2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
46 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
47 if(!This->baseShader.reg_maps.usesmova) return FALSE;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
51 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
52 if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
53 gl_info->arb_vs_offset_limit || /* Have to init texcoords */
54 gl_info->set_texcoord_w) { /* Load the immval offset */
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
62 /* We use one PARAM for the pos fixup, and in some cases one to load
63 * some immediate values into the shader
65 if(need_helper_const(gl_info)) ret++;
66 if(need_mova_const(shader, gl_info)) ret++;
70 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
71 * so upload them above that
73 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
74 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
76 /* ARB_program_shader private data */
94 DWORD loop_control[3];
98 struct arb_ps_compile_args
100 struct ps_compile_args super;
101 DWORD bools; /* WORD is enough, use DWORD for alignment */
102 unsigned char loop_ctrl[MAX_CONST_I][3];
105 struct stb_const_desc
107 unsigned char texunit;
111 struct arb_ps_compiled_shader
113 struct arb_ps_compile_args args;
115 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
116 unsigned char numbumpenvmatconsts;
117 struct stb_const_desc luminanceconst[MAX_TEXTURES];
118 UINT int_consts[MAX_CONST_I];
123 struct arb_vs_compile_args
125 struct vs_compile_args super;
126 DWORD bools; /* WORD is enough, use DWORD for alignment */
127 unsigned char loop_ctrl[MAX_CONST_I][3];
130 struct arb_vs_compiled_shader
132 struct arb_vs_compile_args args;
134 UINT int_consts[MAX_CONST_I];
138 struct recorded_instruction
140 struct wined3d_shader_instruction ins;
144 struct shader_arb_ctx_priv
149 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
151 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
153 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
157 const struct arb_vs_compile_args *cur_vs_args;
158 const struct arb_ps_compile_args *cur_ps_args;
159 const struct arb_ps_compiled_shader *compiled_fprog;
160 const struct arb_vs_compiled_shader *compiled_vprog;
161 struct list control_frames;
165 unsigned int num_loops, loop_depth, num_ifcs;
169 struct arb_pshader_private {
170 struct arb_ps_compiled_shader *gl_shaders;
171 UINT num_gl_shaders, shader_array_size;
174 struct arb_vshader_private {
175 struct arb_vs_compiled_shader *gl_shaders;
176 UINT num_gl_shaders, shader_array_size;
179 struct shader_arb_priv
181 GLuint current_vprogram_id;
182 GLuint current_fprogram_id;
183 const struct arb_ps_compiled_shader *compiled_fprog;
184 const struct arb_vs_compiled_shader *compiled_vprog;
185 GLuint depth_blt_vprogram_id;
186 GLuint depth_blt_fprogram_id[tex_type_count];
187 BOOL use_arbfp_fixed_func;
188 struct wine_rb_tree fragment_shaders;
191 /********************************************************
192 * ARB_[vertex/fragment]_program helper functions follow
193 ********************************************************/
196 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
197 * When constant_list == NULL, it will load all the constants.
199 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
200 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
202 /* GL locking is done by the caller */
203 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
204 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
206 local_constant* lconst;
210 if (TRACE_ON(d3d_shader)) {
211 for(i = 0; i < max_constants; i++) {
212 if(!dirty_consts[i]) continue;
213 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
214 constants[i * 4 + 0], constants[i * 4 + 1],
215 constants[i * 4 + 2], constants[i * 4 + 3]);
218 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
219 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
222 for(i = 0; i < max_constants; i++) {
223 if(!dirty_consts[i]) continue;
227 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
228 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
229 else lcl_const[0] = constants[j + 0];
231 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
232 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
233 else lcl_const[1] = constants[j + 1];
235 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
236 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
237 else lcl_const[2] = constants[j + 2];
239 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
240 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
241 else lcl_const[3] = constants[j + 3];
243 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
246 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
247 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
248 * or just reloading *all* constants at once
250 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
252 for(i = 0; i < max_constants; i++) {
253 if(!dirty_consts[i]) continue;
255 /* Find the next block of dirty constants */
258 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
262 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
265 for(i = 0; i < max_constants; i++) {
266 if(dirty_consts[i]) {
268 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
273 checkGLcall("glProgramEnvParameter4fvARB()");
275 /* Load immediate constants */
276 if(This->baseShader.load_local_constsF) {
277 if (TRACE_ON(d3d_shader)) {
278 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
279 GLfloat* values = (GLfloat*)lconst->value;
280 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
281 values[0], values[1], values[2], values[3]);
284 /* Immediate constants are clamped for 1.X shaders at loading times */
286 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
287 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
288 ret = max(ret, lconst->idx + 1);
289 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
291 checkGLcall("glProgramEnvParameter4fvARB()");
292 return ret; /* The loaded immediate constants need reloading for the next shader */
294 return 0; /* No constants are dirty now */
299 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
301 static void shader_arb_load_np2fixup_constants(
302 IWineD3DDevice* device,
304 char useVertexShader) {
305 /* not implemented */
