANNEL_SOURCE_ONE: return "1";
591 case CHANNEL_SOURCE_X: return "x";
592 case CHANNEL_SOURCE_Y: return "y";
593 case CHANNEL_SOURCE_Z: return "z";
594 case CHANNEL_SOURCE_W: return "w";
596 FIXME("Unhandled channel source %#x\n", channel_source);
601 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
602 const char *one, const char *two, struct color_fixup_desc fixup)
606 if (is_yuv_fixup(fixup))
608 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
609 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
614 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
615 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
616 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
617 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
622 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
623 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
624 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
628 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
629 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
630 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
631 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
637 char *ptr = reg_mask;
639 if (mask != WINED3DSP_WRITEMASK_ALL)
642 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
643 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
644 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
645 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
649 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
653 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
654 const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
656 SHADER_BUFFER *buffer = ins->ctx->buffer;
657 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
658 const char *tex_type;
659 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
660 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
662 switch(sampler_type) {
668 if(device->stateBlock->textures[sampler_idx] &&
669 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
674 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
676 const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
677 if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
678 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
683 case WINED3DSTT_VOLUME:
687 case WINED3DSTT_CUBE:
692 ERR("Unexpected texture type %d\n", sampler_type);
697 /* Shouldn't be possible, but let's check for it */
698 if(projected) FIXME("Biased and Projected texture sampling\n");
699 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
700 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
701 } else if (projected) {
702 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
704 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
707 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
709 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
710 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
711 "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
715 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
716 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
718 /* Generate a line that does the input modifier computation and return the input register to use */
719 BOOL is_color = FALSE;
723 SHADER_BUFFER *buffer = ins->ctx->buffer;
725 /* Assume a new line will be added */
728 /* Get register name */
729 shader_arb_get_register_name(ins->ctx->shader, src->reg.type,
730 src->reg.idx, !!src->reg.rel_addr, regstr, &is_color);
731 shader_arb_get_swizzle(src, is_color, swzstr);
733 switch (src->modifiers)
735 case WINED3DSPSM_NONE:
736 sprintf(outregstr, "%s%s", regstr, swzstr);
739 case WINED3DSPSM_NEG:
740 sprintf(outregstr, "-%s%s", regstr, swzstr);
743 case WINED3DSPSM_BIAS:
744 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
746 case WINED3DSPSM_BIASNEG:
747 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
749 case WINED3DSPSM_SIGN:
750 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
752 case WINED3DSPSM_SIGNNEG:
753 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
755 case WINED3DSPSM_COMP:
756 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
759 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
761 case WINED3DSPSM_X2NEG:
762 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
765 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
766 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
769 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
770 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
773 sprintf(outregstr, "%s%s", regstr, swzstr);
777 /* Return modified or original register, with swizzle */
779 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
782 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
784 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
785 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
786 SHADER_BUFFER *buffer = ins->ctx->buffer;
788 char src_name[2][50];
790 DWORD sampler_code = dst->reg.idx;
791 BOOL has_bumpmat = FALSE;
795 for(i = 0; i < This->numbumpenvmatconsts; i++) {
796 if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
797 && This->bumpenvmatconst[i].texunit == sampler_code)
804 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
805 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
806 shader_arb_get_write_mask(ins, dst, dst_wmask);
807 strcat(dst_name, dst_wmask);
809 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
810 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
813 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
814 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
815 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
816 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
817 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
819 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
821 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
825 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
827 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
828 SHADER_BUFFER *buffer = ins->ctx->buffer;
831 char src_name[3][50];
832 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
834 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
835 ins->ctx->reg_maps->shader_version.minor);
837 /* FIXME: support output modifiers */
839 /* Handle output register */
840 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
841 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
842 shader_arb_get_write_mask(ins, dst, dst_wmask);
844 /* Generate input register names (with modifiers) */
845 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
846 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
847 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
849 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
850 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
852 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
854 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
855 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
856 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
860 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
862 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
863 SHADER_BUFFER *buffer = ins->ctx->buffer;
866 char src_name[3][50];
867 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
870 /* FIXME: support output modifiers */
872 /* Handle output register */
873 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
874 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
875 shader_arb_get_write_mask(ins, dst, dst_wmask);
877 /* Generate input register names (with modifiers) */
878 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
879 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
880 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
882 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
883 src_name[0], src_name[2], src_name[1]);
886 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
887 * dst = dot2(src0, src1) + src2 */
888 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
890 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
891 SHADER_BUFFER *buffer = ins->ctx->buffer;
894 char src_name[3][50];
895 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
898 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
899 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
900 shader_arb_get_write_mask(ins, dst, dst_wmask);
902 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
903 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
904 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
906 /* Emulate a DP2 with a DP3 and 0.0 */
907 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
908 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
909 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
910 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
913 /* Map the opcode 1-to-1 to the GL code */
914 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
916 SHADER_BUFFER *buffer = ins->ctx->buffer;
917 const char *instruction;
918 char arguments[256], dst_str[50];
920 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
921 const char *modifier;
923 switch (ins->handler_idx)
925 case WINED3DSIH_ABS: instruction = "ABS"; break;
926 case WINED3DSIH_ADD: instruction = "ADD"; break;
927 case WINED3DSIH_CRS: instruction = "XPD"; break;
928 case WINED3DSIH_DP3: instruction = "DP3"; break;
929 case WINED3DSIH_DP4: instruction = "DP4"; break;
930 case WINED3DSIH_DST: instruction = "DST"; break;
931 case WINED3DSIH_EXP: instruction = "EX2"; break;
932 case WINED3DSIH_EXPP: instruction = "EXP"; break;
933 case WINED3DSIH_FRC: instruction = "FRC"; break;
934 case WINED3DSIH_LIT: instruction = "LIT"; break;
935 case WINED3DSIH_LOG: instruction = "LG2"; break;
936 case WINED3DSIH_LOGP: instruction = "LOG"; break;
937 case WINED3DSIH_LRP: instruction = "LRP"; break;
938 case WINED3DSIH_MAD: instruction = "MAD"; break;
939 case WINED3DSIH_MAX: instruction = "MAX"; break;
940 case WINED3DSIH_MIN: instruction = "MIN"; break;
941 case WINED3DSIH_MOV: instruction = "MOV"; break;
942 case WINED3DSIH_MUL: instruction = "MUL"; break;
943 case WINED3DSIH_POW: instruction = "POW"; break;
944 case WINED3DSIH_SGE: instruction = "SGE"; break;
945 case WINED3DSIH_SLT: instruction = "SLT"; break;
946 case WINED3DSIH_SUB: instruction = "SUB"; break;
947 default: instruction = "";
948 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
952 /* All instructions handled by this function have a destination parameter */
953 if(dst->modifiers & WINED3DSPDM_SATURATE) modifier = "_SAT";
956 /* Note that shader_arb_add_dst_param() adds spaces. */
958 shader_arb_get_dst_param(ins, dst, dst_str);
959 for (i = 0; i < ins->src_count; ++i)
962 strcat(arguments, ", ");
963 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
964 strcat(arguments, operand);
966 shader_addline(buffer, "%s%s %s%s;\n", instruction, modifier, dst_str, arguments);
969 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
971 SHADER_BUFFER *buffer = ins->ctx->buffer;
972 shader_addline(buffer, "NOP;\n");
975 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
977 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
979 if ((ins->ctx->reg_maps->shader_version.major == 1
980 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
981 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
982 || ins->handler_idx == WINED3DSIH_MOVA)
984 SHADER_BUFFER *buffer = ins->ctx->buffer;
985 char src0_param[256];
987 if (ins->handler_idx == WINED3DSIH_MOVA)
988 FIXME("mova should round\n");
990 src0_param[0] = '\0';
991 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
993 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
994 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
995 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
999 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1000 * with more than one component. Thus replicate the first source argument over all
1001 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1002 struct wined3d_shader_src_param tmp_src = ins->src[0];
1003 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1004 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1005 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1010 shader_hw_map2gl(ins);
1014 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1016 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1017 SHADER_BUFFER *buffer = ins->ctx->buffer;
1021 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1022 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1024 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1025 dst->reg.idx, !!dst->reg.rel_addr, reg_dest, &is_color);
1027 if (ins->ctx->reg_maps->shader_version.major >= 2)
1029 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1030 shader_addline(buffer, "KIL %s;\n", reg_dest);
1032 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1033 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1035 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1036 shader_addline(buffer, "MOV TMP.w, one.w;\n");
1037 shader_addline(buffer, "KIL TMP;\n");
1041 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1043 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1044 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1045 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1047 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1048 ins->ctx->reg_maps->shader_version.minor);
1049 BOOL projected = FALSE, bias = FALSE;
1053 DWORD reg_sampler_code;
1055 /* All versions have a destination register */
1056 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1057 dst->reg.idx, !!dst->reg.rel_addr, reg_dest, &is_color);
1059 /* 1.0-1.3: Use destination register as coordinate source.
