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 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
48 if (!(q = strstr(p, "\n")))
60 static void shader_arb_dump_program_source(const char *source)
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
72 memcpy(tmp, source, source_size);
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
78 HeapFree(GetProcessHeap(), 0, tmp);
81 /* GL locking for state handlers is done by the caller. */
82 static BOOL need_rel_addr_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
84 if (shader->baseShader.reg_maps.shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
86 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset) return TRUE;
88 if (!shader->baseShader.reg_maps.usesmova) return FALSE;
89 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
92 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
93 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
95 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
96 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
99 static BOOL need_helper_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
101 if (need_rel_addr_const(shader, gl_info)) return TRUE;
102 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
103 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
104 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
105 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
106 if (shader->baseShader.reg_maps.usesnrm) return TRUE; /* 0.0 */
107 if (shader->baseShader.reg_maps.usesrcp) return TRUE; /* EPS */
111 static unsigned int reserved_vs_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
113 unsigned int ret = 1;
114 /* We use one PARAM for the pos fixup, and in some cases one to load
115 * some immediate values into the shader
117 if(need_helper_const(shader, gl_info)) ret++;
118 if(need_rel_addr_const(shader, gl_info)) ret++;
122 enum arb_helper_value
133 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
135 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
137 ERR("Geometry shaders are unsupported\n");
141 if (shader == WINED3D_SHADER_TYPE_PIXEL)
145 case ARB_ZERO: return "ps_helper_const.x";
146 case ARB_ONE: return "ps_helper_const.y";
147 case ARB_TWO: return "coefmul.x";
148 case ARB_0001: return "helper_const.xxxy";
149 case ARB_EPS: return "ps_helper_const.z";
157 case ARB_ZERO: return "helper_const.x";
158 case ARB_ONE: return "helper_const.y";
159 case ARB_TWO: return "helper_const.z";
160 case ARB_EPS: return "helper_const.w";
161 case ARB_0001: return "helper_const.xxxy";
162 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
165 FIXME("Unmanaged %s shader helper constant requested: %u\n",
166 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
169 case ARB_ZERO: return "0.0";
170 case ARB_ONE: return "1.0";
171 case ARB_TWO: return "2.0";
172 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
173 case ARB_EPS: return "1e-8";
174 default: return "bad";
178 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
180 return stateblock->state.lowest_disabled_stage < 7;
183 /* ARB_program_shader private data */
202 struct wined3d_shader_loop_control loop_control;
206 struct arb_ps_np2fixup_info
208 struct ps_np2fixup_info super;
209 /* For ARB we need a offset value:
210 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
211 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
212 * array we need an offset to the index inside the program local parameter array. */
216 struct arb_ps_compile_args
218 struct ps_compile_args super;
220 WORD clip; /* only a boolean, use a WORD for alignment */
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct stb_const_desc
226 unsigned char texunit;
230 struct arb_ps_compiled_shader
232 struct arb_ps_compile_args args;
233 struct arb_ps_np2fixup_info np2fixup_info;
234 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
235 struct stb_const_desc luminanceconst[MAX_TEXTURES];
236 UINT int_consts[MAX_CONST_I];
239 unsigned char numbumpenvmatconsts;
243 struct arb_vs_compile_args
245 struct vs_compile_args super;
251 unsigned char clip_texcoord;
252 unsigned char clipplane_mask;
254 DWORD boolclip_compare;
259 unsigned char samplers[4];
260 DWORD samplers_compare;
262 unsigned char loop_ctrl[MAX_CONST_I][3];
265 struct arb_vs_compiled_shader
267 struct arb_vs_compile_args args;
269 UINT int_consts[MAX_CONST_I];
271 char need_color_unclamp;
275 struct recorded_instruction
277 struct wined3d_shader_instruction ins;
281 struct shader_arb_ctx_priv
286 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
288 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
290 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
294 const struct arb_vs_compile_args *cur_vs_args;
295 const struct arb_ps_compile_args *cur_ps_args;
296 const struct arb_ps_compiled_shader *compiled_fprog;
297 const struct arb_vs_compiled_shader *compiled_vprog;
298 struct arb_ps_np2fixup_info *cur_np2fixup_info;
299 struct list control_frames;
303 unsigned int num_loops, loop_depth, num_ifcs;
306 unsigned int vs_clipplanes;
310 /* For 3.0 vertex shaders */
311 const char *vs_output[MAX_REG_OUTPUT];
312 /* For 2.x and earlier vertex shaders */
313 const char *texcrd_output[8], *color_output[2], *fog_output;
315 /* 3.0 pshader input for compatibility with fixed function */
316 const char *ps_input[MAX_REG_INPUT];
321 struct wined3d_shader_signature_element *sig;
323 struct wine_rb_entry entry;
326 struct arb_pshader_private {
327 struct arb_ps_compiled_shader *gl_shaders;
328 UINT num_gl_shaders, shader_array_size;
329 BOOL has_signature_idx;
330 DWORD input_signature_idx;
331 DWORD clipplane_emulation;
335 struct arb_vshader_private {
336 struct arb_vs_compiled_shader *gl_shaders;
337 UINT num_gl_shaders, shader_array_size;
340 struct shader_arb_priv
342 GLuint current_vprogram_id;
343 GLuint current_fprogram_id;
344 const struct arb_ps_compiled_shader *compiled_fprog;
345 const struct arb_vs_compiled_shader *compiled_vprog;
346 GLuint depth_blt_vprogram_id;
347 GLuint depth_blt_fprogram_id_full[tex_type_count];
348 GLuint depth_blt_fprogram_id_masked[tex_type_count];
349 BOOL use_arbfp_fixed_func;
350 struct wine_rb_tree fragment_shaders;
351 BOOL last_ps_const_clamped;
352 BOOL last_vs_color_unclamp;
354 struct wine_rb_tree signature_tree;
358 /********************************************************
359 * ARB_[vertex/fragment]_program helper functions follow
360 ********************************************************/
362 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
363 * When constant_list == NULL, it will load all the constants.
365 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
366 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
368 /* GL locking is done by the caller */
369 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
370 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
372 local_constant* lconst;
376 if (TRACE_ON(d3d_constants))
378 for(i = 0; i < max_constants; i++) {
379 if(!dirty_consts[i]) continue;
380 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
381 constants[i * 4 + 0], constants[i * 4 + 1],
382 constants[i * 4 + 2], constants[i * 4 + 3]);
388 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
389 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
392 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
393 * shaders, the first 8 constants are marked dirty for reload
395 for(; i < min(8, max_constants); i++) {
396 if(!dirty_consts[i]) continue;
400 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
401 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
402 else lcl_const[0] = constants[j + 0];
404 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
405 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
406 else lcl_const[1] = constants[j + 1];
408 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
409 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
410 else lcl_const[2] = constants[j + 2];
412 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
413 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
414 else lcl_const[3] = constants[j + 3];
416 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
419 /* If further constants are dirty, reload them without clamping.
421 * The alternative is not to touch them, but then we cannot reset the dirty constant count
422 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
423 * above would always re-check the first 8 constants since max_constant remains at the init
428 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
430 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
431 * or just reloading *all* constants at once
433 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
435 for(; i < max_constants; i++) {
436 if(!dirty_consts[i]) continue;
438 /* Find the next block of dirty constants */
441 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
448 for(; i < max_constants; i++) {
449 if(dirty_consts[i]) {
451 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
455 checkGLcall("glProgramEnvParameter4fvARB()");
457 /* Load immediate constants */
458 if(This->baseShader.load_local_constsF) {
459 if (TRACE_ON(d3d_shader)) {
460 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
461 GLfloat* values = (GLfloat*)lconst->value;
462 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
463 values[0], values[1], values[2], values[3]);
466 /* Immediate constants are clamped for 1.X shaders at loading times */
468 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
469 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
470 ret = max(ret, lconst->idx + 1);
471 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
473 checkGLcall("glProgramEnvParameter4fvARB()");
474 return ret; /* The loaded immediate constants need reloading for the next shader */
476 return 0; /* No constants are dirty now */
481 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
483 static void shader_arb_load_np2fixup_constants(
484 IWineD3DDevice* device,
486 char useVertexShader) {
488 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
489 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
490 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
491 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
493 if (!usePixelShader) {
494 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
498 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
499 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
501 WORD active = fixup->super.active;
502 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
504 for (i = 0; active; active >>= 1, ++i) {
505 const unsigned char idx = fixup->super.idx[i];
506 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
507 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
509 if (!(active & 1)) continue;
512 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
517 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
519 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
523 for (i = 0; i < fixup->super.num_consts; ++i) {
524 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
525 fixup->offset + i, &np2fixup_constants[i * 4]));
530 /* GL locking is done by the caller. */
531 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
533 const struct wined3d_context *context = context_get_current();
534 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
535 const struct wined3d_gl_info *gl_info = context->gl_info;
537 struct shader_arb_priv *priv = deviceImpl->shader_priv;
538 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
540 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
542 int texunit = gl_shader->bumpenvmatconst[i].texunit;
544 /* The state manager takes care that this function is always called if the bump env matrix changes */
545 const float *data = (const float *)&stateBlock->state.texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
546 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
547 gl_shader->bumpenvmatconst[i].const_num, data));
549 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
551 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
552 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
553 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
554 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
556 const float *scale = (const float *)&stateBlock->state.texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
557 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
558 gl_shader->luminanceconst[i].const_num, scale));
561 checkGLcall("Load bumpmap consts");
563 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
565 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
566 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
571 val[0] = context->render_offscreen ? 0.0f
572 : deviceImpl->render_targets[0]->currentDesc.Height;
573 val[1] = context->render_offscreen ? 1.0f : -1.0f;
576 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
577 checkGLcall("y correction loading");
580 if (!gl_shader->num_int_consts) return;
582 for(i = 0; i < MAX_CONST_I; i++)
584 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
587 val[0] = (float) stateBlock->pixelShaderConstantI[4 * i];
588 val[1] = (float) stateBlock->pixelShaderConstantI[4 * i + 1];
589 val[2] = (float) stateBlock->pixelShaderConstantI[4 * i + 2];
592 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
595 checkGLcall("Load ps int consts");
598 /* GL locking is done by the caller. */
599 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
601 IWineD3DStateBlockImpl* stateBlock;
602 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
604 struct shader_arb_priv *priv = deviceImpl->shader_priv;
605 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
607 /* Upload the position fixup */
608 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
610 if (!gl_shader->num_int_consts) return;
612 stateBlock = deviceImpl->stateBlock;
614 for(i = 0; i < MAX_CONST_I; i++)
616 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
619 val[0] = (float) stateBlock->vertexShaderConstantI[4 * i];
620 val[1] = (float) stateBlock->vertexShaderConstantI[4 * i + 1];
621 val[2] = (float) stateBlock->vertexShaderConstantI[4 * i + 2];
624 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
627 checkGLcall("Load vs int consts");
631 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
633 * We only support float constants in ARB at the moment, so don't
634 * worry about the Integers or Booleans
636 /* GL locking is done by the caller (state handler) */
637 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
639 IWineD3DDeviceImpl *device = context->swapchain->device;
640 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
641 const struct wined3d_gl_info *gl_info = context->gl_info;
643 if (useVertexShader) {
644 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
646 /* Load DirectX 9 float constants for vertex shader */
647 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
648 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
649 shader_arb_vs_local_constants(device);
652 if (usePixelShader) {
653 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
655 /* Load DirectX 9 float constants for pixel shader */
656 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
657 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
658 shader_arb_ps_local_constants(device);
662 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
664 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
665 struct wined3d_context *context = context_get_current();
667 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
668 * context. On a context switch the old context will be fully dirtified */
669 if (!context || context->swapchain->device != This) return;
671 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
672 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
675 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
677 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
678 struct wined3d_context *context = context_get_current();
680 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
681 * context. On a context switch the old context will be fully dirtified */
682 if (!context || context->swapchain->device != This) return;
684 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
685 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
688 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
692 const local_constant *lconst;
694 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
696 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
698 ERR("Out of memory\n");
702 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
703 ret[lconst->idx] = idx++;
708 /* Generate the variable & register declarations for the ARB_vertex_program output target */
709 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
710 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
711 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
713 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
714 DWORD i, next_local = 0;
715 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
716 unsigned max_constantsF;
717 const local_constant *lconst;
720 /* In pixel shaders, all private constants are program local, we don't need anything
721 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
722 * If we need a private constant the GL implementation will squeeze it in somewhere
724 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
725 * immediate values. The posFixup is loaded using program.env for now, so always
726 * subtract one from the number of constants. If the shader uses indirect addressing,
727 * account for the helper const too because we have to declare all availabke d3d constants
728 * and don't know which are actually used.
732 max_constantsF = gl_info->limits.arb_ps_native_constants;
733 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
734 if (max_constantsF < 24)
735 max_constantsF = gl_info->limits.arb_ps_float_constants;
739 max_constantsF = gl_info->limits.arb_vs_native_constants;
740 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
741 * Also prevents max_constantsF from becoming less than 0 and
743 if (max_constantsF < 96)
744 max_constantsF = gl_info->limits.arb_vs_float_constants;
746 if(This->baseShader.reg_maps.usesrelconstF) {
747 DWORD highest_constf = 0, clip_limit;
749 max_constantsF -= reserved_vs_const(This, gl_info);
750 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
752 for(i = 0; i < This->baseShader.limits.constant_float; i++)
755 DWORD shift = i & 0x1f;
756 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
759 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
761 if(ctx->cur_vs_args->super.clip_enabled)
762 clip_limit = gl_info->limits.clipplanes;
768 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
769 clip_limit = min(count_bits(mask), 4);
771 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
772 max_constantsF -= *num_clipplanes;
773 if(*num_clipplanes < clip_limit)
775 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
780 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
781 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
785 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
787 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
790 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
792 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
795 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
797 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
799 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
803 /* Load local constants using the program-local space,
804 * this avoids reloading them each time the shader is used
807 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
808 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
809 lconst_map[lconst->idx]);
810 next_local = max(next_local, lconst_map[lconst->idx] + 1);
814 /* After subtracting privately used constants from the hardware limit(they are loaded as
815 * local constants), make sure the shader doesn't violate the env constant limit
819 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
823 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
826 /* Avoid declaring more constants than needed */
827 max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
829 /* we use the array-based constants array if the local constants are marked for loading,
830 * because then we use indirect addressing, or when the local constant list is empty,
831 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
832 * local constants do not declare the loaded constants as an array because ARB compilers usually
833 * do not optimize unused constants away
835 if(This->baseShader.reg_maps.usesrelconstF) {
836 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
837 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
838 max_constantsF, max_constantsF - 1);
840 for(i = 0; i < max_constantsF; i++) {
843 mask = 1 << (i & 0x1f);
844 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
845 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
853 static const char * const shift_tab[] = {
854 "dummy", /* 0 (none) */
855 "coefmul.x", /* 1 (x2) */
856 "coefmul.y", /* 2 (x4) */
857 "coefmul.z", /* 3 (x8) */
858 "coefmul.w", /* 4 (x16) */
859 "dummy", /* 5 (x32) */
860 "dummy", /* 6 (x64) */
861 "dummy", /* 7 (x128) */
862 "dummy", /* 8 (d256) */
863 "dummy", /* 9 (d128) */
864 "dummy", /* 10 (d64) */
865 "dummy", /* 11 (d32) */
866 "coefdiv.w", /* 12 (d16) */
867 "coefdiv.z", /* 13 (d8) */
868 "coefdiv.y", /* 14 (d4) */
869 "coefdiv.x" /* 15 (d2) */
872 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
873 const struct wined3d_shader_dst_param *dst, char *write_mask)
875 char *ptr = write_mask;
877 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
880 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
881 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
882 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
883 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
889 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
891 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
892 * but addressed as "rgba". To fix this we need to swap the register's x
893 * and z components. */
894 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
895 char *ptr = swizzle_str;
897 /* swizzle bits fields: wwzzyyxx */
898 DWORD swizzle = param->swizzle;
899 DWORD swizzle_x = swizzle & 0x03;
900 DWORD swizzle_y = (swizzle >> 2) & 0x03;
901 DWORD swizzle_z = (swizzle >> 4) & 0x03;
902 DWORD swizzle_w = (swizzle >> 6) & 0x03;
904 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
905 * generate a swizzle string. Unless we need to our own swizzling. */
906 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
909 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
910 *ptr++ = swizzle_chars[swizzle_x];
912 *ptr++ = swizzle_chars[swizzle_x];
913 *ptr++ = swizzle_chars[swizzle_y];
914 *ptr++ = swizzle_chars[swizzle_z];
915 *ptr++ = swizzle_chars[swizzle_w];
922 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
924 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
925 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
927 if (!strcmp(priv->addr_reg, src)) return;
929 strcpy(priv->addr_reg, src);
930 shader_addline(buffer, "ARL A0.x, %s;\n", src);
933 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
934 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
936 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
937 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
939 /* oPos, oFog and oPts in D3D */
940 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
941 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
942 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
943 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
949 case WINED3DSPR_TEMP:
950 sprintf(register_name, "R%u", reg->idx);
953 case WINED3DSPR_INPUT:
956 if(This->baseShader.reg_maps.shader_version.major < 3)
958 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
959 else strcpy(register_name, "fragment.color.secondary");
966 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
968 if (!strcmp(rel_reg, "**aL_emul**"))
970 DWORD idx = ctx->aL + reg->idx;
971 if(idx < MAX_REG_INPUT)
973 strcpy(register_name, ctx->ps_input[idx]);
977 ERR("Pixel shader input register out of bounds: %u\n", idx);
978 sprintf(register_name, "out_of_bounds_%u", idx);
981 else if(This->baseShader.reg_maps.input_registers & 0x0300)
983 /* There are two ways basically:
985 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
986 * That means trouble if the loop also contains a breakc or if the control values
987 * aren't local constants.