308 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
310 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
311 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
313 struct shader_arb_priv *priv = deviceImpl->shader_priv;
314 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
316 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
318 int texunit = gl_shader->bumpenvmatconst[i].texunit;
320 /* The state manager takes care that this function is always called if the bump env matrix changes */
321 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
322 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
324 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
326 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
327 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
328 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
329 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
331 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
332 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
335 checkGLcall("Load bumpmap consts\n");
337 if(gl_shader->num_int_consts == 0) return;
339 for(i = 0; i < MAX_CONST_I; i++)
341 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
344 val[0] = stateBlock->pixelShaderConstantI[4 * i];
345 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
346 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
349 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
352 checkGLcall("Load ps int consts\n");
354 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
356 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
357 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
362 val[0] = deviceImpl->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
363 val[1] = deviceImpl->render_offscreen ? 1.0 : -1.0;
366 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
367 checkGLcall("y correction loading\n");
371 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
373 IWineD3DStateBlockImpl* stateBlock;
374 const WineD3D_GL_Info *gl_info;
376 struct shader_arb_priv *priv = deviceImpl->shader_priv;
377 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
379 if(gl_shader->num_int_consts == 0) return;
381 gl_info = &deviceImpl->adapter->gl_info;
382 stateBlock = deviceImpl->stateBlock;
384 for(i = 0; i < MAX_CONST_I; i++)
386 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
389 val[0] = stateBlock->vertexShaderConstantI[4 * i];
390 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
391 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
394 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
397 checkGLcall("Load vs int consts\n");
401 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
403 * We only support float constants in ARB at the moment, so don't
404 * worry about the Integers or Booleans
406 /* GL locking is done by the caller (state handler) */
407 static void shader_arb_load_constants(
408 IWineD3DDevice* device,
410 char useVertexShader) {
412 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
413 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
414 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
416 if (useVertexShader) {
417 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
419 /* Load DirectX 9 float constants for vertex shader */
420 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
421 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
422 deviceImpl->highest_dirty_vs_const,
423 stateBlock->vertexShaderConstantF,
424 deviceImpl->activeContext->vshader_const_dirty);
426 /* Upload the position fixup */
427 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
429 shader_arb_vs_local_constants(deviceImpl);
432 if (usePixelShader) {
433 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
435 /* Load DirectX 9 float constants for pixel shader */
436 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
437 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
438 deviceImpl->highest_dirty_ps_const,
439 stateBlock->pixelShaderConstantF,
440 deviceImpl->activeContext->pshader_const_dirty);
441 shader_arb_ps_local_constants(deviceImpl);
445 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
447 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
449 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
450 * context. On a context switch the old context will be fully dirtified */
451 memset(This->activeContext->vshader_const_dirty + start, 1,
452 sizeof(*This->activeContext->vshader_const_dirty) * count);
453 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
456 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
458 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
460 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
461 * context. On a context switch the old context will be fully dirtified */
462 memset(This->activeContext->pshader_const_dirty + start, 1,
463 sizeof(*This->activeContext->pshader_const_dirty) * count);
464 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
467 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
471 const local_constant *lconst;
473 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
475 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
477 ERR("Out of memory\n");
481 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
482 ret[lconst->idx] = idx++;
487 /* Generate the variable & register declarations for the ARB_vertex_program output target */
488 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
489 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
491 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
492 DWORD i, next_local = 0;
493 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
494 unsigned max_constantsF;
495 const local_constant *lconst;
497 /* In pixel shaders, all private constants are program local, we don't need anything
498 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
499 * If we need a private constant the GL implementation will squeeze it in somewhere
501 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
502 * immediate values. The posFixup is loaded using program.env for now, so always
503 * subtract one from the number of constants. If the shader uses indirect addressing,
504 * account for the helper const too because we have to declare all availabke d3d constants
505 * and don't know which are actually used.