1060 1.4+: Use provided coordinate source register. */
1061 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1062 strcpy(reg_coord, reg_dest);
1064 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
1066 /* 1.0-1.4: Use destination register number as texture code.
1067 2.0+: Use provided sampler number as texure code. */
1068 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1069 reg_sampler_code = dst->reg.idx;
1071 reg_sampler_code = ins->src[1].reg.idx;
1074 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1075 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1076 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1078 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1081 if(reg_sampler_code < MAX_TEXTURES) {
1082 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1084 if (flags & WINED3DTTFF_PROJECTED) {
1088 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1090 DWORD src_mod = ins->src[0].modifiers;
1091 if (src_mod == WINED3DSPSM_DZ) {
1093 } else if(src_mod == WINED3DSPSM_DW) {
1097 if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1098 if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1100 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1103 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1105 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1106 SHADER_BUFFER *buffer = ins->ctx->buffer;
1107 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1108 ins->ctx->reg_maps->shader_version.minor);
1111 shader_arb_get_write_mask(ins, dst, tmp);
1112 if (shader_version != WINED3D_SHADER_VERSION(1,4))
1114 DWORD reg = dst->reg.idx;
1115 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1119 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1120 shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
1124 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1126 SHADER_BUFFER *buffer = ins->ctx->buffer;
1127 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1128 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1131 DWORD reg1 = ins->dst[0].reg.idx;
1135 sprintf(dst_str, "T%u", reg1);
1136 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1137 shader_addline(buffer, "MOV TMP.x, %s.w;\n", src_str);
1138 shader_addline(buffer, "MOV TMP.y, %s.x;\n", src_str);
1139 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1140 shader_hw_sample(ins, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1143 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1145 SHADER_BUFFER *buffer = ins->ctx->buffer;
1147 DWORD reg1 = ins->dst[0].reg.idx;
1151 sprintf(dst_str, "T%u", reg1);
1152 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1153 shader_addline(buffer, "MOV TMP.x, %s.y;\n", src_str);
1154 shader_addline(buffer, "MOV TMP.y, %s.z;\n", src_str);
1155 shader_hw_sample(ins, reg1, dst_str, "TMP", FALSE, FALSE);
1158 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1160 DWORD reg1 = ins->dst[0].reg.idx;
1164 sprintf(dst_str, "T%u", reg1);
1165 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1166 shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1169 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1171 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1172 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1173 BOOL has_bumpmat = FALSE;
1174 BOOL has_luminance = FALSE;
1178 SHADER_BUFFER *buffer = ins->ctx->buffer;
1181 DWORD reg_dest_code;
1183 /* All versions have a destination register */
1184 reg_dest_code = dst->reg.idx;
1185 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1186 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1187 dst->reg.idx, !!dst->reg.rel_addr, reg_coord, &is_color);
1189 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1190 if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1191 && reg_dest_code == This->bumpenvmatconst[i].texunit)
1197 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1198 if (This->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1199 && reg_dest_code == This->luminanceconst[i].texunit)
1201 has_luminance = TRUE;
1207 DWORD src = ins->src[0].reg.idx;
1209 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1211 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1212 shader_addline(buffer, "DP3 TMP.x, TMP2, T%u;\n", src);
1213 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1214 shader_addline(buffer, "DP3 TMP.y, TMP2, T%u;\n", src);
1216 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1217 * so we can't let the GL handle this.
1219 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1220 & WINED3DTTFF_PROJECTED) {
1221 shader_addline(buffer, "RCP TMP2.w, %s.w;\n", reg_coord);
1222 shader_addline(buffer, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord);
1223 shader_addline(buffer, "ADD TMP.xy, TMP, TMP2;\n");
1225 shader_addline(buffer, "ADD TMP.xy, TMP, %s;\n", reg_coord);
1228 shader_hw_sample(ins, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1230 if (ins->handler_idx == WINED3DSIH_TEXBEML && has_luminance)
1232 shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1233 src, reg_dest_code, reg_dest_code);
1234 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1239 if(reg_dest_code < MAX_TEXTURES) {
1240 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1244 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1245 shader_hw_sample(ins, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1249 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1251 DWORD reg = ins->dst[0].reg.idx;
1252 SHADER_BUFFER *buffer = ins->ctx->buffer;
1255 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1256 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1259 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1261 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1262 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1264 DWORD reg = ins->dst[0].reg.idx;
1265 SHADER_BUFFER *buffer = ins->ctx->buffer;
1269 sprintf(dst_str, "T%u", reg);
1270 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1271 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1272 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1273 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1276 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1278 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1279 DWORD reg = ins->dst[0].reg.idx;
1280 SHADER_BUFFER *buffer = ins->ctx->buffer;
1281 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1284 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1285 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1286 current_state->texcoord_w[current_state->current_row++] = reg;
1289 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1291 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1292 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1294 DWORD reg = ins->dst[0].reg.idx;
1295 SHADER_BUFFER *buffer = ins->ctx->buffer;
1296 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1300 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1301 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1303 /* Sample the texture using the calculated coordinates */
1304 sprintf(dst_str, "T%u", reg);
1305 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1306 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1307 current_state->current_row = 0;
1310 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1312 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1313 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1315 DWORD reg = ins->dst[0].reg.idx;
1316 SHADER_BUFFER *buffer = ins->ctx->buffer;
1317 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1321 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1322 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1324 /* Construct the eye-ray vector from w coordinates */
1325 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1326 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1327 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1329 /* Calculate reflection vector
1331 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1332 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1333 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1334 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1335 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1336 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1337 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1339 /* Sample the texture using the calculated coordinates */
1340 sprintf(dst_str, "T%u", reg);
1341 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1342 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1343 current_state->current_row = 0;
1346 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1348 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1349 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1351 DWORD reg = ins->dst[0].reg.idx;
1352 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1353 SHADER_BUFFER *buffer = ins->ctx->buffer;
1358 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1359 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1360 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1362 /* Calculate reflection vector.