988 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
989 * source dynamically. The trouble is that we cannot simply read aL.y because it
990 * is an ADDRESS register. We could however push it, load .zw with a value and use
991 * ADAC to load the condition code register and pop it again afterwards
993 FIXME("Relative input register addressing with more than 8 registers\n");
995 /* This is better than nothing for now */
996 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
998 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1000 /* This is problematic because we'd have to consult the ctx->ps_input strings
1001 * for where to find the varying. Some may be "0.0", others can be texcoords or
1002 * colors. This needs either a pipeline replacement to make the vertex shader feed
1003 * proper varyings, or loop unrolling
1005 * For now use the texcoords and hope for the best
1007 FIXME("Non-vertex shader varying input with indirect addressing\n");
1008 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1012 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1013 * pulls GL_NV_fragment_program2 in
1015 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1020 if(reg->idx < MAX_REG_INPUT)
1022 strcpy(register_name, ctx->ps_input[reg->idx]);
1026 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1027 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1034 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1035 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1039 case WINED3DSPR_CONST:
1040 if (!pshader && reg->rel_addr)
1044 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
1045 if(This->baseShader.reg_maps.shader_version.major < 2) {
1046 sprintf(rel_reg, "A0.x");
1048 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1049 if(ctx->target_version == ARB) {
1050 if (!strcmp(rel_reg, "**aL_emul**"))
1054 shader_arb_request_a0(ins, rel_reg);
1055 sprintf(rel_reg, "A0.x");
1060 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1061 else if (reg->idx >= rel_offset)
1062 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1064 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1068 if (This->baseShader.reg_maps.usesrelconstF)
1069 sprintf(register_name, "C[%u]", reg->idx);
1071 sprintf(register_name, "C%u", reg->idx);
1075 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1077 if(This->baseShader.reg_maps.shader_version.major == 1 &&
1078 This->baseShader.reg_maps.shader_version.minor <= 3) {
1079 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1080 * and as source to most instructions. For some instructions it is the texcoord
1081 * input. Those instructions know about the special use
1083 sprintf(register_name, "T%u", reg->idx);
1085 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1086 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1091 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
1093 sprintf(register_name, "A%u", reg->idx);
1097 sprintf(register_name, "A%u_SHADOW", reg->idx);
1102 case WINED3DSPR_COLOROUT:
1103 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1105 strcpy(register_name, "TMP_COLOR");
1109 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1110 if(This->baseShader.reg_maps.highest_render_target > 0)
1112 sprintf(register_name, "result.color[%u]", reg->idx);
1116 strcpy(register_name, "result.color");
1121 case WINED3DSPR_RASTOUT:
1122 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1123 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1126 case WINED3DSPR_DEPTHOUT:
1127 strcpy(register_name, "result.depth");
1130 case WINED3DSPR_ATTROUT:
1131 /* case WINED3DSPR_OUTPUT: */
1132 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1133 else strcpy(register_name, ctx->color_output[reg->idx]);
1136 case WINED3DSPR_TEXCRDOUT:
1139 sprintf(register_name, "oT[%u]", reg->idx);
1143 if(This->baseShader.reg_maps.shader_version.major < 3)
1145 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1149 strcpy(register_name, ctx->vs_output[reg->idx]);
1154 case WINED3DSPR_LOOP:
1155 if(ctx->target_version >= NV2)
1157 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1158 if(pshader) sprintf(register_name, "A0.x");
1159 else sprintf(register_name, "aL.y");
1163 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1164 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1165 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1166 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1169 sprintf(register_name, "**aL_emul**");
1174 case WINED3DSPR_CONSTINT:
1175 sprintf(register_name, "I%u", reg->idx);
1178 case WINED3DSPR_MISCTYPE:
1181 sprintf(register_name, "vpos");
1183 else if(reg->idx == 1)
1185 sprintf(register_name, "fragment.facing.x");
1189 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1194 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1195 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1200 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1201 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1203 char register_name[255];
1207 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1208 strcpy(str, register_name);
1210 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1211 strcat(str, write_mask);
1214 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1216 switch(channel_source)
1218 case CHANNEL_SOURCE_ZERO: return "0";
1219 case CHANNEL_SOURCE_ONE: return "1";
1220 case CHANNEL_SOURCE_X: return "x";
1221 case CHANNEL_SOURCE_Y: return "y";
1222 case CHANNEL_SOURCE_Z: return "z";
1223 case CHANNEL_SOURCE_W: return "w";
1225 FIXME("Unhandled channel source %#x\n", channel_source);
1230 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1231 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1235 if (is_complex_fixup(fixup))
1237 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1238 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1243 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1244 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1245 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1246 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1251 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1252 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1253 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1257 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1258 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1259 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1260 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1266 char *ptr = reg_mask;
1268 if (mask != WINED3DSP_WRITEMASK_ALL)
1271 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1272 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1273 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1274 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1278 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1282 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1285 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1286 if (!ins->dst_count) return "";
1288 mod = ins->dst[0].modifiers;
1290 /* Silently ignore PARTIALPRECISION if its not supported */
1291 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1293 if(mod & WINED3DSPDM_MSAMPCENTROID)
1295 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1296 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1301 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1304 case WINED3DSPDM_SATURATE:
1307 case WINED3DSPDM_PARTIALPRECISION:
1314 FIXME("Unknown modifiers 0x%08x\n", mod);
1319 #define TEX_PROJ 0x1
1320 #define TEX_BIAS 0x2
1322 #define TEX_DERIV 0x10
1324 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1325 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1327 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1328 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1329 const char *tex_type;
1330 BOOL np2_fixup = FALSE;
1331 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1332 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1333 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1335 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1337 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1338 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1340 switch(sampler_type) {
1346 if(device->stateBlock->textures[sampler_idx] &&
1347 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1352 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1354 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1356 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1357 else np2_fixup = TRUE;
1362 case WINED3DSTT_VOLUME:
1366 case WINED3DSTT_CUBE:
1371 ERR("Unexpected texture type %d\n", sampler_type);
1375 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1376 * so don't use shader_arb_get_modifier
1378 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1381 /* Fragment samplers always have indentity mapping */
1382 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1384 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1387 if (flags & TEX_DERIV)
1389 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1390 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1391 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1392 dsx, dsy,sampler_idx, tex_type);
1394 else if(flags & TEX_LOD)
1396 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1397 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1398 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1399 sampler_idx, tex_type);
1401 else if (flags & TEX_BIAS)
1403 /* Shouldn't be possible, but let's check for it */
1404 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1405 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1406 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1408 else if (flags & TEX_PROJ)
1410 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1416 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1417 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1418 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1420 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1423 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1428 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1429 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1430 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1431 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1435 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1436 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1438 /* Generate a line that does the input modifier computation and return the input register to use */
1439 BOOL is_color = FALSE;
1443 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1444 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1445 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1446 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1448 /* Assume a new line will be added */
1451 /* Get register name */
1452 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1453 shader_arb_get_swizzle(src, is_color, swzstr);
1455 switch (src->modifiers)
1457 case WINED3DSPSM_NONE:
1458 sprintf(outregstr, "%s%s", regstr, swzstr);
1461 case WINED3DSPSM_NEG:
1462 sprintf(outregstr, "-%s%s", regstr, swzstr);
1465 case WINED3DSPSM_BIAS:
1466 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1468 case WINED3DSPSM_BIASNEG:
1469 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1471 case WINED3DSPSM_SIGN:
1472 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1474 case WINED3DSPSM_SIGNNEG:
1475 shader_addline(buffer, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg, regstr, two, one);
1477 case WINED3DSPSM_COMP:
1478 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1480 case WINED3DSPSM_X2:
1481 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1483 case WINED3DSPSM_X2NEG:
1484 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1486 case WINED3DSPSM_DZ:
1487 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1488 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1490 case WINED3DSPSM_DW:
1491 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1492 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1494 case WINED3DSPSM_ABS:
1495 if(ctx->target_version >= NV2) {
1496 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1499 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1502 case WINED3DSPSM_ABSNEG:
1503 if(ctx->target_version >= NV2) {
1504 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1506 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1507 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1512 sprintf(outregstr, "%s%s", regstr, swzstr);
1516 /* Return modified or original register, with swizzle */
1518 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1521 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1523 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1524 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1526 char src_name[2][50];
1527 DWORD sampler_code = dst->reg.idx;
1529 shader_arb_get_dst_param(ins, dst, dst_name);
1531 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1533 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1534 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1537 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1538 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1539 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1540 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1541 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1543 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1544 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1547 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1552 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1553 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1554 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1555 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1556 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1557 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1558 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1559 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1560 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1561 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1562 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1563 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1564 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1566 FIXME("Unknown modifier %u\n", mod);
1570 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1572 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1573 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1575 char src_name[3][50];
1576 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1577 ins->ctx->reg_maps->shader_version.minor);
1580 shader_arb_get_dst_param(ins, dst, dst_name);
1581 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1583 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1584 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1586 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1588 struct wined3d_shader_src_param src0_copy = ins->src[0];
1591 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1592 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1594 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1595 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1596 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1597 /* No modifiers supported on CMP */
1598 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1600 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1601 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1603 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1604 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1609 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1611 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1612 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1614 char src_name[3][50];
1617 shader_arb_get_dst_param(ins, dst, dst_name);
1619 /* Generate input register names (with modifiers) */
1620 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1621 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1622 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1624 /* No modifiers are supported on CMP */
1625 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1626 src_name[0], src_name[2], src_name[1]);
1628 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1630 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1631 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1635 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1636 * dst = dot2(src0, src1) + src2 */
1637 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1639 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1640 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1642 char src_name[3][50];
1643 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1645 shader_arb_get_dst_param(ins, dst, dst_name);
1646 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1647 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1649 if(ctx->target_version >= NV3)
1651 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1652 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1653 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1654 dst_name, src_name[0], src_name[1], src_name[2]);
1656 else if(ctx->target_version >= NV2)
1658 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1659 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1660 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1661 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1663 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1665 * .xyxy and other swizzles that we could get with this are not valid in
1666 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1668 struct wined3d_shader_src_param tmp_param = ins->src[1];
1669 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1670 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1672 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1674 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1675 dst_name, src_name[2], src_name[0], src_name[1]);
1679 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1680 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1681 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1683 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1684 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1685 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1686 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1690 /* Map the opcode 1-to-1 to the GL code */
1691 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1693 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1694 const char *instruction;
1695 char arguments[256], dst_str[50];
1697 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1699 switch (ins->handler_idx)
1701 case WINED3DSIH_ABS: instruction = "ABS"; break;
1702 case WINED3DSIH_ADD: instruction = "ADD"; break;
1703 case WINED3DSIH_CRS: instruction = "XPD"; break;
1704 case WINED3DSIH_DP3: instruction = "DP3"; break;
1705 case WINED3DSIH_DP4: instruction = "DP4"; break;
1706 case WINED3DSIH_DST: instruction = "DST"; break;
1707 case WINED3DSIH_FRC: instruction = "FRC"; break;
1708 case WINED3DSIH_LIT: instruction = "LIT"; break;
1709 case WINED3DSIH_LRP: instruction = "LRP"; break;
1710 case WINED3DSIH_MAD: instruction = "MAD"; break;
1711 case WINED3DSIH_MAX: instruction = "MAX"; break;
1712 case WINED3DSIH_MIN: instruction = "MIN"; break;
1713 case WINED3DSIH_MOV: instruction = "MOV"; break;
1714 case WINED3DSIH_MUL: instruction = "MUL"; break;
1715 case WINED3DSIH_SGE: instruction = "SGE"; break;
1716 case WINED3DSIH_SLT: instruction = "SLT"; break;
1717 case WINED3DSIH_SUB: instruction = "SUB"; break;
1718 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1719 case WINED3DSIH_DSX: instruction = "DDX"; break;
1720 default: instruction = "";
1721 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1725 /* Note that shader_arb_add_dst_param() adds spaces. */
1726 arguments[0] = '\0';
1727 shader_arb_get_dst_param(ins, dst, dst_str);
1728 for (i = 0; i < ins->src_count; ++i)
1731 strcat(arguments, ", ");
1732 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1733 strcat(arguments, operand);
1735 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1738 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1740 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1741 shader_addline(buffer, "NOP;\n");
1744 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1746 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1747 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1748 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1749 const char *zero = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_ZERO);
1750 const char *one = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_ONE);
1751 const char *two = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_TWO);
1753 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1754 char src0_param[256];
1756 if(ins->handler_idx == WINED3DSIH_MOVA) {
1758 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1760 if(ctx->target_version >= NV2) {
1761 shader_hw_map2gl(ins);
1764 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1765 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1767 /* This implements the mova formula used in GLSL. The first two instructions
1768 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1772 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1774 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1775 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1777 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1778 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1780 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1781 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1782 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1783 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1785 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1787 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1789 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1790 } else if (ins->ctx->reg_maps->shader_version.major == 1
1791 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1792 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1794 src0_param[0] = '\0';
1795 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1797 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1798 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1799 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1800 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1804 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1805 * with more than one component. Thus replicate the first source argument over all
1806 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1807 struct wined3d_shader_src_param tmp_src = ins->src[0];
1808 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1809 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1810 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1813 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1815 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1816 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1818 shader_addline(buffer, "#mov handled in srgb write code\n");
1821 shader_hw_map2gl(ins);
1825 shader_hw_map2gl(ins);
1829 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1831 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1832 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1835 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1836 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1838 shader_arb_get_dst_param(ins, dst, reg_dest);
1840 if (ins->ctx->reg_maps->shader_version.major >= 2)
1842 const char *kilsrc = "TA";
1845 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1846 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1852 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1853 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1854 * masked out components to 0(won't kill)
1856 char x = '0', y = '0', z = '0', w = '0';
1857 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1858 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1859 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1860 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1861 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1863 shader_addline(buffer, "KIL %s;\n", kilsrc);
1865 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1866 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1868 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1869 * or pass in any temporary register(in shader phase 2)
1871 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1872 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1874 shader_arb_get_dst_param(ins, dst, reg_dest);
1876 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1877 shader_addline(buffer, "KIL TA;\n");
1881 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1883 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1884 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1885 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1886 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1887 ins->ctx->reg_maps->shader_version.minor);
1888 struct wined3d_shader_src_param src;
1892 DWORD reg_sampler_code;
1895 /* All versions have a destination register */
1896 shader_arb_get_dst_param(ins, dst, reg_dest);
1898 /* 1.0-1.4: Use destination register number as texture code.