508 max_constantsF = GL_LIMITS(pshader_constantsF);
510 if(This->baseShader.reg_maps.usesrelconstF) {
511 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
512 if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) max_constantsF -= GL_LIMITS(clipplanes);
513 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
515 max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
519 for(i = 0; i < This->baseShader.limits.temporary; i++) {
520 if (reg_maps->temporary[i])
521 shader_addline(buffer, "TEMP R%u;\n", i);
524 for (i = 0; i < This->baseShader.limits.address; i++) {
525 if (reg_maps->address[i])
526 shader_addline(buffer, "ADDRESS A%d;\n", i);
529 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
530 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
531 if (reg_maps->texcoord[i] && pshader)
532 shader_addline(buffer,"TEMP T%u;\n", i);
536 /* Load local constants using the program-local space,
537 * this avoids reloading them each time the shader is used
540 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
541 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
542 lconst_map[lconst->idx]);
543 next_local = max(next_local, lconst_map[lconst->idx] + 1);
547 /* we use the array-based constants array if the local constants are marked for loading,
548 * because then we use indirect addressing, or when the local constant list is empty,
549 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
550 * local constants do not declare the loaded constants as an array because ARB compilers usually
551 * do not optimize unused constants away
553 if(This->baseShader.reg_maps.usesrelconstF) {
554 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
555 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
556 max_constantsF, max_constantsF - 1);
558 for(i = 0; i < max_constantsF; i++) {
561 mask = 1 << (i & 0x1f);
562 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
563 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
571 static const char * const shift_tab[] = {
572 "dummy", /* 0 (none) */
573 "coefmul.x", /* 1 (x2) */
574 "coefmul.y", /* 2 (x4) */
575 "coefmul.z", /* 3 (x8) */
576 "coefmul.w", /* 4 (x16) */
577 "dummy", /* 5 (x32) */
578 "dummy", /* 6 (x64) */
579 "dummy", /* 7 (x128) */
580 "dummy", /* 8 (d256) */
581 "dummy", /* 9 (d128) */
582 "dummy", /* 10 (d64) */
583 "dummy", /* 11 (d32) */
584 "coefdiv.w", /* 12 (d16) */
585 "coefdiv.z", /* 13 (d8) */
586 "coefdiv.y", /* 14 (d4) */
587 "coefdiv.x" /* 15 (d2) */
590 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
591 const struct wined3d_shader_dst_param *dst, char *write_mask)
593 char *ptr = write_mask;
595 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
598 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
599 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
600 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
601 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
607 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
609 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
610 * but addressed as "rgba". To fix this we need to swap the register's x
611 * and z components. */
612 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
613 char *ptr = swizzle_str;
615 /* swizzle bits fields: wwzzyyxx */
616 DWORD swizzle = param->swizzle;
617 DWORD swizzle_x = swizzle & 0x03;
618 DWORD swizzle_y = (swizzle >> 2) & 0x03;
619 DWORD swizzle_z = (swizzle >> 4) & 0x03;
620 DWORD swizzle_w = (swizzle >> 6) & 0x03;
622 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
623 * generate a swizzle string. Unless we need to our own swizzling. */
624 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
627 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
628 *ptr++ = swizzle_chars[swizzle_x];
630 *ptr++ = swizzle_chars[swizzle_x];
631 *ptr++ = swizzle_chars[swizzle_y];
632 *ptr++ = swizzle_chars[swizzle_z];
633 *ptr++ = swizzle_chars[swizzle_w];
640 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
642 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
643 SHADER_BUFFER *buffer = ins->ctx->buffer;
645 if(strcmp(priv->addr_reg, src) == 0) return;
647 strcpy(priv->addr_reg, src);
648 shader_addline(buffer, "ARL A0.x, %s;\n", src);
651 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
652 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
654 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
655 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
657 /* oPos, oFog and oPts in D3D */
658 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
659 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
660 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
661 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
667 case WINED3DSPR_TEMP:
668 sprintf(register_name, "R%u", reg->idx);
671 case WINED3DSPR_INPUT:
674 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
675 else strcpy(register_name, "fragment.color.secondary");
679 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
680 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
684 case WINED3DSPR_CONST:
685 if (!pshader && reg->rel_addr)
689 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
690 if(This->baseShader.reg_maps.shader_version.major < 2) {
691 sprintf(rel_reg, "A0.x");
693 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
694 if(ctx->target_version == ARB) {
695 if(strcmp(rel_reg, "**aL_emul**") == 0) {
698 shader_arb_request_a0(ins, rel_reg);
699 sprintf(rel_reg, "A0.x");
704 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
705 else if (reg->idx >= rel_offset)
706 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
708 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
712 if (This->baseShader.reg_maps.usesrelconstF)
713 sprintf(register_name, "C[%u]", reg->idx);
715 sprintf(register_name, "C%u", reg->idx);
719 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
721 if(This->baseShader.reg_maps.shader_version.major == 1 &&
722 This->baseShader.reg_maps.shader_version.minor <= 3) {
723 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
724 * and as source to most instructions. For some instructions it is the texcoord
725 * input. Those instructions know about the special use
727 sprintf(register_name, "T%u", reg->idx);
729 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
730 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
735 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
737 sprintf(register_name, "A%u", reg->idx);
741 sprintf(register_name, "A%u_SHADOW", reg->idx);
746 case WINED3DSPR_COLOROUT:
749 if(ctx->cur_ps_args->super.srgb_correction)
751 strcpy(register_name, "TMP_COLOR");
755 strcpy(register_name, "result.color");
760 /* TODO: See GL_ARB_draw_buffers */