1365 * TMP.xyz = 2 * --------- * N - E
1368 * Which normalizes the normal vector
1370 shader_addline(buffer, "DP3 TMP.w, TMP, %s;\n", src1_name);
1371 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1372 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1373 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1374 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1375 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -%s;\n", src1_name);
1377 /* Sample the texture using the calculated coordinates */
1378 sprintf(dst_str, "T%u", reg);
1379 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1380 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1381 current_state->current_row = 0;
1384 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1386 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1387 SHADER_BUFFER *buffer = ins->ctx->buffer;
1391 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1392 * which is essentially an input, is the destination register because it is the first
1393 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1396 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1397 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
1399 /* According to the msdn, the source register(must be r5) is unusable after
1400 * the texdepth instruction, so we're free to modify it
1402 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1404 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1405 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1406 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1408 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1409 shader_addline(buffer, "MUL TMP.x, %s.x, %s.y;\n", dst_name, dst_name);
1410 shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1411 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1414 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1415 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1416 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1417 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1419 SHADER_BUFFER *buffer = ins->ctx->buffer;
1420 DWORD sampler_idx = ins->dst[0].reg.idx;
1424 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1425 shader_addline(buffer, "MOV TMP, 0.0;\n");
1426 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1428 sprintf(dst_str, "T%u", sampler_idx);
1429 shader_hw_sample(ins, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1432 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1433 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1434 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1436 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1440 SHADER_BUFFER *buffer = ins->ctx->buffer;
1443 /* Handle output register */
1444 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1445 dst->reg.idx, !!dst->reg.rel_addr, dst_str, &is_color);
1446 shader_arb_get_write_mask(ins, dst, dst_mask);
1448 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1449 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dst->reg.idx, src0);
1451 /* TODO: Handle output modifiers */
1454 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1455 * Perform the 3rd row of a 3x3 matrix multiply */
1456 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1458 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1459 SHADER_BUFFER *buffer = ins->ctx->buffer;
1465 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1466 dst->reg.idx, !!dst->reg.rel_addr, dst_str, &is_color);
1467 shader_arb_get_write_mask(ins, dst, dst_mask);
1469 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1470 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst->reg.idx, src0);
1471 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1473 /* TODO: Handle output modifiers */
1476 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1477 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1478 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1479 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1481 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1483 SHADER_BUFFER *buffer = ins->ctx->buffer;
1484 DWORD dst_reg = ins->dst[0].reg.idx;
1487 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1488 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1490 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1491 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1492 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1494 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1495 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1496 shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1497 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1500 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1501 Vertex/Pixel shaders to ARB_vertex_program codes */
1502 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1505 int nComponents = 0;
1506 struct wined3d_shader_dst_param tmp_dst = {{0}};
1507 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1508 struct wined3d_shader_instruction tmp_ins;
1510 memset(&tmp_ins, 0, sizeof(tmp_ins));
1512 /* Set constants for the temporary argument */
1513 tmp_ins.ctx = ins->ctx;
1514 tmp_ins.dst_count = 1;
1515 tmp_ins.dst = &tmp_dst;
1516 tmp_ins.src_count = 2;
1517 tmp_ins.src = tmp_src;
1519 switch(ins->handler_idx)
1521 case WINED3DSIH_M4x4:
1523 tmp_ins.handler_idx = WINED3DSIH_DP4;
1525 case WINED3DSIH_M4x3:
1527 tmp_ins.handler_idx = WINED3DSIH_DP4;
1529 case WINED3DSIH_M3x4:
1531 tmp_ins.handler_idx = WINED3DSIH_DP3;
1533 case WINED3DSIH_M3x3:
1535 tmp_ins.handler_idx = WINED3DSIH_DP3;
1537 case WINED3DSIH_M3x2:
1539 tmp_ins.handler_idx = WINED3DSIH_DP3;
1542 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1546 tmp_dst = ins->dst[0];
1547 tmp_src[0] = ins->src[0];
1548 tmp_src[1] = ins->src[1];
1549 for (i = 0; i < nComponents; i++) {
1550 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1551 shader_hw_map2gl(&tmp_ins);
1552 ++tmp_src[1].reg.idx;
1556 static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1558 SHADER_BUFFER *buffer = ins->ctx->buffer;
1559 const char *instruction;
1565 switch(ins->handler_idx)
1567 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1568 case WINED3DSIH_RCP: instruction = "RCP"; break;
1569 default: instruction = "";
1570 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1574 strcpy(tmpLine, instruction);
1575 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1576 strcat(tmpLine, " ");
1577 strcat(tmpLine, dst);
1578 strcat(tmpLine, ", ");
1579 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1580 strcat(tmpLine, src);
1581 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1583 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1586 strcat(tmpLine, ".w");
1589 shader_addline(buffer, "%s;\n", tmpLine);
1592 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1594 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1595 SHADER_BUFFER *buffer = ins->ctx->buffer;
1599 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1602 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1603 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
1604 shader_arb_get_write_mask(ins, dst, dst_wmask);
1606 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1607 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1608 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1609 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1610 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1614 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1616 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1617 * must contain fixed constants. So we need a separate function to filter those constants and
1620 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1621 SHADER_BUFFER *buffer = ins->ctx->buffer;
1625 BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1628 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
1629 dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
1630 shader_arb_get_write_mask(ins, dst, dst_wmask);
1632 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1633 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1637 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1639 GLuint program_id = 0;
1640 const char *blt_vprogram =
1642 "PARAM c[1] = { { 1, 0.5 } };\n"
1643 "MOV result.position, vertex.position;\n"
1644 "MOV result.color, c[0].x;\n"
1645 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1648 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1649 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1650 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1652 if (glGetError() == GL_INVALID_OPERATION) {
1654 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1655 FIXME("Vertex program error at position %d: %s\n", pos,
1656 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1662 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1664 GLuint program_id = 0;
1665 static const char * const blt_fprograms[tex_type_count] =
1672 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1673 "MOV result.depth.z, R0.x;\n"
1680 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1681 "MOV result.depth.z, R0.x;\n"
1686 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1687 "MOV result.depth.z, R0.x;\n"
1691 if (!blt_fprograms[tex_type])
1693 FIXME("tex_type %#x not supported\n", tex_type);
1697 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1698 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1699 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1701 if (glGetError() == GL_INVALID_OPERATION) {
1703 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1704 FIXME("Fragment program error at position %d: %s\n", pos,
1705 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1711 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1712 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1713 struct shader_arb_priv *priv = This->shader_priv;
1714 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1717 struct vs_compile_args compile_args;
1719 TRACE("Using vertex shader\n");
1720 find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
1721 priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
1723 /* Bind the vertex program */
1724 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1725 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1727 /* Enable OpenGL vertex programs */
1728 glEnable(GL_VERTEX_PROGRAM_ARB);
1729 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1730 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1731 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1732 priv->current_vprogram_id = 0;
1733 glDisable(GL_VERTEX_PROGRAM_ARB);
1734 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1738 struct ps_compile_args compile_args;