1899 2.0+: Use provided sampler number as texure code. */
1900 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1901 reg_sampler_code = dst->reg.idx;
1903 reg_sampler_code = ins->src[1].reg.idx;
1905 /* 1.0-1.3: Use the texcoord varying.
1906 1.4+: Use provided coordinate source register. */
1907 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1908 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1910 /* TEX is the only instruction that can handle DW and DZ natively */
1912 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1913 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1914 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1918 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1919 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1920 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1922 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1925 if (reg_sampler_code < MAX_TEXTURES)
1926 flags = deviceImpl->stateBlock->state.texture_states[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1927 if (flags & WINED3DTTFF_PROJECTED)
1928 myflags |= TEX_PROJ;
1930 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1932 DWORD src_mod = ins->src[0].modifiers;
1933 if (src_mod == WINED3DSPSM_DZ) {
1934 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1935 * varying register, so we need a temp reg
1937 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1938 strcpy(reg_coord, "TA");
1939 myflags |= TEX_PROJ;
1940 } else if(src_mod == WINED3DSPSM_DW) {
1941 myflags |= TEX_PROJ;
1944 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1945 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1947 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1950 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1952 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1953 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1954 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1955 ins->ctx->reg_maps->shader_version.minor);
1958 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1960 DWORD reg = dst->reg.idx;
1962 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1963 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1967 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1968 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1969 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1973 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1975 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1976 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1977 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1980 DWORD reg1 = ins->dst[0].reg.idx;
1984 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1985 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1986 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1987 /* Move .x first in case src_str is "TA" */
1988 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1989 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1990 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1991 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1994 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1996 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1998 DWORD reg1 = ins->dst[0].reg.idx;
2002 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2003 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2004 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2005 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2006 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2007 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2010 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2012 DWORD reg1 = ins->dst[0].reg.idx;
2016 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2017 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2018 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2019 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2022 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2024 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2025 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
2026 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2027 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2028 char reg_coord[40], dst_reg[50], src_reg[50];
2029 DWORD reg_dest_code;
2031 /* All versions have a destination register. The Tx where the texture coordinates come
2032 * from is the varying incarnation of the texture register
2034 reg_dest_code = dst->reg.idx;
2035 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2036 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2037 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2039 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2040 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2042 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2043 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2045 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2046 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2049 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2050 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2051 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2052 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2054 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2055 * so we can't let the GL handle this.
2057 if (device->stateBlock->state.texture_states[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
2058 & WINED3DTTFF_PROJECTED)
2060 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2061 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2062 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2064 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2067 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2069 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2071 /* No src swizzles are allowed, so this is ok */
2072 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2073 src_reg, reg_dest_code, reg_dest_code);
2074 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2078 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2080 DWORD reg = ins->dst[0].reg.idx;
2081 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2082 char src0_name[50], dst_name[50];
2084 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2086 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2087 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2088 * T<reg+1> register. Use this register to store the calculated vector
2090 tmp_reg.idx = reg + 1;
2091 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2092 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2095 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2097 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2098 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2100 DWORD reg = ins->dst[0].reg.idx;
2101 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2107 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2108 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2110 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2111 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2112 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2113 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2114 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2117 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2119 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2120 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2121 DWORD reg = ins->dst[0].reg.idx;
2122 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2123 char src0_name[50], dst_name[50];
2124 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2127 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2128 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2129 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2131 tmp_reg.idx = reg + 2 - current_state->current_row;
2132 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2134 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2135 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2136 dst_name, 'x' + current_state->current_row, reg, src0_name);
2137 current_state->texcoord_w[current_state->current_row++] = reg;
2140 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2142 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2143 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2144 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2146 DWORD reg = ins->dst[0].reg.idx;
2147 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2149 char src0_name[50], dst_name[50];
2152 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2153 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2154 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2156 /* Sample the texture using the calculated coordinates */
2157 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2158 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2159 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2160 current_state->current_row = 0;
2163 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2165 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2166 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2167 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2169 DWORD reg = ins->dst[0].reg.idx;
2170 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2176 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2177 * components for temporary data storage
2179 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2180 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2181 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2183 /* Construct the eye-ray vector from w coordinates */
2184 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2185 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2186 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2188 /* Calculate reflection vector
2190 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2191 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2192 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2193 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2194 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2195 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2196 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2198 /* Sample the texture using the calculated coordinates */
2199 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2200 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2201 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2202 current_state->current_row = 0;
2205 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2207 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2208 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2209 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2211 DWORD reg = ins->dst[0].reg.idx;
2212 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2219 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2220 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2221 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2222 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2223 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2225 /* Calculate reflection vector.
2228 * dst_reg.xyz = 2 * --------- * N - E
2231 * Which normalizes the normal vector
2233 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2234 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2235 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2236 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2237 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2238 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2240 /* Sample the texture using the calculated coordinates */
2241 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2242 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2243 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2244 current_state->current_row = 0;
2247 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2249 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2250 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2252 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2253 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2255 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2256 * which is essentially an input, is the destination register because it is the first
2257 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2258 * here(writemasks/swizzles are not valid on texdepth)
2260 shader_arb_get_dst_param(ins, dst, dst_name);
2262 /* According to the msdn, the source register(must be r5) is unusable after
2263 * the texdepth instruction, so we're free to modify it
2265 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2267 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2268 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2269 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2271 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2272 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2273 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2274 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2277 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2278 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2279 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2280 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2282 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2283 DWORD sampler_idx = ins->dst[0].reg.idx;
2287 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2288 shader_addline(buffer, "MOV TB, 0.0;\n");
2289 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2291 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2292 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2295 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2296 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2297 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2299 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2302 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2304 /* Handle output register */
2305 shader_arb_get_dst_param(ins, dst, dst_str);
2306 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2307 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2310 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2311 * Perform the 3rd row of a 3x3 matrix multiply */
2312 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2314 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2315 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2316 char dst_str[50], dst_name[50];
2320 shader_arb_get_dst_param(ins, dst, dst_str);
2321 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2322 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2323 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2324 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2327 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2328 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2329 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2330 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2332 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2334 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2335 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2336 char src0[50], dst_name[50];
2338 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2339 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2341 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2342 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2343 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2345 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2346 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2347 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2349 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2350 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2351 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2352 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2355 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2356 Vertex/Pixel shaders to ARB_vertex_program codes */
2357 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2360 int nComponents = 0;
2361 struct wined3d_shader_dst_param tmp_dst = {{0}};
2362 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2363 struct wined3d_shader_instruction tmp_ins;
2365 memset(&tmp_ins, 0, sizeof(tmp_ins));
2367 /* Set constants for the temporary argument */
2368 tmp_ins.ctx = ins->ctx;
2369 tmp_ins.dst_count = 1;
2370 tmp_ins.dst = &tmp_dst;
2371 tmp_ins.src_count = 2;
2372 tmp_ins.src = tmp_src;
2374 switch(ins->handler_idx)
2376 case WINED3DSIH_M4x4:
2378 tmp_ins.handler_idx = WINED3DSIH_DP4;
2380 case WINED3DSIH_M4x3:
2382 tmp_ins.handler_idx = WINED3DSIH_DP4;
2384 case WINED3DSIH_M3x4:
2386 tmp_ins.handler_idx = WINED3DSIH_DP3;
2388 case WINED3DSIH_M3x3:
2390 tmp_ins.handler_idx = WINED3DSIH_DP3;
2392 case WINED3DSIH_M3x2:
2394 tmp_ins.handler_idx = WINED3DSIH_DP3;
2397 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2401 tmp_dst = ins->dst[0];
2402 tmp_src[0] = ins->src[0];
2403 tmp_src[1] = ins->src[1];
2404 for (i = 0; i < nComponents; i++) {
2405 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2406 shader_hw_map2gl(&tmp_ins);
2407 ++tmp_src[1].reg.idx;
2411 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2413 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2414 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2415 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2420 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2421 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2422 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2424 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2430 /* TODO: If the destination is readable, and not the same as the source, the destination
2431 * can be used instead of TA
2433 if (priv->target_version >= NV2)
2435 shader_addline(buffer, "MOVC TA.x, %s;\n", src);
2436 shader_addline(buffer, "MOV TA.x (EQ.x), %s;\n", flt_eps);
2437 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2441 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2442 shader_addline(buffer, "ABS TA.x, %s;\n", src);
2443 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2444 shader_addline(buffer, "MAD TA.x, TA.y, %s, %s;\n", flt_eps, src);
2445 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2449 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2451 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2452 const char *instruction;
2457 switch(ins->handler_idx)
2459 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2460 case WINED3DSIH_RCP: instruction = "RCP"; break;
2461 case WINED3DSIH_EXP: instruction = "EX2"; break;
2462 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2463 default: instruction = "";
2464 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2468 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2469 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2470 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2472 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2478 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2481 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2483 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2486 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2487 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2488 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2490 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2491 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2493 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2494 * otherwise NRM or RSQ would return NaN */
2495 if(pshader && priv->target_version >= NV3)
2497 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2499 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2501 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2502 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2503 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2505 else if(priv->target_version >= NV2)
2507 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2508 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2509 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2514 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2516 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2517 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2518 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2520 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2521 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2523 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2524 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2525 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2530 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2532 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2534 char src_name[3][50];
2536 /* ARB_fragment_program has a convenient LRP instruction */
2537 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2538 shader_hw_map2gl(ins);
2542 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2543 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2544 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2545 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2547 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2548 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2549 dst_name, src_name[0], src_name[2]);
2552 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2554 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2555 * must contain fixed constants. So we need a separate function to filter those constants and
2558 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2559 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2560 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2562 char src_name0[50], src_name1[50], src_name2[50];
2565 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2566 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2567 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2568 /* No modifiers are supported on SCS */
2569 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2571 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2573 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2574 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2576 } else if(priv->target_version >= NV2) {
2577 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2579 /* Sincos writemask must be .x, .y or .xy */
2580 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2581 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2582 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2583 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2585 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2586 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2588 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2589 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2591 * The constants we get are:
2593 * +1 +1, -1 -1 +1 +1 -1 -1
2594 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2595 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2597 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2601 * (x/2)^4 = x^4 / 16
2602 * (x/2)^5 = x^5 / 32
2605 * To get the final result:
2606 * sin(x) = 2 * sin(x/2) * cos(x/2)
2607 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2608 * (from sin(x+y) and cos(x+y) rules)
2610 * As per MSDN, dst.z is undefined after the operation, and so is
2611 * dst.x and dst.y if they're masked out by the writemask. Ie
2612 * sincos dst.y, src1, c0, c1
2613 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2614 * vsa.exe also stops with an error if the dest register is the same register as the source
2615 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2616 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2618 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2619 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2620 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2622 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2623 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2624 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2625 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2626 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2627 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2631 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2632 * properly merge that with MULs in the code above?
2633 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2634 * we can merge the sine and cosine MAD rows to calculate them together.