1739 TRACE("Using pixel shader\n");
1740 find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1741 priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1744 /* Bind the fragment program */
1745 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1746 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1748 if(!priv->use_arbfp_fixed_func) {
1749 /* Enable OpenGL fragment programs */
1750 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1751 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1753 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1754 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1755 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1756 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1757 * replacement shader
1759 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1760 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1761 priv->current_fprogram_id = 0;
1765 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1766 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1767 struct shader_arb_priv *priv = This->shader_priv;
1768 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1769 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1771 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1772 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1773 glEnable(GL_VERTEX_PROGRAM_ARB);
1775 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1776 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1777 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1780 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1781 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1782 struct shader_arb_priv *priv = This->shader_priv;
1783 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1785 if (priv->current_vprogram_id) {
1786 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1787 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1789 glEnable(GL_VERTEX_PROGRAM_ARB);
1790 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1792 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1794 glDisable(GL_VERTEX_PROGRAM_ARB);
1795 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1798 if (priv->current_fprogram_id) {
1799 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1800 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1802 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1803 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1805 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1807 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1808 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1812 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1813 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1814 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1816 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
1818 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1822 for(i = 0; i < This->num_gl_shaders; i++) {
1823 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1824 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1827 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1828 This->gl_shaders = NULL;
1829 This->num_gl_shaders = 0;
1830 This->shader_array_size = 0;
1832 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1836 for(i = 0; i < This->num_gl_shaders; i++) {
1837 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1838 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1841 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1842 This->gl_shaders = NULL;
1843 This->num_gl_shaders = 0;
1844 This->shader_array_size = 0;
1848 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1849 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1850 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1854 static void shader_arb_free(IWineD3DDevice *iface) {
1855 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1856 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1857 struct shader_arb_priv *priv = This->shader_priv;
1860 if(priv->depth_blt_vprogram_id) {
1861 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1863 for (i = 0; i < tex_type_count; ++i) {
1864 if (priv->depth_blt_fprogram_id[i]) {
1865 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1869 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1872 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1876 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1877 const char *tmp2, const char *tmp3, const char *tmp4) {
1878 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1880 /* Calculate the > 0.0031308 case */
1881 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
1882 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
1883 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
1884 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
1885 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
1886 /* Calculate the < case */
1887 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
1888 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1889 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
1890 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
1891 /* Store the components > 0.0031308 in the destination */
1892 shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1893 /* Add the components that are < 0.0031308 */
1894 shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1895 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1898 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
1899 SHADER_BUFFER *buffer, const struct ps_compile_args *args)
1901 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1902 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1903 CONST DWORD *function = This->baseShader.function;
1904 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1905 const local_constant *lconst;
1907 const char *fragcolor;
1908 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
1910 /* Create the hw ARB shader */
1911 shader_addline(buffer, "!!ARBfp1.0\n");
1913 if (reg_maps->shader_version.major < 3)
1919 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
1922 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
1925 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
1930 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
1931 shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
1932 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
1933 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
1934 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
1935 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1936 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1937 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1939 if (reg_maps->shader_version.major < 2)
1943 shader_addline(buffer, "TEMP TMP_COLOR;\n");
1944 fragcolor = "TMP_COLOR";
1947 /* Base Declarations */
1948 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
1950 /* Base Shader Body */
1951 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
1953 if(args->srgb_correction) {
1954 arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
1956 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
1957 shader_addline(buffer, "END\n");
1959 /* TODO: change to resource.glObjectHandle or something like that */
1960 GL_EXTCALL(glGenProgramsARB(1, &retval));
1962 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
1963 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
1965 TRACE("Created hw pixel shader, prg=%d\n", retval);
1966 /* Create the program and check for errors */
1967 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1968 buffer->bsize, buffer->buffer));
1970 if (glGetError() == GL_INVALID_OPERATION) {
1972 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
1973 FIXME("HW PixelShader Error at position %d: %s\n",
1974 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1978 /* Load immediate constants */
1980 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1981 const float *value = (const float *)lconst->value;
1982 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
1983 checkGLcall("glProgramLocalParameter4fvARB");
1985 HeapFree(GetProcessHeap(), 0, lconst_map);
1991 static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
1992 SHADER_BUFFER *buffer, const struct vs_compile_args *args)
1994 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
1995 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
1996 CONST DWORD *function = This->baseShader.function;
1997 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
1998 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
1999 const local_constant *lconst;
2001 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2003 /* Create the hw ARB shader */
2004 shader_addline(buffer, "!!ARBvp1.0\n");
2005 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2007 /* Mesa supports only 95 constants */
2008 if (GL_VEND(MESA) || GL_VEND(WINE))
2009 This->baseShader.limits.constant_float =
2010 min(95, This->baseShader.limits.constant_float);
2012 shader_addline(buffer, "TEMP TMP;\n");
2014 /* Base Declarations */
2015 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2017 /* We need a constant to fixup the final position */
2018 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2020 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2021 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2022 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2023 * a replacement shader depend on the texcoord.w being set properly.
2025 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2026 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2027 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2028 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2029 * this can eat a number of instructions, so skip it unless this cap is set as well
2031 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2032 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2034 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2036 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2037 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2038 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2039 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2045 /* Base Shader Body */
2046 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
2048 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2049 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2050 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2051 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2053 if(args->fog_src == VS_FOG_Z) {
2054 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2055 } else if (!reg_maps->fog) {
2056 shader_addline(buffer, "MOV result.fogcoord, helper_const.w;\n");
2059 /* Write the final position.
2061 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2062 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2063 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2064 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2066 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2067 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2068 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2070 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2071 * and the glsl equivalent
2073 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2075 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2077 shader_addline(buffer, "END\n");
2079 /* TODO: change to resource.glObjectHandle or something like that */
2080 GL_EXTCALL(glGenProgramsARB(1, &ret));
2082 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2083 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2085 TRACE("Created hw vertex shader, prg=%d\n", ret);
2086 /* Create the program and check for errors */
2087 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2088 buffer->bsize, buffer->buffer));
2090 if (glGetError() == GL_INVALID_OPERATION) {
2092 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2093 FIXME("HW VertexShader Error at position %d: %s\n",
2094 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2097 /* Load immediate constants */
2099 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2100 const float *value = (const float *)lconst->value;
2101 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2105 HeapFree(GetProcessHeap(), 0, lconst_map);
2110 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2112 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2113 * then overwrite the shader specific ones
2115 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2117 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2118 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2119 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2120 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS;
2123 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2124 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2125 pCaps->PixelShader1xMaxValue = 8.0;
2126 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2127 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS;
2131 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2133 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2135 TRACE("Checking support for color_fixup:\n");
2136 dump_color_fixup_desc(fixup);
2139 /* We support everything except YUV conversions. */
2140 if (!is_yuv_fixup(fixup))
2146 TRACE("[FAILED]\n");
2150 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2153 char write_mask[20], regstr[50];
2154 SHADER_BUFFER *buffer = ins->ctx->buffer;
2155 BOOL is_color = FALSE;
2156 const struct wined3d_shader_dst_param *dst;
2158 if (!ins->dst_count) return;
2162 if(shift == 0) return; /* Saturate alone is handled by the instructions */
2163 saturate = dst->modifiers & WINED3DSPDM_SATURATE;
2165 shader_arb_get_write_mask(ins, dst, write_mask);
2166 shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
2167 dst->reg.idx, !!dst->reg.rel_addr, regstr, &is_color);
2169 /* Generate a line that does the output modifier computation */
2170 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
2171 regstr, write_mask, regstr, shift_tab[shift]);
2174 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2176 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2177 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2178 /* WINED3DSIH_BEM */ pshader_hw_bem,
2179 /* WINED3DSIH_BREAK */ NULL,
2180 /* WINED3DSIH_BREAKC */ NULL,
2181 /* WINED3DSIH_BREAKP */ NULL,
2182 /* WINED3DSIH_CALL */ NULL,
2183 /* WINED3DSIH_CALLNZ */ NULL,
2184 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2185 /* WINED3DSIH_CND */ pshader_hw_cnd,
2186 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2187 /* WINED3DSIH_DCL */ NULL,
2188 /* WINED3DSIH_DEF */ NULL,
2189 /* WINED3DSIH_DEFB */ NULL,
2190 /* WINED3DSIH_DEFI */ NULL,
2191 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2192 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2193 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2194 /* WINED3DSIH_DST */ shader_hw_map2gl,
2195 /* WINED3DSIH_DSX */ NULL,
2196 /* WINED3DSIH_DSY */ NULL,
2197 /* WINED3DSIH_ELSE */ NULL,
2198 /* WINED3DSIH_ENDIF */ NULL,
2199 /* WINED3DSIH_ENDLOOP */ NULL,
2200 /* WINED3DSIH_ENDREP */ NULL,
2201 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2202 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2203 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2204 /* WINED3DSIH_IF */ NULL,
2205 /* WINED3DSIH_IFC */ NULL,
2206 /* WINED3DSIH_LABEL */ NULL,
2207 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2208 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2209 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2210 /* WINED3DSIH_LOOP */ NULL,
2211 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2212 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2213 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2214 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2215 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2216 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2217 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2218 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2219 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2220 /* WINED3DSIH_MOV */ shader_hw_mov,
2221 /* WINED3DSIH_MOVA */ shader_hw_mov,
2222 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2223 /* WINED3DSIH_NOP */ shader_hw_nop,
2224 /* WINED3DSIH_NRM */ shader_hw_nrm,
2225 /* WINED3DSIH_PHASE */ NULL,
2226 /* WINED3DSIH_POW */ shader_hw_map2gl,
2227 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp,
2228 /* WINED3DSIH_REP */ NULL,
2229 /* WINED3DSIH_RET */ NULL,
2230 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp,
2231 /* WINED3DSIH_SETP */ NULL,
2232 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2233 /* WINED3DSIH_SGN */ NULL,
2234 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2235 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2236 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2237 /* WINED3DSIH_TEX */ pshader_hw_tex,
2238 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2239 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2240 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2241 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2242 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2243 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2244 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2245 /* WINED3DSIH_TEXLDD */ NULL,
2246 /* WINED3DSIH_TEXLDL */ NULL,
2247 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2248 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2249 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2250 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2251 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2252 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2253 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2254 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2255 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2256 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2257 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2258 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2261 const shader_backend_t arb_program_shader_backend = {
2262 shader_arb_instruction_handler_table,
2264 shader_arb_select_depth_blt,
2265 shader_arb_deselect_depth_blt,
2266 shader_arb_update_float_vertex_constants,
2267 shader_arb_update_float_pixel_constants,
2268 shader_arb_load_constants,
2269 shader_arb_load_np2fixup_constants,
2273 shader_arb_dirty_const,
2274 shader_arb_generate_pshader,
2275 shader_arb_generate_vshader,
2276 shader_arb_get_caps,
2277 shader_arb_color_fixup_supported,
2278 shader_arb_add_instruction_modifiers,
2281 /* ARB_fragment_program fixed function pipeline replacement definitions */
2282 #define ARB_FFP_CONST_TFACTOR 0
2283 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2284 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2285 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2286 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2288 struct arbfp_ffp_desc
2290 struct ffp_frag_desc parent;
2292 unsigned int num_textures_used;
2295 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2297 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2298 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2300 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2301 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2305 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2306 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2307 struct shader_arb_priv *priv;
2308 /* Share private data between the shader backend and the pipeline replacement, if both
2309 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2310 * if no pixel shader is bound or not
2312 if(This->shader_backend == &arb_program_shader_backend) {
2313 This->fragment_priv = This->shader_priv;
2315 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2316 if(!This->fragment_priv) return E_OUTOFMEMORY;
2318 priv = This->fragment_priv;
2319 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2320 priv->use_arbfp_fixed_func = TRUE;
2324 static void arbfp_free_ffpshader(void *value, void *gli) {
2325 const WineD3D_GL_Info *gl_info = gli;
2326 struct arbfp_ffp_desc *entry_arb = value;
2329 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2330 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2331 HeapFree(GetProcessHeap(), 0, entry_arb);
2335 static void arbfp_free(IWineD3DDevice *iface) {
2336 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2337 struct shader_arb_priv *priv = This->fragment_priv;
2339 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2340 priv->use_arbfp_fixed_func = FALSE;
2342 if(This->shader_backend != &arb_program_shader_backend) {
2343 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2347 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2349 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2350 WINED3DTEXOPCAPS_SELECTARG1 |
2351 WINED3DTEXOPCAPS_SELECTARG2 |
2352 WINED3DTEXOPCAPS_MODULATE4X |
2353 WINED3DTEXOPCAPS_MODULATE2X |
2354 WINED3DTEXOPCAPS_MODULATE |
2355 WINED3DTEXOPCAPS_ADDSIGNED2X |
2356 WINED3DTEXOPCAPS_ADDSIGNED |
2357 WINED3DTEXOPCAPS_ADD |
2358 WINED3DTEXOPCAPS_SUBTRACT |
2359 WINED3DTEXOPCAPS_ADDSMOOTH |
2360 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2361 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2362 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2363 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2364 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2365 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2366 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2367 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2368 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2369 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2370 WINED3DTEXOPCAPS_MULTIPLYADD |
2371 WINED3DTEXOPCAPS_LERP |
2372 WINED3DTEXOPCAPS_BUMPENVMAP |
2373 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2375 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2377 caps->MaxTextureBlendStages = 8;
2378 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2380 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2382 #undef GLINFO_LOCATION
2384 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2385 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2387 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2389 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2390 * application provided constants
2392 if(device->shader_backend == &arb_program_shader_backend) {
2393 if (use_ps(stateblock)) return;
2395 device = stateblock->wineD3DDevice;
2396 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2397 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2400 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2401 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2402 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2406 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2408 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2410 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2411 * application provided constants
2413 if(device->shader_backend == &arb_program_shader_backend) {
2414 if (use_ps(stateblock)) return;
2416 device = stateblock->wineD3DDevice;
2417 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2418 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2421 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2422 /* The specular color has no alpha */
2423 col[0] = 1.0; col[1] = 1.0;
2424 col[2] = 1.0; col[3] = 0.0;
2426 col[0] = 0.0; col[1] = 0.0;
2427 col[2] = 0.0; col[3] = 0.0;
2429 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2430 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2433 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2434 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2435 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2438 if (use_ps(stateblock))
2441 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2442 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2445 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2446 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2450 if(device->shader_backend == &arb_program_shader_backend) {
2451 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2454 } else if(device->shader_backend == &arb_program_shader_backend) {
2455 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2456 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2459 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2460 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2461 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2462 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2464 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2465 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2468 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2469 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2470 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2473 if (use_ps(stateblock))
2476 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2477 /* The pixel shader has to know the luminance offset. Do a constants update if it
2478 * isn't scheduled anyway
2480 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2481 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2485 if(device->shader_backend == &arb_program_shader_backend) {
2486 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2489 } else if(device->shader_backend == &arb_program_shader_backend) {