2636 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2637 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2638 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2639 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2642 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2643 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2644 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2646 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2648 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2649 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2651 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2653 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2654 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2659 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2661 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2664 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2666 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2667 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2669 /* SGN is only valid in vertex shaders */
2670 if(ctx->target_version >= NV2) {
2671 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2675 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2676 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2678 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2679 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2681 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2682 * Then use TA, and calculate the final result
2684 * Not reading from TA? Store the first result in TA to avoid overwriting the
2685 * destination if src reg = dst reg
2687 if(strstr(src_name, "TA"))
2689 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2690 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2691 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2695 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2696 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2697 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2702 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2704 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2710 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2711 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2712 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2714 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2715 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2718 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2724 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2725 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2726 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2727 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2728 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2729 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2730 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2731 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2732 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2733 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2734 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2735 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2736 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2738 FIXME("Unknown modifier %u\n", mod);
2742 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2744 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2745 char src0[50], src1[50], dst[50];
2746 struct wined3d_shader_src_param src0_copy = ins->src[0];
2747 BOOL need_abs = FALSE;
2751 switch(ins->handler_idx)
2753 case WINED3DSIH_LOG: instr = "LG2"; break;
2754 case WINED3DSIH_LOGP: instr = "LOG"; break;
2755 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2757 ERR("Unexpected instruction %d\n", ins->handler_idx);
2761 /* LOG, LOGP and POW operate on the absolute value of the input */
2762 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2764 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2765 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2766 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2770 shader_addline(buffer, "ABS TA, %s;\n", src0);
2773 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2777 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2782 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2786 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2790 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2792 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2794 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2797 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2801 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2802 struct list *e = list_head(&priv->control_frames);
2803 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2805 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2806 /* The constant loader makes sure to load -1 into iX.w */
2807 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2808 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2809 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2813 shader_addline(buffer, "LOOP %s;\n", src_name);
2817 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2819 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2821 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2823 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2825 /* The constant loader makes sure to load -1 into iX.w */
2828 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2829 struct list *e = list_head(&priv->control_frames);
2830 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2832 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2834 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2835 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2836 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2840 shader_addline(buffer, "REP %s;\n", src_name);
2844 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2846 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2847 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2851 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2852 struct list *e = list_head(&priv->control_frames);
2853 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2855 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2856 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2857 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2859 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2863 shader_addline(buffer, "ENDLOOP;\n");
2867 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2869 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2870 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2874 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2875 struct list *e = list_head(&priv->control_frames);
2876 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2878 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2879 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2880 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2882 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2886 shader_addline(buffer, "ENDREP;\n");
2890 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2892 struct control_frame *control_frame;
2894 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2896 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2898 ERR("Could not find loop for break\n");
2902 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2904 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2905 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2906 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2910 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2914 shader_addline(buffer, "BRK;\n");
2918 static const char *get_compare(COMPARISON_TYPE flags)
2922 case COMPARISON_GT: return "GT";
2923 case COMPARISON_EQ: return "EQ";
2924 case COMPARISON_GE: return "GE";
2925 case COMPARISON_LT: return "LT";
2926 case COMPARISON_NE: return "NE";
2927 case COMPARISON_LE: return "LE";
2929 FIXME("Unrecognized comparison value: %u\n", flags);
2934 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2938 case COMPARISON_GT: return COMPARISON_LE;
2939 case COMPARISON_EQ: return COMPARISON_NE;
2940 case COMPARISON_GE: return COMPARISON_LT;
2941 case COMPARISON_LT: return COMPARISON_GE;
2942 case COMPARISON_NE: return COMPARISON_EQ;
2943 case COMPARISON_LE: return COMPARISON_GT;
2945 FIXME("Unrecognized comparison value: %u\n", flags);
2950 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2952 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2953 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2954 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2957 const char *comp = get_compare(ins->flags);
2959 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2960 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2964 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2965 * away the subtraction result
2967 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2968 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2972 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2973 shader_addline(buffer, "BRK (%s.x);\n", comp);
2977 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2979 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2980 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2981 struct list *e = list_head(&priv->control_frames);
2982 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2986 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2988 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2989 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2993 /* Invert the flag. We jump to the else label if the condition is NOT true */
2994 comp = get_compare(invert_compare(ins->flags));
2995 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2996 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3000 comp = get_compare(ins->flags);
3001 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3002 shader_addline(buffer, "IF %s.x;\n", comp);
3006 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3008 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3009 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3010 struct list *e = list_head(&priv->control_frames);
3011 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3012 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3016 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3017 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3018 control_frame->had_else = TRUE;
3022 shader_addline(buffer, "ELSE;\n");
3026 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3028 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3029 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3030 struct list *e = list_head(&priv->control_frames);
3031 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3032 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3036 if(control_frame->had_else)
3038 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3042 shader_addline(buffer, "#No else branch. else is endif\n");
3043 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3048 shader_addline(buffer, "ENDIF;\n");
3052 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3054 DWORD sampler_idx = ins->src[1].reg.idx;
3056 char reg_src[3][40];
3057 WORD flags = TEX_DERIV;
3059 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3060 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3061 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3062 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3064 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3065 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3067 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3070 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3072 DWORD sampler_idx = ins->src[1].reg.idx;
3075 WORD flags = TEX_LOD;
3077 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3078 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3080 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3081 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3083 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3086 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3088 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3089 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3091 priv->in_main_func = FALSE;
3092 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3093 * subroutine, don't generate a label that will make GL complain
3095 if(priv->target_version == ARB) return;
3097 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3100 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3101 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
3103 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3104 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3105 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3108 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3109 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3110 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3111 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3113 if(args->super.fog_src == VS_FOG_Z) {
3114 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3115 } else if (!reg_maps->fog) {
3116 /* posFixup.x is always 1.0, so we can savely use it */
3117 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3120 /* Write the final position.
3122 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3123 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3124 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3125 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3127 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3128 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3129 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3131 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3133 if(args->super.clip_enabled)
3135 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
3137 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3141 else if(args->clip.boolclip.clip_texcoord)
3143 unsigned int cur_clip = 0;
3144 char component[4] = {'x', 'y', 'z', 'w'};
3145 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3147 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3149 if(args->clip.boolclip.clipplane_mask & (1 << i))
3151 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3152 component[cur_clip++], i);
3158 shader_addline(buffer, "MOV TA, %s;\n", zero);
3161 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3164 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3167 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3170 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3171 args->clip.boolclip.clip_texcoord - 1);
3174 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3175 * and the glsl equivalent
3177 if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
3178 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3179 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3181 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3182 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3185 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3187 priv_ctx->footer_written = TRUE;
3190 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3192 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3193 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3194 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
3195 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3197 if(priv->target_version == ARB) return;
3201 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
3204 shader_addline(buffer, "RET;\n");
3207 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3209 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3210 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3213 /* GL locking is done by the caller */
3214 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3216 GLuint program_id = 0;
3219 const char *blt_vprogram =
3221 "PARAM c[1] = { { 1, 0.5 } };\n"
3222 "MOV result.position, vertex.position;\n"
3223 "MOV result.color, c[0].x;\n"
3224 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3227 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3228 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3229 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3230 strlen(blt_vprogram), blt_vprogram));
3231 checkGLcall("glProgramStringARB()");
3233 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3236 FIXME("Vertex program error at position %d: %s\n\n", pos,
3237 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3238 shader_arb_dump_program_source(blt_vprogram);
3244 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3245 checkGLcall("glGetProgramivARB()");
3246 if (!native) WARN("Program exceeds native resource limits.\n");
3252 /* GL locking is done by the caller */
3253 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3254 enum tex_types tex_type, BOOL masked)
3256 GLuint program_id = 0;
3257 const char *fprogram;
3260 static const char * const blt_fprograms_full[tex_type_count] =
3267 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3268 "MOV result.depth.z, R0.x;\n"
3275 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3276 "MOV result.depth.z, R0.x;\n"
3281 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3282 "MOV result.depth.z, R0.x;\n"
3286 static const char * const blt_fprograms_masked[tex_type_count] =
3292 "PARAM mask = program.local[0];\n"
3294 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3295 "MUL R0.x, R0.x, R0.y;\n"
3297 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3298 "MOV result.depth.z, R0.x;\n"
3304 "PARAM mask = program.local[0];\n"
3306 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3307 "MUL R0.x, R0.x, R0.y;\n"
3309 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3310 "MOV result.depth.z, R0.x;\n"
3314 "PARAM mask = program.local[0];\n"
3316 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3317 "MUL R0.x, R0.x, R0.y;\n"
3319 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3320 "MOV result.depth.z, R0.x;\n"
3324 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3327 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3329 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3332 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3333 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3334 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3335 checkGLcall("glProgramStringARB()");
3337 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3340 FIXME("Fragment program error at position %d: %s\n\n", pos,
3341 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3342 shader_arb_dump_program_source(fprogram);
3348 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3349 checkGLcall("glGetProgramivARB()");
3350 if (!native) WARN("Program exceeds native resource limits.\n");
3356 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3357 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3359 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3363 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3364 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3365 /* Calculate the > 0.0031308 case */
3366 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3367 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3368 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3369 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3370 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3371 /* Calculate the < case */
3372 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3376 /* Calculate the > 0.0031308 case */
3377 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3378 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3379 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3380 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3381 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3382 /* Calculate the < case */
3383 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3384 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3385 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3386 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3387 /* Store the components > 0.0031308 in the destination */
3388 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3389 /* Add the components that are < 0.0031308 */
3390 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3391 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3392 * result.color writes(.rgb first, then .a), or handle overwriting already written
3393 * components. The assembler uses a temporary register in this case, which is usually
3394 * not allocated from one of our registers that were used earlier.
3397 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3400 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3402 const local_constant *constant;
3404 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3406 if (constant->idx == idx)
3408 return constant->value;
3414 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3415 struct shader_arb_ctx_priv *priv)
3417 static const char * const texcoords[8] =
3419 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3420 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3423 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3424 const char *semantic_name;
3427 switch(args->super.vp_mode)
3429 case pretransformed:
3431 /* The pixelshader has to collect the varyings on its own. In any case properly load
3432 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3433 * other attribs to 0.0.
3435 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3436 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3437 * load the texcoord attrib pointers to match the pixel shader signature
3439 for(i = 0; i < MAX_REG_INPUT; i++)
3441 semantic_name = sig[i].semantic_name;
3442 semantic_idx = sig[i].semantic_idx;
3443 if (!semantic_name) continue;
3445 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3447 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3448 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3449 else priv->ps_input[i] = "0.0";
3451 else if(args->super.vp_mode == fixedfunction)
3453 priv->ps_input[i] = "0.0";
3455 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3457 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3458 else priv->ps_input[i] = "0.0";
3460 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3462 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3463 else priv->ps_input[i] = "0.0";
3467 priv->ps_input[i] = "0.0";
3470 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3475 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3478 for(i = 0; i < 8; i++)
3480 priv->ps_input[i] = texcoords[i];
3482 priv->ps_input[8] = "fragment.color.primary";
3483 priv->ps_input[9] = "fragment.color.secondary";
3488 /* GL locking is done by the caller */
3489 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3490 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3492 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3493 CONST DWORD *function = This->baseShader.function;
3494 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3495 const local_constant *lconst;
3498 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3499 struct shader_arb_ctx_priv priv_ctx;
3500 BOOL dcl_td = FALSE;
3501 BOOL want_nv_prog = FALSE;
3502 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3507 unsigned int i, found = 0;
3509 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3512 || (This->color0_mov && i == This->color0_reg)
3513 || (reg_maps->shader_version.major < 2 && !i))
3516 sprintf(srgbtmp[found], "R%u", i);
3518 if (found == 4) break;
3523 sprintf(srgbtmp[0], "TA");
3524 sprintf(srgbtmp[1], "TB");
3525 sprintf(srgbtmp[2], "TC");
3526 sprintf(srgbtmp[3], "TD");
3530 sprintf(srgbtmp[1], "TA");
3531 sprintf(srgbtmp[2], "TB");
3532 sprintf(srgbtmp[3], "TC");
3535 sprintf(srgbtmp[2], "TA");
3536 sprintf(srgbtmp[3], "TB");
3539 sprintf(srgbtmp[3], "TA");
3545 /* Create the hw ARB shader */
3546 memset(&priv_ctx, 0, sizeof(priv_ctx));
3547 priv_ctx.cur_ps_args = args;
3548 priv_ctx.compiled_fprog = compiled;
3549 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3550 init_ps_input(This, args, &priv_ctx);
3551 list_init(&priv_ctx.control_frames);
3553 /* Avoid enabling NV_fragment_program* if we do not need it.
3555 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3556 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3557 * is faster than what we gain from using higher native instructions. There are some things though
3558 * that cannot be emulated. In that case enable the extensions.
3559 * If the extension is enabled, instruction handlers that support both ways will use it.
3561 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3562 * So enable the best we can get.
3564 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3565 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3567 want_nv_prog = TRUE;
3570 shader_addline(buffer, "!!ARBfp1.0\n");
3571 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3573 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3574 priv_ctx.target_version = NV3;
3576 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3578 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3579 priv_ctx.target_version = NV2;
3583 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3586 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3589 priv_ctx.target_version = ARB;
3592 if(This->baseShader.reg_maps.highest_render_target > 0)
3594 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3597 if (reg_maps->shader_version.major < 3)
3599 switch(args->super.fog) {
3603 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3606 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3609 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3614 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3615 * unused temps away(but occupies them for the whole shader if they're used once). Always
3616 * declaring them avoids tricky bookkeeping work
3618 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3619 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3620 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3621 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3622 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3623 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3624 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3626 if (reg_maps->shader_version.major < 2)
3628 strcpy(fragcolor, "R0");
3630 if(args->super.srgb_correction) {
3631 if(This->color0_mov) {
3632 sprintf(fragcolor, "R%u", This->color0_reg);
3634 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3635 strcpy(fragcolor, "TMP_COLOR");
3638 strcpy(fragcolor, "result.color");
3642 if(args->super.srgb_correction) {
3643 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3644 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3645 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3646 srgb_sub_high, 0.0, 0.0, 0.0);
3649 /* Base Declarations */
3650 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3651 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3653 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3655 if (!(map & 1)) continue;
3657 cur = compiled->numbumpenvmatconsts;
3658 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3659 compiled->bumpenvmatconst[cur].texunit = i;
3660 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3661 compiled->luminanceconst[cur].texunit = i;
3663 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3664 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3665 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3666 * textures due to conditional NP2 restrictions)
3668 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3669 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3670 * their location is shader dependent anyway and they cannot be loaded globally.
3672 compiled->bumpenvmatconst[cur].const_num = next_local++;
3673 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3674 i, compiled->bumpenvmatconst[cur].const_num);
3675 compiled->numbumpenvmatconsts = cur + 1;
3677 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3679 compiled->luminanceconst[cur].const_num = next_local++;
3680 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3681 i, compiled->luminanceconst[cur].const_num);
3684 for(i = 0; i < MAX_CONST_I; i++)
3686 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3687 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3689 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3693 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3694 control_values[0], control_values[1], control_values[2]);
3698 compiled->int_consts[i] = next_local;
3699 compiled->num_int_consts++;
3700 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3705 if(reg_maps->vpos || reg_maps->usesdsy)
3707 compiled->ycorrection = next_local;
3708 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3712 shader_addline(buffer, "TEMP vpos;\n");
3713 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3714 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3715 * ycorrection.z: 1.0
3716 * ycorrection.w: 0.0
3718 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3719 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3724 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3727 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3728 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3729 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3730 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3731 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3732 * shader compilation errors and the subsequent errors when drawing with this shader. */
3733 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3735 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3736 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3737 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3739 fixup->offset = next_local;
3740 fixup->super.active = 0;
3743 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3744 if (!(map & (1 << i))) continue;
3746 if (fixup->offset + (cur >> 1) < max_lconsts) {
3747 fixup->super.active |= (1 << i);
3748 fixup->super.idx[i] = cur++;
3750 FIXME("No free constant found to load NP2 fixup data into shader. "
3751 "Sampling from this texture will probably look wrong.\n");
3756 fixup->super.num_consts = (cur + 1) >> 1;
3757 if (fixup->super.num_consts) {
3758 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3759 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3762 next_local += fixup->super.num_consts;
3765 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3767 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3770 /* Base Shader Body */
3771 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3773 if(args->super.srgb_correction) {
3774 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3775 priv_ctx.target_version >= NV2);
3778 if(strcmp(fragcolor, "result.color")) {
3779 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3781 shader_addline(buffer, "END\n");
3783 /* TODO: change to resource.glObjectHandle or something like that */
3784 GL_EXTCALL(glGenProgramsARB(1, &retval));
3786 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3787 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3789 TRACE("Created hw pixel shader, prg=%d\n", retval);
3790 /* Create the program and check for errors */
3791 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3792 buffer->bsize, buffer->buffer));
3793 checkGLcall("glProgramStringARB()");
3795 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3798 FIXME("HW PixelShader Error at position %d: %s\n\n",
3799 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3800 shader_arb_dump_program_source(buffer->buffer);
3807 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3808 checkGLcall("glGetProgramivARB()");
3809 if (!native) WARN("Program exceeds native resource limits.\n");
3812 /* Load immediate constants */
3814 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3815 const float *value = (const float *)lconst->value;
3816 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3817 checkGLcall("glProgramLocalParameter4fvARB");
3819 HeapFree(GetProcessHeap(), 0, lconst_map);
3825 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3830 for(i = 0; i < MAX_REG_INPUT; i++)
3832 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3834 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3835 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3839 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3840 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3841 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3842 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3843 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3844 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3849 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3851 struct wined3d_shader_signature_element *new;
3855 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3856 for(i = 0; i < MAX_REG_INPUT; i++)
3858 if (!sig[i].semantic_name) continue;
3861 /* Clone the semantic string */
3862 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3863 strcpy(name, sig[i].semantic_name);
3864 new[i].semantic_name = name;
3869 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3871 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3872 struct ps_signature *found_sig;
3876 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3877 TRACE("Found existing signature %u\n", found_sig->idx);
3878 return found_sig->idx;
3880 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3881 found_sig->sig = clone_sig(sig);
3882 found_sig->idx = priv->ps_sig_number++;
3883 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3884 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3886 ERR("Failed to insert program entry.\n");
3888 return found_sig->idx;
3891 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3892 struct arb_vs_compiled_shader *compiled)
3895 static const char * const texcoords[8] =
3897 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3898 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3900 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3901 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3902 const struct wined3d_shader_signature_element *sig;
3903 const char *semantic_name;
3904 DWORD semantic_idx, reg_idx;
3906 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3907 * and varying 9 to result.color.secondary
3909 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3911 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3912 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3913 "result.color.primary", "result.color.secondary"
3918 TRACE("Pixel shader uses builtin varyings\n");
3919 /* Map builtins to builtins */
3920 for(i = 0; i < 8; i++)
3922 priv_ctx->texcrd_output[i] = texcoords[i];
3924 priv_ctx->color_output[0] = "result.color.primary";
3925 priv_ctx->color_output[1] = "result.color.secondary";
3926 priv_ctx->fog_output = "result.fogcoord";
3928 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3929 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3931 semantic_name = baseshader->output_signature[i].semantic_name;
3932 if (!semantic_name) continue;
3934 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3936 TRACE("o%u is TMP_OUT\n", i);
3937 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3938 else priv_ctx->vs_output[i] = "TA";
3940 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3942 TRACE("o%u is result.pointsize\n", i);
3943 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3944 else priv_ctx->vs_output[i] = "TA";
3946 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3948 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3949 if (!baseshader->output_signature[i].semantic_idx)
3950 priv_ctx->vs_output[i] = "result.color.primary";
3951 else if (baseshader->output_signature[i].semantic_idx == 1)
3952 priv_ctx->vs_output[i] = "result.color.secondary";
3953 else priv_ctx->vs_output[i] = "TA";
3955 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3957 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3958 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3959 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3961 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3963 TRACE("o%u is result.fogcoord\n", i);
3964 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3965 else priv_ctx->vs_output[i] = "result.fogcoord";
3969 priv_ctx->vs_output[i] = "TA";
3975 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3976 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3978 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.input_signature;
3979 TRACE("Pixel shader uses declared varyings\n");
3981 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3982 for(i = 0; i < 8; i++)
3984 priv_ctx->texcrd_output[i] = "TA";
3986 priv_ctx->color_output[0] = "TA";
3987 priv_ctx->color_output[1] = "TA";
3988 priv_ctx->fog_output = "TA";
3990 for(i = 0; i < MAX_REG_INPUT; i++)
3992 semantic_name = sig[i].semantic_name;
3993 semantic_idx = sig[i].semantic_idx;
3994 reg_idx = sig[i].register_idx;
3995 if (!semantic_name) continue;
3997 /* If a declared input register is not written by builtin arguments, don't write to it.