2490 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2491 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2494 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2495 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2499 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2500 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2503 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2506 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2508 switch(arg & WINED3DTA_SELECTMASK) {
2509 case WINED3DTA_DIFFUSE:
2510 ret = "fragment.color.primary"; break;
2512 case WINED3DTA_CURRENT:
2513 if(stage == 0) ret = "fragment.color.primary";
2517 case WINED3DTA_TEXTURE:
2519 case 0: ret = "tex0"; break;
2520 case 1: ret = "tex1"; break;
2521 case 2: ret = "tex2"; break;
2522 case 3: ret = "tex3"; break;
2523 case 4: ret = "tex4"; break;
2524 case 5: ret = "tex5"; break;
2525 case 6: ret = "tex6"; break;
2526 case 7: ret = "tex7"; break;
2527 default: ret = "unknown texture";
2531 case WINED3DTA_TFACTOR:
2532 ret = "tfactor"; break;
2534 case WINED3DTA_SPECULAR:
2535 ret = "fragment.color.secondary"; break;
2537 case WINED3DTA_TEMP:
2538 ret = "tempreg"; break;
2540 case WINED3DTA_CONSTANT:
2541 FIXME("Implement perstage constants\n");
2543 case 0: ret = "const0"; break;
2544 case 1: ret = "const1"; break;
2545 case 2: ret = "const2"; break;
2546 case 3: ret = "const3"; break;
2547 case 4: ret = "const4"; break;
2548 case 5: ret = "const5"; break;
2549 case 6: ret = "const6"; break;
2550 case 7: ret = "const7"; break;
2551 default: ret = "unknown constant";
2559 if(arg & WINED3DTA_COMPLEMENT) {
2560 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2561 if(argnum == 0) ret = "arg0";
2562 if(argnum == 1) ret = "arg1";
2563 if(argnum == 2) ret = "arg2";
2565 if(arg & WINED3DTA_ALPHAREPLICATE) {
2566 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
2567 if(argnum == 0) ret = "arg0";
2568 if(argnum == 1) ret = "arg1";
2569 if(argnum == 2) ret = "arg2";
2574 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2575 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2576 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2577 unsigned int mul = 1;
2578 BOOL mul_final_dest = FALSE;
2580 if(color && alpha) dstmask = "";
2581 else if(color) dstmask = ".xyz";
2582 else dstmask = ".w";
2584 if(dst == tempreg) dstreg = "tempreg";
2585 else dstreg = "ret";
2587 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2588 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2589 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2592 case WINED3DTOP_DISABLE:
2593 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2596 case WINED3DTOP_SELECTARG2:
2598 case WINED3DTOP_SELECTARG1:
2599 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2602 case WINED3DTOP_MODULATE4X:
2604 case WINED3DTOP_MODULATE2X:
2606 if(strcmp(dstreg, "result.color") == 0) {
2608 mul_final_dest = TRUE;
2610 case WINED3DTOP_MODULATE:
2611 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2614 case WINED3DTOP_ADDSIGNED2X:
2616 if(strcmp(dstreg, "result.color") == 0) {
2618 mul_final_dest = TRUE;
2620 case WINED3DTOP_ADDSIGNED:
2621 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2623 case WINED3DTOP_ADD:
2624 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2627 case WINED3DTOP_SUBTRACT:
2628 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2631 case WINED3DTOP_ADDSMOOTH:
2632 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2633 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2636 case WINED3DTOP_BLENDCURRENTALPHA:
2637 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2638 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2640 case WINED3DTOP_BLENDFACTORALPHA:
2641 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2642 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2644 case WINED3DTOP_BLENDTEXTUREALPHA:
2645 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2646 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2648 case WINED3DTOP_BLENDDIFFUSEALPHA:
2649 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2650 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2653 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2654 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2655 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
2656 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
2659 /* D3DTOP_PREMODULATE ???? */
2661 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2662 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
2663 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2665 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2666 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2668 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2669 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2670 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
2672 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2673 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2676 case WINED3DTOP_DOTPRODUCT3:
2678 if(strcmp(dstreg, "result.color") == 0) {
2680 mul_final_dest = TRUE;
2682 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2683 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2684 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2687 case WINED3DTOP_MULTIPLYADD:
2688 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2691 case WINED3DTOP_LERP:
2692 /* The msdn is not quite right here */
2693 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2696 case WINED3DTOP_BUMPENVMAP:
2697 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2698 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2702 FIXME("Unhandled texture op %08x\n", op);
2706 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2707 } else if(mul == 4) {
2708 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2712 /* The stateblock is passed for GLINFO_LOCATION */
2713 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2716 SHADER_BUFFER buffer;
2717 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2718 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2719 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2720 const char *textype;
2721 const char *instr, *sat;
2722 char colorcor_dst[8];
2724 DWORD arg0, arg1, arg2;
2725 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2727 const char *final_combiner_src = "ret";
2729 /* Find out which textures are read */
2730 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2731 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2732 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2733 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2734 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2735 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2736 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2737 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2739 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2740 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2741 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2742 bump_used[stage] = TRUE;
2743 tex_read[stage] = TRUE;
2745 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2746 bump_used[stage] = TRUE;
2747 tex_read[stage] = TRUE;
2748 luminance_used[stage] = TRUE;
2749 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2750 tfactor_used = TRUE;
2753 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2754 tfactor_used = TRUE;
2757 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2758 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2759 tempreg_used = TRUE;
2762 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2763 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2764 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2765 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2766 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2767 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2768 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2770 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2771 tempreg_used = TRUE;
2773 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2774 tfactor_used = TRUE;
2779 shader_buffer_init(&buffer);
2781 shader_addline(&buffer, "!!ARBfp1.0\n");
2783 switch(settings->fog) {
2784 case FOG_OFF: break;
2785 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2786 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2787 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2788 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2791 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2792 shader_addline(&buffer, "TEMP TMP;\n");
2793 shader_addline(&buffer, "TEMP ret;\n");
2794 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2795 shader_addline(&buffer, "TEMP arg0;\n");
2796 shader_addline(&buffer, "TEMP arg1;\n");
2797 shader_addline(&buffer, "TEMP arg2;\n");
2798 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2799 if(!tex_read[stage]) continue;
2800 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2801 if(!bump_used[stage]) continue;
2802 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2803 if(!luminance_used[stage]) continue;
2804 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2807 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2809 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2811 if(settings->sRGB_write) {
2812 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2813 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2814 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2815 srgb_sub_high, 0.0, 0.0, 0.0);
2818 /* Generate texture sampling instructions) */
2819 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2820 if(!tex_read[stage]) continue;
2822 switch(settings->op[stage].tex_type) {
2823 case tex_1d: textype = "1D"; break;
2824 case tex_2d: textype = "2D"; break;
2825 case tex_3d: textype = "3D"; break;
2826 case tex_cube: textype = "CUBE"; break;
2827 case tex_rect: textype = "RECT"; break;
2828 default: textype = "unexpected_textype"; break;
2831 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2832 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2838 if(settings->op[stage].projected == proj_none) {
2840 } else if(settings->op[stage].projected == proj_count4 ||
2841 settings->op[stage].projected == proj_count3) {
2844 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2849 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2850 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2851 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2852 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
2853 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2854 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
2856 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2857 * so multiply the displacement with the dividing parameter before passing it to TXP
2859 if (settings->op[stage].projected != proj_none) {
2860 if(settings->op[stage].projected == proj_count4) {
2861 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
2862 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
2864 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
2865 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
2868 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2871 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2872 instr, sat, stage, stage, textype);
2873 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2874 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2875 stage - 1, stage - 1, stage - 1);
2876 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
2878 } else if(settings->op[stage].projected == proj_count3) {
2879 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2880 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
2881 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2882 instr, sat, stage, stage, textype);
2884 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2885 instr, sat, stage, stage, stage, textype);
2888 sprintf(colorcor_dst, "tex%u", stage);
2889 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
2890 settings->op[stage].color_fixup);
2893 /* Generate the main shader */
2894 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2895 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2897 final_combiner_src = "fragment.color.primary";
2902 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2903 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2904 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2905 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2906 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2907 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2908 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2909 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2910 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2911 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2912 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2913 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2915 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
2916 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2917 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2918 settings->op[stage].carg2 == settings->op[stage].aarg2;
2921 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2922 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2923 settings->op[stage].cop, settings->op[stage].carg0,
2924 settings->op[stage].carg1, settings->op[stage].carg2);
2926 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
2928 } else if(op_equal) {
2929 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2930 settings->op[stage].cop, settings->op[stage].carg0,
2931 settings->op[stage].carg1, settings->op[stage].carg2);
2933 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2934 settings->op[stage].cop, settings->op[stage].carg0,
2935 settings->op[stage].carg1, settings->op[stage].carg2);
2936 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2937 settings->op[stage].aop, settings->op[stage].aarg0,
2938 settings->op[stage].aarg1, settings->op[stage].aarg2);
2942 if(settings->sRGB_write) {
2943 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2944 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2945 shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
2947 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2951 shader_addline(&buffer, "END\n");
2953 /* Generate the shader */
2954 GL_EXTCALL(glGenProgramsARB(1, &ret));
2955 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2956 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2958 if (glGetError() == GL_INVALID_OPERATION) {
2960 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2961 FIXME("Fragment program error at position %d: %s\n", pos,