3998 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4000 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4001 * to TMP_OUT in any case
4003 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4005 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4007 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4009 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4011 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4013 if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4020 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4021 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4023 compiled->need_color_unclamp = TRUE;
4027 /* Map declared to declared */
4028 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
4030 /* Write unread output to TA to throw them away */
4031 priv_ctx->vs_output[i] = "TA";
4032 semantic_name = baseshader->output_signature[i].semantic_name;
4033 if (!semantic_name) continue;
4035 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4036 && !baseshader->output_signature[i].semantic_idx)
4038 priv_ctx->vs_output[i] = "TMP_OUT";
4041 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4042 && !baseshader->output_signature[i].semantic_idx)
4044 priv_ctx->vs_output[i] = "result.pointsize";
4048 for(j = 0; j < MAX_REG_INPUT; j++)
4050 if (!sig[j].semantic_name) continue;
4052 if (!strcmp(sig[j].semantic_name, semantic_name)
4053 && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
4055 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4057 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4058 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4060 compiled->need_color_unclamp = TRUE;
4067 /* GL locking is done by the caller */
4068 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
4069 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4071 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4072 CONST DWORD *function = This->baseShader.function;
4073 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4074 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4075 const local_constant *lconst;
4077 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
4078 struct shader_arb_ctx_priv priv_ctx;
4082 memset(&priv_ctx, 0, sizeof(priv_ctx));
4083 priv_ctx.cur_vs_args = args;
4084 list_init(&priv_ctx.control_frames);
4085 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
4087 /* Create the hw ARB shader */
4088 shader_addline(buffer, "!!ARBvp1.0\n");
4090 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4091 * mesurable performance penalty, and we can always make use of it for clipplanes.
4093 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4095 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4096 priv_ctx.target_version = NV3;
4097 shader_addline(buffer, "ADDRESS aL;\n");
4099 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4101 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4102 priv_ctx.target_version = NV2;
4103 shader_addline(buffer, "ADDRESS aL;\n");
4105 priv_ctx.target_version = ARB;
4108 shader_addline(buffer, "TEMP TMP_OUT;\n");
4109 if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4110 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4112 if(need_rel_addr_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4113 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", This->rel_offset);
4114 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4117 shader_addline(buffer, "TEMP TA;\n");
4119 /* Base Declarations */
4120 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
4121 reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4123 for(i = 0; i < MAX_CONST_I; i++)
4125 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4126 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4128 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
4132 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4133 control_values[0], control_values[1], control_values[2]);
4137 compiled->int_consts[i] = next_local;
4138 compiled->num_int_consts++;
4139 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4144 /* We need a constant to fixup the final position */
4145 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4146 compiled->pos_fixup = next_local++;
4148 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4149 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4150 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4151 * a replacement shader depend on the texcoord.w being set properly.
4153 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4154 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4155 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4156 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4157 * this can eat a number of instructions, so skip it unless this cap is set as well
4159 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4161 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4162 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4164 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4167 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4168 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4170 if (This->baseShader.reg_maps.texcoord_mask[i]
4171 && This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4172 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4177 /* The shader starts with the main function */
4178 priv_ctx.in_main_func = TRUE;
4179 /* Base Shader Body */
4180 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4182 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
4184 shader_addline(buffer, "END\n");
4186 /* TODO: change to resource.glObjectHandle or something like that */
4187 GL_EXTCALL(glGenProgramsARB(1, &ret));
4189 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4190 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4192 TRACE("Created hw vertex shader, prg=%d\n", ret);
4193 /* Create the program and check for errors */
4194 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4195 buffer->bsize, buffer->buffer));
4196 checkGLcall("glProgramStringARB()");
4198 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4201 FIXME("HW VertexShader Error at position %d: %s\n\n",
4202 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4203 shader_arb_dump_program_source(buffer->buffer);
4210 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4211 checkGLcall("glGetProgramivARB()");
4212 if (!native) WARN("Program exceeds native resource limits.\n");
4214 /* Load immediate constants */
4216 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4217 const float *value = (const float *)lconst->value;
4218 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4222 HeapFree(GetProcessHeap(), 0, lconst_map);
4227 /* GL locking is done by the caller */
4228 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4232 struct arb_ps_compiled_shader *new_array;
4233 struct wined3d_shader_buffer buffer;
4234 struct arb_pshader_private *shader_data;
4237 if (!shader->baseShader.backend_data)
4239 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
4240 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4241 struct shader_arb_priv *priv = device->shader_priv;
4243 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4244 shader_data = shader->baseShader.backend_data;
4245 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4247 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4248 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4250 shader_data->has_signature_idx = TRUE;
4251 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4253 if (!device->vs_clipping)
4254 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4255 gl_info->limits.texture_stages - 1);
4257 shader_data->clipplane_emulation = ~0U;
4259 shader_data = shader->baseShader.backend_data;
4261 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4262 * so a linear search is more performant than a hashmap or a binary search
4263 * (cache coherency etc)
4265 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4267 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4268 return &shader_data->gl_shaders[i];
4271 TRACE("No matching GL shader found, compiling a new shader\n");
4272 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4273 if (shader_data->num_gl_shaders)
4275 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4276 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4277 new_size * sizeof(*shader_data->gl_shaders));
4279 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4284 ERR("Out of memory\n");
4287 shader_data->gl_shaders = new_array;
4288 shader_data->shader_array_size = new_size;
4291 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4293 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4294 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4296 if (!shader_buffer_init(&buffer))
4298 ERR("Failed to initialize shader buffer.\n");
4302 ret = shader_arb_generate_pshader(shader, &buffer, args,
4303 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4304 shader_buffer_free(&buffer);
4305 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4307 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4310 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4311 const DWORD use_map, BOOL skip_int) {
4312 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4313 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4314 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4315 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4316 if(stored->ps_signature != new->ps_signature) return FALSE;
4317 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4318 if(skip_int) return TRUE;
4320 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4323 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4327 struct arb_vs_compiled_shader *new_array;
4328 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4329 struct wined3d_shader_buffer buffer;
4330 struct arb_vshader_private *shader_data;
4332 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4334 if (!shader->baseShader.backend_data)
4336 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4338 shader_data = shader->baseShader.backend_data;
4340 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4341 * so a linear search is more performant than a hashmap or a binary search
4342 * (cache coherency etc)
4344 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4345 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4346 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4348 return &shader_data->gl_shaders[i];
4352 TRACE("No matching GL shader found, compiling a new shader\n");
4354 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4355 if (shader_data->num_gl_shaders)
4357 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4358 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4359 new_size * sizeof(*shader_data->gl_shaders));
4361 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4366 ERR("Out of memory\n");
4369 shader_data->gl_shaders = new_array;
4370 shader_data->shader_array_size = new_size;
4373 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4375 if (!shader_buffer_init(&buffer))
4377 ERR("Failed to initialize shader buffer.\n");
4381 ret = shader_arb_generate_vshader(shader, &buffer, args,
4382 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4383 shader_buffer_free(&buffer);
4384 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4386 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4389 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4390 struct arb_ps_compile_args *args)
4394 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4395 find_ps_compile_args(shader, stateblock, &args->super);
4397 /* This forces all local boolean constants to 1 to make them stateblock independent */
4398 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4400 for(i = 0; i < MAX_CONST_B; i++)
4402 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4405 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4406 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4407 * duplicate the shader than have a no-op KIL instruction in every shader
4409 if ((!((IWineD3DDeviceImpl *)shader->baseShader.device)->vs_clipping) && use_vs(stateblock)
4410 && stateblock->state.render_states[WINED3DRS_CLIPPING]
4411 && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
4416 /* Skip if unused or local, or supported natively */
4417 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4418 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4420 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4424 for(i = 0; i < MAX_CONST_I; i++)
4426 if(int_skip & (1 << i))
4428 args->loop_ctrl[i][0] = 0;
4429 args->loop_ctrl[i][1] = 0;
4430 args->loop_ctrl[i][2] = 0;
4434 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4435 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4436 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4441 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4442 struct arb_vs_compile_args *args)
4446 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4447 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4448 find_vs_compile_args(shader, stateblock, &args->super);
4450 args->clip.boolclip_compare = 0;
4451 if(use_ps(stateblock))
4453 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4454 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4455 args->ps_signature = shader_priv->input_signature_idx;
4457 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4461 args->ps_signature = ~0;
4462 if(!dev->vs_clipping)
4464 args->clip.boolclip.clip_texcoord = ffp_clip_emul(stateblock) ? gl_info->limits.texture_stages : 0;
4466 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4469 if (args->clip.boolclip.clip_texcoord)
4471 if (stateblock->state.render_states[WINED3DRS_CLIPPING])
4472 args->clip.boolclip.clipplane_mask = (unsigned char)stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE];
4473 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4476 /* This forces all local boolean constants to 1 to make them stateblock independent */
4477 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4478 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4479 for(i = 0; i < MAX_CONST_B; i++)
4481 if(stateblock->vertexShaderConstantB[i]) args->clip.boolclip.bools |= ( 1 << i);
4484 args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4485 args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4486 args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4487 args->vertex.samplers[3] = 0;
4489 /* Skip if unused or local */
4490 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4491 /* This is about flow control, not clipping. */
4492 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4494 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4498 for(i = 0; i < MAX_CONST_I; i++)
4500 if(int_skip & (1 << i))
4502 args->loop_ctrl[i][0] = 0;
4503 args->loop_ctrl[i][1] = 0;
4504 args->loop_ctrl[i][2] = 0;
4508 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4509 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4510 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4515 /* GL locking is done by the caller */
4516 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4518 IWineD3DDeviceImpl *This = context->swapchain->device;
4519 struct shader_arb_priv *priv = This->shader_priv;
4520 const struct wined3d_gl_info *gl_info = context->gl_info;
4523 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4525 struct arb_ps_compile_args compile_args;
4526 struct arb_ps_compiled_shader *compiled;
4527 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4529 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4530 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4531 compiled = find_arb_pshader(ps, &compile_args);
4532 priv->current_fprogram_id = compiled->prgId;
4533 priv->compiled_fprog = compiled;
4535 /* Bind the fragment program */
4536 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4537 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4539 if(!priv->use_arbfp_fixed_func) {
4540 /* Enable OpenGL fragment programs */
4541 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4542 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4544 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4546 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4547 * a 1.x and newer shader, reload the first 8 constants
4549 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4551 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4552 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4553 for(i = 0; i < 8; i++)
4555 context->pshader_const_dirty[i] = 1;
4557 /* Also takes care of loading local constants */
4558 shader_arb_load_constants(context, TRUE, FALSE);
4562 shader_arb_ps_local_constants(This);
4565 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4566 if (compiled->np2fixup_info.super.active)
4567 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4569 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4571 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4572 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4573 * replacement shader
4575 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4576 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4577 priv->current_fprogram_id = 0;
4581 struct arb_vs_compile_args compile_args;
4582 struct arb_vs_compiled_shader *compiled;
4583 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4585 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4586 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4587 compiled = find_arb_vshader(vs, &compile_args);
4588 priv->current_vprogram_id = compiled->prgId;
4589 priv->compiled_vprog = compiled;
4591 /* Bind the vertex program */
4592 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4593 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4595 /* Enable OpenGL vertex programs */
4596 glEnable(GL_VERTEX_PROGRAM_ARB);
4597 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4598 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4599 shader_arb_vs_local_constants(This);
4601 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4602 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4604 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4606 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4607 checkGLcall("glClampColorARB");
4609 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4613 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4615 priv->current_vprogram_id = 0;
4616 glDisable(GL_VERTEX_PROGRAM_ARB);
4617 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4621 /* GL locking is done by the caller */
4622 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size)
4624 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4625 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4626 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4627 struct shader_arb_priv *priv = This->shader_priv;
4628 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4629 GLuint *blt_fprogram;
4631 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4632 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4633 glEnable(GL_VERTEX_PROGRAM_ARB);
4635 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4636 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4637 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4638 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4639 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4642 /* GL locking is done by the caller */
4643 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4644 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4645 struct shader_arb_priv *priv = This->shader_priv;
4646 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4648 if (priv->current_vprogram_id) {
4649 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4650 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4652 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4654 glDisable(GL_VERTEX_PROGRAM_ARB);
4655 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4658 if (priv->current_fprogram_id) {
4659 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4660 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4662 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4663 } else if(!priv->use_arbfp_fixed_func) {
4664 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4665 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4669 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4670 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4671 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4672 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4674 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4676 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4679 if(!shader_data) return; /* This can happen if a shader was never compiled */
4681 if (shader_data->num_gl_shaders)
4683 struct wined3d_context *context = context_acquire(device, NULL);
4686 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4688 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4689 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4693 context_release(context);
4696 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4697 HeapFree(GetProcessHeap(), 0, shader_data);
4698 baseShader->baseShader.backend_data = NULL;
4702 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4705 if(!shader_data) return; /* This can happen if a shader was never compiled */
4707 if (shader_data->num_gl_shaders)
4709 struct wined3d_context *context = context_acquire(device, NULL);
4712 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4714 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4715 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4719 context_release(context);
4722 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4723 HeapFree(GetProcessHeap(), 0, shader_data);
4724 baseShader->baseShader.backend_data = NULL;
4728 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4730 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4731 return compare_sig(key, e->sig);
4734 static const struct wine_rb_functions sig_tree_functions =
4742 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4743 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4744 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4745 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4747 ERR("RB tree init failed\n");
4748 HeapFree(GetProcessHeap(), 0, priv);
4749 return E_OUTOFMEMORY;
4751 This->shader_priv = priv;
4755 static void release_signature(struct wine_rb_entry *entry, void *context)
4757 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4759 for(i = 0; i < MAX_REG_INPUT; i++)
4761 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4763 HeapFree(GetProcessHeap(), 0, sig->sig);
4764 HeapFree(GetProcessHeap(), 0, sig);
4767 /* Context activation is done by the caller. */
4768 static void shader_arb_free(IWineD3DDevice *iface) {
4769 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4770 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4771 struct shader_arb_priv *priv = This->shader_priv;
4775 if(priv->depth_blt_vprogram_id) {
4776 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4778 for (i = 0; i < tex_type_count; ++i)
4780 if (priv->depth_blt_fprogram_id_full[i])
4782 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4784 if (priv->depth_blt_fprogram_id_masked[i])
4786 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4791 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4792 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4795 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4799 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4801 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4805 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4806 * for vertex programs. If the native limit is less than that it's
4807 * not very useful, and e.g. Mesa swrast returns 0, probably to
4808 * indicate it's a software implementation. */
4809 if (gl_info->limits.arb_vs_native_constants < 96)
4810 vs_consts = gl_info->limits.arb_vs_float_constants;
4812 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4814 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4816 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4817 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4819 else if (vs_consts >= 256)
4821 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4822 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4823 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4827 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4828 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4830 pCaps->MaxVertexShaderConst = vs_consts;
4834 pCaps->VertexShaderVersion = 0;
4835 pCaps->MaxVertexShaderConst = 0;
4838 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4842 /* Similar as above for vertex programs, but the minimum for fragment
4843 * programs is 24. */
4844 if (gl_info->limits.arb_ps_native_constants < 24)
4845 ps_consts = gl_info->limits.arb_ps_float_constants;
4847 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4849 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4851 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4852 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4854 else if (ps_consts >= 32)
4856 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4857 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4858 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4862 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4863 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4865 pCaps->PixelShader1xMaxValue = 8.0f;
4866 pCaps->MaxPixelShaderConst = ps_consts;
4870 pCaps->PixelShaderVersion = 0;
4871 pCaps->PixelShader1xMaxValue = 0.0f;
4872 pCaps->MaxPixelShaderConst = 0;
4875 pCaps->VSClipping = use_nv_clip(gl_info);
4878 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4880 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4882 TRACE("Checking support for color_fixup:\n");
4883 dump_color_fixup_desc(fixup);
4886 /* We support everything except complex conversions. */
4887 if (!is_complex_fixup(fixup))
4893 TRACE("[FAILED]\n");
4897 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4899 char write_mask[20], regstr[50];
4900 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4901 BOOL is_color = FALSE;
4902 const struct wined3d_shader_dst_param *dst;
4904 if (!ins->dst_count) return;
4908 if (!shift) return; /* Saturate alone is handled by the instructions */
4910 shader_arb_get_write_mask(ins, dst, write_mask);
4911 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4913 /* Generate a line that does the output modifier computation
4914 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4915 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4917 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4918 regstr, write_mask, regstr, shift_tab[shift]);
4921 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4923 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4924 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4925 /* WINED3DSIH_BEM */ pshader_hw_bem,
4926 /* WINED3DSIH_BREAK */ shader_hw_break,
4927 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4928 /* WINED3DSIH_BREAKP */ NULL,
4929 /* WINED3DSIH_CALL */ shader_hw_call,
4930 /* WINED3DSIH_CALLNZ */ NULL,
4931 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4932 /* WINED3DSIH_CND */ pshader_hw_cnd,
4933 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4934 /* WINED3DSIH_CUT */ NULL,
4935 /* WINED3DSIH_DCL */ NULL,
4936 /* WINED3DSIH_DEF */ NULL,
4937 /* WINED3DSIH_DEFB */ NULL,
4938 /* WINED3DSIH_DEFI */ NULL,
4939 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4940 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4941 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4942 /* WINED3DSIH_DST */ shader_hw_map2gl,
4943 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4944 /* WINED3DSIH_DSY */ shader_hw_dsy,
4945 /* WINED3DSIH_ELSE */ shader_hw_else,
4946 /* WINED3DSIH_EMIT */ NULL,
4947 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4948 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4949 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4950 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4951 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4952 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4953 /* WINED3DSIH_IADD */ NULL,
4954 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4955 /* WINED3DSIH_IFC */ shader_hw_ifc,
4956 /* WINED3DSIH_IGE */ NULL,
4957 /* WINED3DSIH_LABEL */ shader_hw_label,
4958 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4959 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4960 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4961 /* WINED3DSIH_LOOP */ shader_hw_loop,
4962 /* WINED3DSIH_LRP */ shader_hw_lrp,
4963 /* WINED3DSIH_LT */ NULL,
4964 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4965 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4966 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4967 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4968 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4969 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4970 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4971 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4972 /* WINED3DSIH_MOV */ shader_hw_mov,
4973 /* WINED3DSIH_MOVA */ shader_hw_mov,
4974 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4975 /* WINED3DSIH_NOP */ shader_hw_nop,
4976 /* WINED3DSIH_NRM */ shader_hw_nrm,
4977 /* WINED3DSIH_PHASE */ NULL,
4978 /* WINED3DSIH_POW */ shader_hw_log_pow,
4979 /* WINED3DSIH_RCP */ shader_hw_rcp,
4980 /* WINED3DSIH_REP */ shader_hw_rep,
4981 /* WINED3DSIH_RET */ shader_hw_ret,
4982 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4983 /* WINED3DSIH_SETP */ NULL,
4984 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4985 /* WINED3DSIH_SGN */ shader_hw_sgn,
4986 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4987 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4988 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4989 /* WINED3DSIH_TEX */ pshader_hw_tex,
4990 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4991 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4992 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4993 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4994 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4995 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4996 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4997 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4998 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4999 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5000 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5001 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5002 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5003 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5004 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5005 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5006 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5007 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5008 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5009 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5010 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5013 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
5015 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
5017 WORD flag = (1 << idx);
5018 const local_constant *constant;
5019 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5021 if(This->baseShader.reg_maps.local_bool_consts & flag)
5023 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5024 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
5026 if (constant->idx == idx)
5028 return constant->value[0];
5031 ERR("Local constant not found\n");
5036 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5037 else bools = priv->cur_ps_args->bools;
5038 return bools & flag;
5042 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5043 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
5045 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5047 /* Integer constants can either be a local constant, or they can be stored in the shader
5048 * type specific compile args. */
5049 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
5051 const local_constant *constant;
5053 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
5055 if (constant->idx == idx)
5057 loop_control->count = constant->value[0];
5058 loop_control->start = constant->value[1];
5059 /* Step is signed. */
5060 loop_control->step = (int)constant->value[2];
5064 /* If this happens the flag was set incorrectly */
5065 ERR("Local constant not found\n");
5066 loop_control->count = 0;
5067 loop_control->start = 0;
5068 loop_control->step = 0;
5072 switch (This->baseShader.reg_maps.shader_version.type)
5074 case WINED3D_SHADER_TYPE_VERTEX:
5075 /* Count and aL start value are unsigned */
5076 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5077 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5078 /* Step is signed. */
5079 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5082 case WINED3D_SHADER_TYPE_PIXEL:
5083 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5084 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5085 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5089 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
5094 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5097 struct wined3d_shader_dst_param *dst_param = NULL;
5098 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5099 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5102 ERR("Out of memory\n");
5107 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5108 if(!dst_param) goto free;
5109 *dst_param = *ins->dst;
5110 if(ins->dst->reg.rel_addr)
5112 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5113 if(!rel_addr) goto free;
5114 *rel_addr = *ins->dst->reg.rel_addr;
5115 dst_param->reg.rel_addr = rel_addr;
5117 rec->ins.dst = dst_param;
5119 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5120 if(!src_param) goto free;
5121 for(i = 0; i < ins->src_count; i++)
5123 src_param[i] = ins->src[i];
5124 if(ins->src[i].reg.rel_addr)
5126 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5127 if(!rel_addr) goto free;
5128 *rel_addr = *ins->src[i].reg.rel_addr;
5129 src_param[i].reg.rel_addr = rel_addr;
5132 rec->ins.src = src_param;
5133 list_add_tail(list, &rec->entry);
5137 ERR("Out of memory\n");
5140 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5141 HeapFree(GetProcessHeap(), 0, dst_param);
5145 for(i = 0; i < ins->src_count; i++)
5147 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5149 HeapFree(GetProcessHeap(), 0, src_param);
5151 HeapFree(GetProcessHeap(), 0, rec);
5154 static void free_recorded_instruction(struct list *list)
5156 struct recorded_instruction *rec_ins, *entry2;
5159 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5161 list_remove(&rec_ins->entry);
5162 if(rec_ins->ins.dst)
5164 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5165 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5167 if(rec_ins->ins.src)
5169 for(i = 0; i < rec_ins->ins.src_count; i++)
5171 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5173 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5175 HeapFree(GetProcessHeap(), 0, rec_ins);
5179 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5180 SHADER_HANDLER hw_fct;
5181 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5182 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
5183 struct control_frame *control_frame;
5184 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5187 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5189 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5190 list_add_head(&priv->control_frames, &control_frame->entry);
5192 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5193 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5195 if(priv->target_version >= NV2)
5197 control_frame->no.loop = priv->num_loops++;
5202 /* Don't bother recording when we're in a not used if branch */
5208 if(!priv->recording)
5210 list_init(&priv->record);
5211 priv->recording = TRUE;
5212 control_frame->outer_loop = TRUE;
5213 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
5214 return; /* Instruction is handled */
5216 /* Record this loop in the outer loop's recording */
5219 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5221 if(priv->target_version >= NV2)
5223 /* Nothing to do. The control frame is popped after the HW instr handler */
5227 struct list *e = list_head(&priv->control_frames);
5228 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5229 list_remove(&control_frame->entry);
5231 if(control_frame->outer_loop)
5233 unsigned int iteration;
5237 /* Turn off recording before playback */
5238 priv->recording = FALSE;
5240 /* Move the recorded instructions to a separate list and get them out of the private data
5241 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5242 * be recorded again, thus priv->record might be overwritten
5245 list_move_tail(©, &priv->record);
5246 list_init(&priv->record);
5248 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5250 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5251 control_frame->loop_control.count, control_frame->loop_control.start,
5252 control_frame->loop_control.step);
5253 aL = control_frame->loop_control.start;
5257 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5260 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5262 struct recorded_instruction *rec_ins;
5263 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5266 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5270 shader_addline(buffer, "#Iteration %u\n", iteration);
5273 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
5275 shader_arb_handle_instruction(&rec_ins->ins);
5278 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5280 aL += control_frame->loop_control.step;
5283 shader_addline(buffer, "#end loop/rep\n");
5285 free_recorded_instruction(©);
5286 HeapFree(GetProcessHeap(), 0, control_frame);
5287 return; /* Instruction is handled */
5291 /* This is a nested loop. Proceed to the normal recording function */
5292 HeapFree(GetProcessHeap(), 0, control_frame);
5299 record_instruction(&priv->record, ins);
5304 if(ins->handler_idx == WINED3DSIH_IF)
5306 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5307 list_add_head(&priv->control_frames, &control_frame->entry);
5308 control_frame->type = IF;
5310 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
5311 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5312 if (!priv->muted && !bool_const)
5314 shader_addline(buffer, "#if(FALSE){\n");
5316 control_frame->muting = TRUE;
5318 else shader_addline(buffer, "#if(TRUE) {\n");
5320 return; /* Instruction is handled */
5322 else if(ins->handler_idx == WINED3DSIH_IFC)
5324 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5325 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5326 control_frame->type = IFC;
5327 control_frame->no.ifc = priv->num_ifcs++;
5328 list_add_head(&priv->control_frames, &control_frame->entry);
5330 else if(ins->handler_idx == WINED3DSIH_ELSE)
5332 struct list *e = list_head(&priv->control_frames);
5333 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5335 if(control_frame->type == IF)
5337 shader_addline(buffer, "#} else {\n");
5338 if(!priv->muted && !control_frame->muting)
5341 control_frame->muting = TRUE;
5343 else if(control_frame->muting) priv->muted = FALSE;
5344 return; /* Instruction is handled. */
5346 /* In case of an ifc, generate a HW shader instruction */
5348 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5350 struct list *e = list_head(&priv->control_frames);
5351 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5353 if(control_frame->type == IF)
5355 shader_addline(buffer, "#} endif\n");
5356 if(control_frame->muting) priv->muted = FALSE;
5357 list_remove(&control_frame->entry);
5358 HeapFree(GetProcessHeap(), 0, control_frame);
5359 return; /* Instruction is handled */
5363 if(priv->muted) return;
5365 /* Select handler */
5366 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5368 /* Unhandled opcode */
5371 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5376 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5378 struct list *e = list_head(&priv->control_frames);
5379 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5380 list_remove(&control_frame->entry);
5381 HeapFree(GetProcessHeap(), 0, control_frame);
5384 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5386 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5387 struct list *e = list_head(&priv->control_frames);
5388 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5389 list_remove(&control_frame->entry);
5390 HeapFree(GetProcessHeap(), 0, control_frame);
5394 shader_arb_add_instruction_modifiers(ins);
5397 const shader_backend_t arb_program_shader_backend = {
5398 shader_arb_handle_instruction,
5400 shader_arb_select_depth_blt,
5401 shader_arb_deselect_depth_blt,
5402 shader_arb_update_float_vertex_constants,
5403 shader_arb_update_float_pixel_constants,
5404 shader_arb_load_constants,
5405 shader_arb_load_np2fixup_constants,
5409 shader_arb_dirty_const,
5410 shader_arb_get_caps,
5411 shader_arb_color_fixup_supported,
5414 /* ARB_fragment_program fixed function pipeline replacement definitions */
5415 #define ARB_FFP_CONST_TFACTOR 0
5416 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5417 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5418 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5419 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5421 struct arbfp_ffp_desc
5423 struct ffp_frag_desc parent;
5425 unsigned int num_textures_used;
5428 /* Context activation is done by the caller. */
5429 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5432 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5433 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5435 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5436 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5441 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5442 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5443 struct shader_arb_priv *priv;
5444 /* Share private data between the shader backend and the pipeline replacement, if both
5445 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5446 * if no pixel shader is bound or not
5448 if(This->shader_backend == &arb_program_shader_backend) {
5449 This->fragment_priv = This->shader_priv;
5451 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5452 if(!This->fragment_priv) return E_OUTOFMEMORY;
5454 priv = This->fragment_priv;
5455 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5457 ERR("Failed to initialize rbtree.\n");
5458 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5459 return E_OUTOFMEMORY;
5461 priv->use_arbfp_fixed_func = TRUE;
5465 /* Context activation is done by the caller. */
5466 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5468 const struct wined3d_gl_info *gl_info = context;
5469 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5472 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5473 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5474 HeapFree(GetProcessHeap(), 0, entry_arb);
5478 /* Context activation is done by the caller. */
5479 static void arbfp_free(IWineD3DDevice *iface) {
5480 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5481 struct shader_arb_priv *priv = This->fragment_priv;
5483 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5484 priv->use_arbfp_fixed_func = FALSE;
5486 if(This->shader_backend != &arb_program_shader_backend) {
5487 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5491 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5493 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5494 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5495 WINED3DTEXOPCAPS_SELECTARG1 |
5496 WINED3DTEXOPCAPS_SELECTARG2 |
5497 WINED3DTEXOPCAPS_MODULATE4X |
5498 WINED3DTEXOPCAPS_MODULATE2X |
5499 WINED3DTEXOPCAPS_MODULATE |
5500 WINED3DTEXOPCAPS_ADDSIGNED2X |
5501 WINED3DTEXOPCAPS_ADDSIGNED |
5502 WINED3DTEXOPCAPS_ADD |
5503 WINED3DTEXOPCAPS_SUBTRACT |
5504 WINED3DTEXOPCAPS_ADDSMOOTH |
5505 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5506 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5507 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5508 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5509 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5510 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5511 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5512 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5513 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5514 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5515 WINED3DTEXOPCAPS_MULTIPLYADD |
5516 WINED3DTEXOPCAPS_LERP |
5517 WINED3DTEXOPCAPS_BUMPENVMAP |
5518 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5520 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5522 caps->MaxTextureBlendStages = 8;
5523 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5526 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5528 const struct wined3d_gl_info *gl_info = context->gl_info;
5529 IWineD3DDeviceImpl *device = stateblock->device;
5532 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5533 * application provided constants
5535 if(device->shader_backend == &arb_program_shader_backend) {
5536 if (use_ps(stateblock)) return;
5538 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5539 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5542 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
5543 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5544 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5548 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5550 const struct wined3d_gl_info *gl_info = context->gl_info;
5551 IWineD3DDeviceImpl *device = stateblock->device;
5554 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5555 * application provided constants
5557 if(device->shader_backend == &arb_program_shader_backend) {
5558 if (use_ps(stateblock)) return;
5560 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5561 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5564 if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
5566 /* The specular color has no alpha */
5567 col[0] = 1.0f; col[1] = 1.0f;
5568 col[2] = 1.0f; col[3] = 0.0f;
5570 col[0] = 0.0f; col[1] = 0.0f;
5571 col[2] = 0.0f; col[3] = 0.0f;
5573 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5574 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5577 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5579 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5580 const struct wined3d_gl_info *gl_info = context->gl_info;
5581 IWineD3DDeviceImpl *device = stateblock->device;
5584 if (use_ps(stateblock))
5586 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)stateblock->pixelShader;
5587 if (stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
5589 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5592 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5593 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5596 if(device->shader_backend == &arb_program_shader_backend) {
5597 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5600 } else if(device->shader_backend == &arb_program_shader_backend) {
5601 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5602 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5605 mat[0][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
5606 mat[0][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
5607 mat[1][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
5608 mat[1][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
5610 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5611 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5614 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5616 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5617 const struct wined3d_gl_info *gl_info = context->gl_info;
5618 IWineD3DDeviceImpl *device = stateblock->device;
5621 if (use_ps(stateblock))
5623 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)stateblock->pixelShader;
5624 if (stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
5626 /* The pixel shader has to know the luminance offset. Do a constants update if it
5627 * isn't scheduled anyway
5629 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5630 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5633 if(device->shader_backend == &arb_program_shader_backend) {
5634 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5637 } else if(device->shader_backend == &arb_program_shader_backend) {
5638 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5639 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5642 param[0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
5643 param[1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
5647 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5648 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5651 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5655 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5657 switch(arg & WINED3DTA_SELECTMASK) {
5658 case WINED3DTA_DIFFUSE:
5659 ret = "fragment.color.primary"; break;
5661 case WINED3DTA_CURRENT:
5662 if (!stage) ret = "fragment.color.primary";
5666 case WINED3DTA_TEXTURE:
5668 case 0: ret = "tex0"; break;
5669 case 1: ret = "tex1"; break;
5670 case 2: ret = "tex2"; break;
5671 case 3: ret = "tex3"; break;
5672 case 4: ret = "tex4"; break;
5673 case 5: ret = "tex5"; break;
5674 case 6: ret = "tex6"; break;
5675 case 7: ret = "tex7"; break;
5676 default: ret = "unknown texture";
5680 case WINED3DTA_TFACTOR:
5681 ret = "tfactor"; break;
5683 case WINED3DTA_SPECULAR:
5684 ret = "fragment.color.secondary"; break;
5686 case WINED3DTA_TEMP:
5687 ret = "tempreg"; break;
5689 case WINED3DTA_CONSTANT:
5690 FIXME("Implement perstage constants\n");
5692 case 0: ret = "const0"; break;
5693 case 1: ret = "const1"; break;
5694 case 2: ret = "const2"; break;
5695 case 3: ret = "const3"; break;
5696 case 4: ret = "const4"; break;
5697 case 5: ret = "const5"; break;
5698 case 6: ret = "const6"; break;
5699 case 7: ret = "const7"; break;
5700 default: ret = "unknown constant";
5708 if(arg & WINED3DTA_COMPLEMENT) {
5709 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5710 if(argnum == 0) ret = "arg0";
5711 if(argnum == 1) ret = "arg1";
5712 if(argnum == 2) ret = "arg2";
5714 if(arg & WINED3DTA_ALPHAREPLICATE) {
5715 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5716 if(argnum == 0) ret = "arg0";
5717 if(argnum == 1) ret = "arg1";
5718 if(argnum == 2) ret = "arg2";
5723 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5724 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5726 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5727 unsigned int mul = 1;
5728 BOOL mul_final_dest = FALSE;
5730 if(color && alpha) dstmask = "";
5731 else if(color) dstmask = ".xyz";
5732 else dstmask = ".w";
5734 if(dst == tempreg) dstreg = "tempreg";
5735 else dstreg = "ret";
5737 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5738 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5739 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5742 case WINED3DTOP_DISABLE:
5743 if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5746 case WINED3DTOP_SELECTARG2:
5748 case WINED3DTOP_SELECTARG1:
5749 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5752 case WINED3DTOP_MODULATE4X:
5754 case WINED3DTOP_MODULATE2X:
5756 if (!strcmp(dstreg, "result.color"))
5759 mul_final_dest = TRUE;
5761 case WINED3DTOP_MODULATE:
5762 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5765 case WINED3DTOP_ADDSIGNED2X:
5767 if (!strcmp(dstreg, "result.color"))
5770 mul_final_dest = TRUE;
5772 case WINED3DTOP_ADDSIGNED:
5773 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5775 case WINED3DTOP_ADD:
5776 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5779 case WINED3DTOP_SUBTRACT:
5780 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5783 case WINED3DTOP_ADDSMOOTH:
5784 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5785 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5788 case WINED3DTOP_BLENDCURRENTALPHA:
5789 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5790 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5792 case WINED3DTOP_BLENDFACTORALPHA:
5793 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5794 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5796 case WINED3DTOP_BLENDTEXTUREALPHA:
5797 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5798 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5800 case WINED3DTOP_BLENDDIFFUSEALPHA:
5801 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5802 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5805 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5806 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5807 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5808 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5811 /* D3DTOP_PREMODULATE ???? */
5813 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5814 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5815 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5817 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5818 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5820 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5821 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5822 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5824 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5825 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5828 case WINED3DTOP_DOTPRODUCT3:
5830 if (!strcmp(dstreg, "result.color"))
5833 mul_final_dest = TRUE;
5835 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5836 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5837 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5840 case WINED3DTOP_MULTIPLYADD:
5841 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5844 case WINED3DTOP_LERP:
5845 /* The msdn is not quite right here */
5846 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5849 case WINED3DTOP_BUMPENVMAP:
5850 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5851 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5855 FIXME("Unhandled texture op %08x\n", op);
5859 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5860 } else if(mul == 4) {
5861 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5865 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5867 const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
5869 struct wined3d_shader_buffer buffer;
5870 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5871 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5872 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5873 const char *textype;
5874 const char *instr, *sat;
5875 char colorcor_dst[8];
5877 DWORD arg0, arg1, arg2;
5878 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5880 const char *final_combiner_src = "ret";
5883 /* Find out which textures are read */
5884 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5885 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5886 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5887 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5888 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5889 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5890 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5891 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5893 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5894 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5895 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5896 bump_used[stage] = TRUE;
5897 tex_read[stage] = TRUE;
5899 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5900 bump_used[stage] = TRUE;
5901 tex_read[stage] = TRUE;
5902 luminance_used[stage] = TRUE;
5903 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5904 tfactor_used = TRUE;
5907 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5908 tfactor_used = TRUE;
5911 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5912 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5913 tempreg_used = TRUE;
5916 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5917 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5918 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5919 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5920 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5921 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5922 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5924 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5925 tempreg_used = TRUE;
5927 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5928 tfactor_used = TRUE;
5933 if (!shader_buffer_init(&buffer))
5935 ERR("Failed to initialize shader buffer.\n");
5939 shader_addline(&buffer, "!!ARBfp1.0\n");
5941 switch(settings->fog) {
5942 case FOG_OFF: break;
5943 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5944 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5945 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5946 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5949 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5950 shader_addline(&buffer, "TEMP TMP;\n");
5951 shader_addline(&buffer, "TEMP ret;\n");
5952 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5953 shader_addline(&buffer, "TEMP arg0;\n");
5954 shader_addline(&buffer, "TEMP arg1;\n");
5955 shader_addline(&buffer, "TEMP arg2;\n");
5956 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5957 if(!tex_read[stage]) continue;
5958 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5959 if(!bump_used[stage]) continue;
5960 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5961 if(!luminance_used[stage]) continue;
5962 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5965 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5967 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5969 if(settings->sRGB_write) {
5970 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5971 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5972 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5973 srgb_sub_high, 0.0, 0.0, 0.0);
5976 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5978 /* Generate texture sampling instructions) */
5979 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5980 if(!tex_read[stage]) continue;
5982 switch(settings->op[stage].tex_type) {
5983 case tex_1d: textype = "1D"; break;
5984 case tex_2d: textype = "2D"; break;
5985 case tex_3d: textype = "3D"; break;
5986 case tex_cube: textype = "CUBE"; break;
5987 case tex_rect: textype = "RECT"; break;
5988 default: textype = "unexpected_textype"; break;
5991 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5992 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5998 if(settings->op[stage].projected == proj_none) {
6000 } else if(settings->op[stage].projected == proj_count4 ||
6001 settings->op[stage].projected == proj_count3) {
6004 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6009 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6010 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6011 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6012 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6013 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6014 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6016 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6017 * so multiply the displacement with the dividing parameter before passing it to TXP
6019 if (settings->op[stage].projected != proj_none) {
6020 if(settings->op[stage].projected == proj_count4) {
6021 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6022 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6024 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6025 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6028 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6031 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6032 instr, sat, stage, stage, textype);
6033 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6034 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6035 stage - 1, stage - 1, stage - 1);
6036 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6038 } else if(settings->op[stage].projected == proj_count3) {
6039 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6040 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6041 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6042 instr, sat, stage, stage, textype);
6044 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6045 instr, sat, stage, stage, stage, textype);
6048 sprintf(colorcor_dst, "tex%u", stage);
6049 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6050 settings->op[stage].color_fixup);
6053 /* Generate the main shader */
6054 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6056 if (settings->op[stage].cop == WINED3DTOP_DISABLE)
6058 if (!stage) final_combiner_src = "fragment.color.primary";
6062 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6063 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6064 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6065 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6066 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6067 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6068 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6069 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6070 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6071 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6072 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6073 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6075 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
6076 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6077 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6078 settings->op[stage].carg2 == settings->op[stage].aarg2;
6081 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6082 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6083 settings->op[stage].cop, settings->op[stage].carg0,
6084 settings->op[stage].carg1, settings->op[stage].carg2);
6086 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6090 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6091 settings->op[stage].cop, settings->op[stage].carg0,
6092 settings->op[stage].carg1, settings->op[stage].carg2);
6094 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6095 settings->op[stage].cop, settings->op[stage].carg0,
6096 settings->op[stage].carg1, settings->op[stage].carg2);
6097 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6098 settings->op[stage].aop, settings->op[stage].aarg0,
6099 settings->op[stage].aarg1, settings->op[stage].aarg2);
6103 if(settings->sRGB_write) {
6104 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6105 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6106 shader_addline(&buffer, "MOV result.color, ret;\n");
6108 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6112 shader_addline(&buffer, "END\n");
6114 /* Generate the shader */
6115 GL_EXTCALL(glGenProgramsARB(1, &ret));
6116 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6117 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6118 strlen(buffer.buffer), buffer.buffer));
6119 checkGLcall("glProgramStringARB()");
6121 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6124 FIXME("Fragment program error at position %d: %s\n\n", pos,
6125 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6126 shader_arb_dump_program_source(buffer.buffer);
6132 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6133 checkGLcall("glGetProgramivARB()");
6134 if (!native) WARN("Program exceeds native resource limits.\n");
6137 shader_buffer_free(&buffer);
6141 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6143 const struct wined3d_gl_info *gl_info = context->gl_info;
6144 IWineD3DDeviceImpl *device = stateblock->device;
6145 struct shader_arb_priv *priv = device->fragment_priv;
6146 BOOL use_pshader = use_ps(stateblock);
6147 BOOL use_vshader = use_vs(stateblock);
6148 struct ffp_frag_settings settings;
6149 const struct arbfp_ffp_desc *desc;
6152 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
6154 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6155 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6156 /* Reload fixed function constants since they collide with the pixel shader constants */
6157 for(i = 0; i < MAX_TEXTURES; i++) {
6158 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6160 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6161 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6162 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6163 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6169 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6170 gen_ffp_frag_op(stateblock, &settings, FALSE);
6171 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6173 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6176 ERR("Out of memory\n");
6179 new_desc->num_textures_used = 0;
6180 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6182 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6183 new_desc->num_textures_used = i;
6186 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6187 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6188 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6189 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6193 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6194 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6197 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6198 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6199 priv->current_fprogram_id = desc->shader;
6201 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6202 /* Reload fixed function constants since they collide with the pixel shader constants */
6203 for(i = 0; i < MAX_TEXTURES; i++) {
6204 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6206 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6207 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6209 context->last_was_pshader = FALSE;
6211 context->last_was_pshader = TRUE;
6214 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6215 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6216 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6217 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6218 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6220 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6223 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6224 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6226 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6227 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6229 if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6232 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6233 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6234 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6235 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6236 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6238 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6240 enum fogsource new_source;
6242 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
6244 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6245 fragment_prog_arbfp(state, stateblock, context);
6248 if (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) return;
6250 if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
6252 if(use_vs(stateblock)) {
6253 new_source = FOGSOURCE_VS;
6257 if (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6258 new_source = FOGSOURCE_COORD;
6260 new_source = FOGSOURCE_FFP;
6263 new_source = FOGSOURCE_FFP;
6265 if(new_source != context->fog_source) {
6266 context->fog_source = new_source;
6267 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6271 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6273 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6274 fragment_prog_arbfp(state, stateblock, context);
6278 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6279 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6280 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6281 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6282 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6283 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6284 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6285 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6286 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6287 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6288 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6289 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6290 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6291 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6292 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6293 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6294 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6295 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6296 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6297 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6298 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6299 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6300 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6301 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6302 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6303 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6304 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6305 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6306 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6307 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6308 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6309 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6310 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6311 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6312 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6313 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6314 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6315 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6316 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6317 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6318 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6319 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6320 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6321 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6322 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6323 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6324 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6325 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6326 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6327 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6328 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6329 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6330 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6331 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6332 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6333 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6334 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6335 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6336 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6337 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6338 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6339 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6340 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6341 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6342 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6343 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6344 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6345 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6346 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6347 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6348 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6349 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6350 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6351 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6352 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6353 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6354 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6355 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6356 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6357 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6358 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6359 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6360 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6361 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6362 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6363 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6364 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6365 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6366 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6367 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6368 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6369 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6370 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6371 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6372 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6373 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6374 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6375 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6376 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6377 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6378 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6379 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6380 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6381 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6382 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6383 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6384 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6385 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6386 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6387 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6388 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6389 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6390 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6391 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6392 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6393 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6394 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6395 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6396 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6397 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6398 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6399 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6400 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6401 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6402 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6403 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6404 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6405 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6406 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6407 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6408 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6409 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6410 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6411 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6412 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6413 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6414 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6415 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6416 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6417 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6418 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6419 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6420 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6421 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6422 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6423 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6424 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6425 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6426 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6429 const struct fragment_pipeline arbfp_fragment_pipeline = {
6434 shader_arb_color_fixup_supported,
6435 arbfp_fragmentstate_template,
6436 TRUE /* We can disable projected textures */
6439 struct arbfp_blit_priv {
6440 GLenum yuy2_rect_shader, yuy2_2d_shader;
6441 GLenum uyvy_rect_shader, uyvy_2d_shader;
6442 GLenum yv12_rect_shader, yv12_2d_shader;
6443 GLenum p8_rect_shader, p8_2d_shader;
6444 GLuint palette_texture;
6447 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6448 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6449 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6450 if(!device->blit_priv) {
6451 ERR("Out of memory\n");
6452 return E_OUTOFMEMORY;
6457 /* Context activation is done by the caller. */
6458 static void arbfp_blit_free(IWineD3DDevice *iface) {
6459 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6460 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6461 struct arbfp_blit_priv *priv = device->blit_priv;
6464 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6465 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6466 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6467 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6468 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6469 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6470 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6471 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6472 checkGLcall("Delete yuv and p8 programs");
6474 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6477 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6478 device->blit_priv = NULL;
6481 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6482 GLenum textype, char *luminance)
6485 const char *tex, *texinstr;
6487 if (fixup == COMPLEX_FIXUP_UYVY) {
6495 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6496 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6498 /* This is more tricky than just replacing the texture type - we have to navigate
6499 * properly in the texture to find the correct chroma values
6501 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6505 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6506 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6507 * filtering when we sample the texture.