2962 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2964 shader_buffer_free(&buffer);
2968 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2969 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2970 struct shader_arb_priv *priv = device->fragment_priv;
2971 BOOL use_pshader = use_ps(stateblock);
2972 BOOL use_vshader = use_vs(stateblock);
2973 struct ffp_frag_settings settings;
2974 const struct arbfp_ffp_desc *desc;
2977 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
2979 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
2980 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2981 /* Reload fixed function constants since they collide with the pixel shader constants */
2982 for(i = 0; i < MAX_TEXTURES; i++) {
2983 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2985 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2986 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2987 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2988 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2994 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2995 gen_ffp_frag_op(stateblock, &settings, FALSE);
2996 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
2998 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3001 ERR("Out of memory\n");
3004 new_desc->num_textures_used = 0;
3005 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3006 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3007 new_desc->num_textures_used = i;
3010 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3011 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3012 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
3013 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3017 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3018 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3021 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3022 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3023 priv->current_fprogram_id = desc->shader;
3025 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3026 /* Reload fixed function constants since they collide with the pixel shader constants */
3027 for(i = 0; i < MAX_TEXTURES; i++) {
3028 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3030 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3031 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3033 context->last_was_pshader = FALSE;
3035 context->last_was_pshader = TRUE;
3038 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3039 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3040 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3041 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3042 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3044 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3047 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3048 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3050 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3051 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3055 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3059 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3060 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3061 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3062 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3063 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3065 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3066 enum fogsource new_source;
3068 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3070 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3071 fragment_prog_arbfp(state, stateblock, context);
3074 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3076 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3077 if(use_vs(stateblock)) {
3078 new_source = FOGSOURCE_VS;
3080 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3081 new_source = FOGSOURCE_COORD;
3083 new_source = FOGSOURCE_FFP;
3087 new_source = FOGSOURCE_FFP;
3089 if(new_source != context->fog_source) {
3090 context->fog_source = new_source;
3091 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3095 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3096 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3097 fragment_prog_arbfp(state, stateblock, context);
3101 #undef GLINFO_LOCATION
3103 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3104 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3105 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3106 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3107 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3108 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3109 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3110 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3111 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3112 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3113 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3114 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3115 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3116 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3117 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3118 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3119 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3120 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3121 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3122 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3123 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3124 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3125 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3126 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3127 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3128 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3129 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3130 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3131 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3132 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3133 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3134 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3135 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3136 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3137 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3138 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3139 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3140 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3141 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3142 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3143 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3144 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3145 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3146 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3147 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3148 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3149 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3150 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3151 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3152 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3153 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3154 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3155 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3156 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3157 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3158 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3159 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3160 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3161 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3162 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3163 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3164 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3165 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3166 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3167 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3168 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3169 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3170 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3171 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3172 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3173 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3174 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3175 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3176 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3177 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3178 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3179 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3180 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3181 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3182 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3183 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3184 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3185 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3186 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3187 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3188 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3189 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3190 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3191 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3192 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3193 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3194 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3195 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3196 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3197 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3198 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3199 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3200 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3201 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3202 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3203 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3204 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3205 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3206 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3207 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3208 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3209 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3210 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3211 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3212 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3213 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3214 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3215 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3216 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3217 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3218 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3219 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3220 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3221 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3222 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3223 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3224 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3225 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3226 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3227 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3228 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3229 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3230 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3231 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3232 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3233 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3234 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3235 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3236 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3237 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3238 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3239 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3240 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
3241 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
3242 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3243 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3244 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3245 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3246 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3247 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3248 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3249 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3250 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3251 {0 /* Terminate */, { 0, 0 }, 0 },
3254 const struct fragment_pipeline arbfp_fragment_pipeline = {
3259 shader_arb_color_fixup_supported,
3260 arbfp_fragmentstate_template,
3261 TRUE /* We can disable projected textures */
3264 #define GLINFO_LOCATION device->adapter->gl_info
3266 struct arbfp_blit_priv {
3267 GLenum yuy2_rect_shader, yuy2_2d_shader;
3268 GLenum uyvy_rect_shader, uyvy_2d_shader;
3269 GLenum yv12_rect_shader, yv12_2d_shader;
3272 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3273 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3274 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3275 if(!device->blit_priv) {
3276 ERR("Out of memory\n");
3277 return E_OUTOFMEMORY;
3281 static void arbfp_blit_free(IWineD3DDevice *iface) {
3282 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3283 struct arbfp_blit_priv *priv = device->blit_priv;
3286 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3287 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3288 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3289 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3290 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3291 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3292 checkGLcall("Delete yuv programs\n");
3296 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3299 const char *tex, *texinstr;
3301 if (yuv_fixup == YUV_FIXUP_UYVY) {
3309 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3310 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3312 /* This is more tricky than just replacing the texture type - we have to navigate
3313 * properly in the texture to find the correct chroma values
3315 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3319 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3320 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3321 * filtering when we sample the texture.