6509 * These are the rules for reading the chroma:
6515 * So we have to get the sampling x position in non-normalized coordinates in integers
6517 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6518 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6519 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6521 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6523 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6524 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6527 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6528 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6530 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6531 * even and odd pixels respectively
6533 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6534 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6536 /* Sample Pixel 1 */
6537 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6539 /* Put the value into either of the chroma values */
6540 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6541 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6542 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6543 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6545 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6546 * the pixel right to the current one. Otherwise, sample the left pixel.
6547 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6549 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6550 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6551 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6553 /* Put the value into the other chroma */
6554 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6555 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6556 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6557 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6559 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6560 * the current one and lerp the two U and V values
6563 /* This gives the correctly filtered luminance value */
6564 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6569 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6574 case GL_TEXTURE_2D: tex = "2D"; break;
6575 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6577 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6581 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6582 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6583 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6584 * pitch of the luminance plane, the packing into the gl texture is a bit
6585 * unfortunate. If the whole texture is interpreted as luminance data it looks
6586 * approximately like this:
6588 * +----------------------------------+----
6600 * +----------------+-----------------+----
6602 * | U even rows | U odd rows |
6604 * +----------------+------------------ -
6606 * | V even rows | V odd rows |
6608 * +----------------+-----------------+----
6612 * So it appears as if there are 4 chroma images, but in fact the odd rows
6613 * in the chroma images are in the same row as the even ones. So its is
6614 * kinda tricky to read
6616 * When reading from rectangle textures, keep in mind that the input y coordinates
6617 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6619 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6620 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6622 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6623 /* the chroma planes have only half the width */
6624 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6626 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6627 * the coordinate. Also read the right side of the image when reading odd lines
6629 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6632 if(textype == GL_TEXTURE_2D) {
6634 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6636 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6638 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6639 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6641 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6642 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6643 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6644 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6645 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6647 /* clamp, keep the half pixel origin in mind */
6648 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6649 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6650 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6651 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6653 /* Read from [size - size+size/4] */
6654 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6655 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6657 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6658 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6659 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6660 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6661 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6662 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6664 /* Make sure to read exactly from the pixel center */
6665 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6666 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6669 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6670 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6671 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6672 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6673 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6675 /* Read the texture, put the result into the output register */
6676 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6677 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6679 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6680 * No need to clamp because we're just reusing the already clamped value from above
6682 if(textype == GL_TEXTURE_2D) {
6683 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6685 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6687 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6688 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6690 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6691 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6692 * values due to filtering
6694 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6695 if(textype == GL_TEXTURE_2D) {
6696 /* Multiply the y coordinate by 2/3 and clamp it */
6697 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6698 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6699 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6700 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6702 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6703 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6706 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6707 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6708 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6715 static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
6717 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6719 struct wined3d_shader_buffer buffer;
6720 struct arbfp_blit_priv *priv = device->blit_priv;
6724 if (!shader_buffer_init(&buffer))
6726 ERR("Failed to initialize shader buffer.\n");
6731 GL_EXTCALL(glGenProgramsARB(1, &shader));
6732 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6735 shader_buffer_free(&buffer);
6739 shader_addline(&buffer, "!!ARBfp1.0\n");
6740 shader_addline(&buffer, "TEMP index;\n");
6742 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6743 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6745 /* The alpha-component contains the palette index */
6746 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6747 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6749 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6751 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6752 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6754 /* Use the alpha-component as an index in the palette to get the final color */
6755 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6756 shader_addline(&buffer, "END\n");
6759 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6760 strlen(buffer.buffer), buffer.buffer));
6761 checkGLcall("glProgramStringARB()");
6763 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6766 FIXME("Fragment program error at position %d: %s\n\n", pos,
6767 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6768 shader_arb_dump_program_source(buffer.buffer);
6771 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6772 priv->p8_rect_shader = shader;
6774 priv->p8_2d_shader = shader;
6776 shader_buffer_free(&buffer);
6782 /* Context activation is done by the caller. */
6783 static void upload_palette(IWineD3DSurfaceImpl *surface)
6786 IWineD3DDeviceImpl *device = surface->resource.device;
6787 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6788 struct arbfp_blit_priv *priv = device->blit_priv;
6789 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6791 d3dfmt_p8_init_palette(surface, table, colorkey);
6794 if (!priv->palette_texture)
6795 glGenTextures(1, &priv->palette_texture);
6797 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6798 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6800 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6802 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6803 /* Make sure we have discrete color levels. */
6804 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6805 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6806 /* Upload the palette */
6807 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6808 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6810 /* Switch back to unit 0 in which the 2D texture will be stored. */
6811 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6815 /* Context activation is done by the caller. */
6816 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum complex_fixup yuv_fixup, GLenum textype)
6818 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6820 struct wined3d_shader_buffer buffer;
6821 char luminance_component;
6822 struct arbfp_blit_priv *priv = device->blit_priv;
6826 if (!shader_buffer_init(&buffer))
6828 ERR("Failed to initialize shader buffer.\n");
6833 GL_EXTCALL(glGenProgramsARB(1, &shader));
6834 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6835 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6836 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6839 shader_buffer_free(&buffer);
6843 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6844 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6845 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6846 * each single pixel it contains, and one U and one V value shared between both
6849 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6850 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6851 * take the format into account when generating the read swizzles
6853 * Reading the Y value is straightforward - just sample the texture. The hardware
6854 * takes care of filtering in the horizontal and vertical direction.
6856 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6857 * because that would mix the U and V values of one pixel or two adjacent pixels.
6858 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6859 * regardless of the filtering setting. Vertical filtering works automatically
6860 * though - the U and V values of two rows are mixed nicely.
6862 * Appart of avoiding filtering issues, the code has to know which value it just
6863 * read, and where it can find the other one. To determine this, it checks if
6864 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6866 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6867 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6869 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6870 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6871 * in an unfiltered situation. Finding the luminance on the other hand requires
6872 * finding out if it is an odd or even pixel. The real drawback of this approach
6873 * is filtering. This would have to be emulated completely in the shader, reading
6874 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6875 * vertically. Beyond that it would require adjustments to the texture handling
6876 * code to deal with the width scaling
6878 shader_addline(&buffer, "!!ARBfp1.0\n");
6879 shader_addline(&buffer, "TEMP luminance;\n");
6880 shader_addline(&buffer, "TEMP temp;\n");
6881 shader_addline(&buffer, "TEMP chroma;\n");
6882 shader_addline(&buffer, "TEMP texcrd;\n");
6883 shader_addline(&buffer, "TEMP texcrd2;\n");
6884 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6885 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6886 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6890 case COMPLEX_FIXUP_UYVY:
6891 case COMPLEX_FIXUP_YUY2:
6892 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6894 shader_buffer_free(&buffer);
6899 case COMPLEX_FIXUP_YV12:
6900 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6902 shader_buffer_free(&buffer);
6908 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6909 shader_buffer_free(&buffer);
6913 /* Calculate the final result. Formula is taken from
6914 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6915 * ranges from -0.5 to 0.5
6917 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6919 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6920 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6921 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6922 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6923 shader_addline(&buffer, "END\n");
6926 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6927 strlen(buffer.buffer), buffer.buffer));
6928 checkGLcall("glProgramStringARB()");
6930 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6933 FIXME("Fragment program error at position %d: %s\n\n", pos,
6934 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6935 shader_arb_dump_program_source(buffer.buffer);
6941 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6942 checkGLcall("glGetProgramivARB()");
6943 if (!native) WARN("Program exceeds native resource limits.\n");
6946 shader_buffer_free(&buffer);
6951 case COMPLEX_FIXUP_YUY2:
6952 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6953 else priv->yuy2_2d_shader = shader;
6956 case COMPLEX_FIXUP_UYVY:
6957 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6958 else priv->uyvy_2d_shader = shader;
6961 case COMPLEX_FIXUP_YV12:
6962 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6963 else priv->yv12_2d_shader = shader;
6966 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
6972 /* Context activation is done by the caller. */
6973 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
6976 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6977 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6978 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
6979 struct arbfp_blit_priv *priv = device->blit_priv;
6980 enum complex_fixup fixup;
6981 GLenum textype = surface->texture_target;
6983 if (!is_complex_fixup(surface->resource.format->color_fixup))
6986 dump_color_fixup_desc(surface->resource.format->color_fixup);
6987 /* Don't bother setting up a shader for unconverted formats */
6990 checkGLcall("glEnable(textype)");
6995 fixup = get_complex_fixup(surface->resource.format->color_fixup);
6999 case COMPLEX_FIXUP_YUY2:
7000 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7003 case COMPLEX_FIXUP_UYVY:
7004 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7007 case COMPLEX_FIXUP_YV12:
7008 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7011 case COMPLEX_FIXUP_P8:
7012 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7013 if (!shader) shader = gen_p8_shader(device, textype);
7015 upload_palette(surface);
7019 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7022 checkGLcall("glEnable(textype)");
7027 if (!shader) shader = gen_yuv_shader(device, fixup, textype);
7030 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7031 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7032 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7033 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7034 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7035 checkGLcall("glProgramLocalParameter4fvARB");
7041 /* Context activation is done by the caller. */
7042 static void arbfp_blit_unset(IWineD3DDevice *iface) {
7043 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
7044 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7047 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7048 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7049 glDisable(GL_TEXTURE_2D);
7050 checkGLcall("glDisable(GL_TEXTURE_2D)");
7051 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7053 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7054 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7056 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7058 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7059 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7064 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
7065 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
7066 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
7068 enum complex_fixup src_fixup;
7070 if (blit_op != BLIT_OP_BLIT)
7072 TRACE("Unsupported blit_op=%d\n", blit_op);
7076 src_fixup = get_complex_fixup(src_format->color_fixup);
7077 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7079 TRACE("Checking support for fixup:\n");
7080 dump_color_fixup_desc(src_format->color_fixup);
7083 if (!is_identity_fixup(dst_format->color_fixup))
7085 TRACE("Destination fixups are not supported\n");
7089 if (is_identity_fixup(src_format->color_fixup))
7095 /* We only support YUV conversions. */
7096 if (!is_complex_fixup(src_format->color_fixup))
7098 TRACE("[FAILED]\n");
7104 case COMPLEX_FIXUP_YUY2:
7105 case COMPLEX_FIXUP_UYVY:
7106 case COMPLEX_FIXUP_YV12:
7107 case COMPLEX_FIXUP_P8:
7112 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7113 TRACE("[FAILED]\n");
7118 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
7119 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
7122 IWineD3DSwapChainImpl *dst_swapchain;
7123 struct wined3d_context *context;
7124 RECT dst_rect = *dst_rect_in;
7126 /* Now load the surface */
7127 surface_internal_preload(src_surface, SRGB_RGB);
7129 /* Activate the destination context, set it up for blitting */
7130 context = context_acquire(device, dst_surface);
7131 context_apply_blit_state(context, device);
7133 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
7134 * while OpenGL coordinates are window relative.
7135 * Also beware of the origin difference(top left vs bottom left).
7136 * Also beware that the front buffer's surface size is screen width x screen height,
7137 * whereas the real gl drawable size is the size of the window. */
7138 dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7139 ? dst_surface->container.u.swapchain : NULL;
7140 if (dst_swapchain && dst_surface == dst_swapchain->front_buffer)
7141 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
7143 arbfp_blit_set((IWineD3DDevice *)device, src_surface);
7147 /* Draw a textured quad */
7148 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7152 /* Leave the opengl state valid for blitting */
7153 arbfp_blit_unset((IWineD3DDevice *)device);
7155 if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7156 && (dst_surface == dst_swapchain->front_buffer
7157 || dst_swapchain->num_contexts > 1)))
7158 wglFlush(); /* Flush to ensure ordering across contexts. */
7160 context_release(context);
7162 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7166 /* Do not call while under the GL lock. */
7167 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
7168 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7170 FIXME("Color filling not implemented by arbfp_blit\n");
7171 return WINED3DERR_INVALIDCALL;
7174 const struct blit_shader arbfp_blit = {
7179 arbfp_blit_supported,
7180 arbfp_blit_color_fill