3323 * These are the rules for reading the chroma:
3329 * So we have to get the sampling x position in non-normalized coordinates in integers
3331 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3332 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3333 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3335 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3337 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3338 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3341 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3342 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3344 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3345 * even and odd pixels respectively
3347 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3348 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3350 /* Sample Pixel 1 */
3351 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3353 /* Put the value into either of the chroma values */
3354 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3355 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3356 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3357 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3359 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3360 * the pixel right to the current one. Otherwise, sample the left pixel.
3361 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3363 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3364 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3365 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3367 /* Put the value into the other chroma */
3368 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3369 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
3370 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3371 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
3373 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3374 * the current one and lerp the two U and V values
3377 /* This gives the correctly filtered luminance value */
3378 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3383 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3388 case GL_TEXTURE_2D: tex = "2D"; break;
3389 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3391 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3395 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3396 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3397 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3398 * pitch of the luminance plane, the packing into the gl texture is a bit
3399 * unfortunate. If the whole texture is interpreted as luminance data it looks
3400 * approximately like this:
3402 * +----------------------------------+----
3414 * +----------------+-----------------+----
3416 * | U even rows | U odd rows |
3418 * +----------------+------------------ -
3420 * | V even rows | V odd rows |
3422 * +----------------+-----------------+----
3426 * So it appears as if there are 4 chroma images, but in fact the odd rows
3427 * in the chroma images are in the same row as the even ones. So its is
3428 * kinda tricky to read
3430 * When reading from rectangle textures, keep in mind that the input y coordinates
3431 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3433 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3434 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3436 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3437 /* the chroma planes have only half the width */
3438 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3440 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3441 * the coordinate. Also read the right side of the image when reading odd lines
3443 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3446 if(textype == GL_TEXTURE_2D) {
3448 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3450 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3452 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3453 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3455 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3456 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3457 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3458 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3459 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3461 /* clamp, keep the half pixel origin in mind */
3462 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3463 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3464 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3465 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3467 /* Read from [size - size+size/4] */
3468 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3469 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3471 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3472 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3473 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3474 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3475 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3476 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3478 /* Make sure to read exactly from the pixel center */
3479 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3480 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3483 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3484 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3485 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3486 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3487 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3489 /* Read the texture, put the result into the output register */
3490 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3491 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
3493 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3494 * No need to clamp because we're just reusing the already clamped value from above
3496 if(textype == GL_TEXTURE_2D) {
3497 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3499 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3501 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3502 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
3504 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3505 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3506 * values due to filtering
3508 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3509 if(textype == GL_TEXTURE_2D) {
3510 /* Multiply the y coordinate by 2/3 and clamp it */
3511 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3512 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3513 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3514 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3516 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3517 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3520 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3521 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3522 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3529 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3532 SHADER_BUFFER buffer;
3533 char luminance_component;
3534 struct arbfp_blit_priv *priv = device->blit_priv;
3537 shader_buffer_init(&buffer);
3540 GL_EXTCALL(glGenProgramsARB(1, &shader));
3541 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3542 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3543 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3546 shader_buffer_free(&buffer);
3550 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3551 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3552 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3553 * each single pixel it contains, and one U and one V value shared between both
3556 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3557 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3558 * take the format into account when generating the read swizzles
3560 * Reading the Y value is straightforward - just sample the texture. The hardware
3561 * takes care of filtering in the horizontal and vertical direction.
3563 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3564 * because that would mix the U and V values of one pixel or two adjacent pixels.
3565 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3566 * regardless of the filtering setting. Vertical filtering works automatically
3567 * though - the U and V values of two rows are mixed nicely.
3569 * Appart of avoiding filtering issues, the code has to know which value it just
3570 * read, and where it can find the other one. To determine this, it checks if
3571 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3573 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3574 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3576 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3577 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3578 * in an unfiltered situation. Finding the luminance on the other hand requires
3579 * finding out if it is an odd or even pixel. The real drawback of this approach
3580 * is filtering. This would have to be emulated completely in the shader, reading
3581 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3582 * vertically. Beyond that it would require adjustments to the texture handling
3583 * code to deal with the width scaling
3585 shader_addline(&buffer, "!!ARBfp1.0\n");
3586 shader_addline(&buffer, "TEMP luminance;\n");
3587 shader_addline(&buffer, "TEMP temp;\n");
3588 shader_addline(&buffer, "TEMP chroma;\n");
3589 shader_addline(&buffer, "TEMP texcrd;\n");
3590 shader_addline(&buffer, "TEMP texcrd2;\n");
3591 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3592 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3593 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3597 case YUV_FIXUP_UYVY:
3598 case YUV_FIXUP_YUY2:
3599 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3601 shader_buffer_free(&buffer);
3606 case YUV_FIXUP_YV12:
3607 if (!gen_yv12_read(&buffer, textype, &luminance_component))
3609 shader_buffer_free(&buffer);
3615 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3616 shader_buffer_free(&buffer);
3620 /* Calculate the final result. Formula is taken from
3621 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3622 * ranges from -0.5 to 0.5
3624 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
3626 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
3627 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
3628 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3629 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
3630 shader_addline(&buffer, "END\n");
3633 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3635 if (glGetError() == GL_INVALID_OPERATION) {
3637 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3638 FIXME("Fragment program error at position %d: %s\n", pos,
3639 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3641 shader_buffer_free(&buffer);
3646 case YUV_FIXUP_YUY2:
3647 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3648 else priv->yuy2_2d_shader = shader;
3651 case YUV_FIXUP_UYVY:
3652 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3653 else priv->uyvy_2d_shader = shader;
3656 case YUV_FIXUP_YV12:
3657 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3658 else priv->yv12_2d_shader = shader;
3665 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
3666 GLenum textype, UINT width, UINT height)
3669 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3670 float size[4] = {width, height, 1, 1};
3671 struct arbfp_blit_priv *priv = device->blit_priv;
3672 enum yuv_fixup yuv_fixup;
3674 if (!is_yuv_fixup(format_desc->color_fixup))
3677 dump_color_fixup_desc(format_desc->color_fixup);
3678 /* Don't bother setting up a shader for unconverted formats */
3681 checkGLcall("glEnable(textype)");
3686 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
3690 case YUV_FIXUP_YUY2:
3691 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3694 case YUV_FIXUP_UYVY:
3695 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3698 case YUV_FIXUP_YV12:
3699 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3703 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3706 checkGLcall("glEnable(textype)");
3711 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3714 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3715 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3716 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3717 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3718 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3719 checkGLcall("glProgramLocalParameter4fvARB");
3725 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3726 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3729 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3730 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3731 glDisable(GL_TEXTURE_2D);
3732 checkGLcall("glDisable(GL_TEXTURE_2D)");
3733 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3734 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3735 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3737 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3738 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3739 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3744 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3746 enum yuv_fixup yuv_fixup;
3748 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3750 TRACE("Checking support for fixup:\n");
3751 dump_color_fixup_desc(fixup);
3754 if (is_identity_fixup(fixup))
3760 /* We only support YUV conversions. */
3761 if (!is_yuv_fixup(fixup))
3763 TRACE("[FAILED]\n");
3767 yuv_fixup = get_yuv_fixup(fixup);
3770 case YUV_FIXUP_YUY2:
3771 case YUV_FIXUP_UYVY:
3772 case YUV_FIXUP_YV12:
3777 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3778 TRACE("[FAILED]\n");
3783 const struct blit_shader arbfp_blit = {
3788 arbfp_blit_color_fixup_supported,
3791 #undef GLINFO_LOCATION