761 FIXME("Unsupported write to render target %u\n", reg->idx);
762 sprintf(register_name, "unsupported_register");
766 case WINED3DSPR_RASTOUT:
767 sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
770 case WINED3DSPR_DEPTHOUT:
771 strcpy(register_name, "result.depth");
774 case WINED3DSPR_ATTROUT:
775 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
776 else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
777 else strcpy(register_name, "result.color.secondary");
780 case WINED3DSPR_TEXCRDOUT:
781 if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
782 else sprintf(register_name, "result.texcoord[%u]", reg->idx);
785 case WINED3DSPR_LOOP:
786 if(ctx->target_version >= NV2)
788 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
789 if(pshader) sprintf(register_name, "A0.x");
790 else sprintf(register_name, "aL.y");
794 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
795 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
796 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
797 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
800 sprintf(register_name, "**aL_emul**");
805 case WINED3DSPR_CONSTINT:
806 sprintf(register_name, "I%u", reg->idx);
809 case WINED3DSPR_MISCTYPE:
812 sprintf(register_name, "vpos");
814 else if(reg->idx == 1)
816 sprintf(register_name, "fragment.facing.x");
820 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
825 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
826 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
831 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
832 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
834 char register_name[255];
838 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
839 strcpy(str, register_name);
841 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
842 strcat(str, write_mask);
845 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
847 switch(channel_source)
849 case CHANNEL_SOURCE_ZERO: return "0";
850 case CHANNEL_SOURCE_ONE: return "1";
851 case CHANNEL_SOURCE_X: return "x";
852 case CHANNEL_SOURCE_Y: return "y";
853 case CHANNEL_SOURCE_Z: return "z";
854 case CHANNEL_SOURCE_W: return "w";
856 FIXME("Unhandled channel source %#x\n", channel_source);
861 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
862 const char *one, const char *two, struct color_fixup_desc fixup)
866 if (is_yuv_fixup(fixup))
868 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
869 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
874 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
875 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
876 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
877 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
882 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
883 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
884 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
888 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
889 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
890 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
891 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
897 char *ptr = reg_mask;
899 if (mask != WINED3DSP_WRITEMASK_ALL)
902 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
903 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
904 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
905 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
909 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
913 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
916 const char *ret = "";
917 if (!ins->dst_count) return "";
919 mod = ins->dst[0].modifiers;
920 if(mod & WINED3DSPDM_SATURATE)
923 mod &= ~WINED3DSPDM_SATURATE;
925 if(mod & WINED3DSPDM_PARTIALPRECISION)
927 FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n");
928 mod &= ~WINED3DSPDM_PARTIALPRECISION;
930 if(mod & WINED3DSPDM_MSAMPCENTROID)
932 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
933 mod &= ~WINED3DSPDM_MSAMPCENTROID;
937 FIXME("Unknown modifiers 0x%08x\n", mod);
945 #define TEX_DERIV 0x10
947 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
948 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
950 SHADER_BUFFER *buffer = ins->ctx->buffer;
951 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
952 const char *tex_type;
953 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
954 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
955 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
956 const char *mod = shader_arb_get_modifier(ins);
958 switch(sampler_type) {
964 if(device->stateBlock->textures[sampler_idx] &&
965 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
970 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
972 if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
974 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
979 case WINED3DSTT_VOLUME:
983 case WINED3DSTT_CUBE:
988 ERR("Unexpected texture type %d\n", sampler_type);
992 if (flags & TEX_DERIV)
994 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivates\n");
995 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivates\n");
996 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
997 dsx, dsy,sampler_idx, tex_type);
999 else if(flags & TEX_LOD)
1001 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1002 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1003 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1004 sampler_idx, tex_type);
1006 else if (flags & TEX_BIAS)
1008 /* Shouldn't be possible, but let's check for it */
1009 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1010 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1011 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1013 else if (flags & TEX_PROJ)
1015 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1019 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1022 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1024 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1025 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1029 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1030 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1032 /* Generate a line that does the input modifier computation and return the input register to use */
1033 BOOL is_color = FALSE;
1037 SHADER_BUFFER *buffer = ins->ctx->buffer;
1038 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1040 /* Assume a new line will be added */
1043 /* Get register name */
1044 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1045 shader_arb_get_swizzle(src, is_color, swzstr);
1047 switch (src->modifiers)
1049 case WINED3DSPSM_NONE:
1050 sprintf(outregstr, "%s%s", regstr, swzstr);
1053 case WINED3DSPSM_NEG:
1054 sprintf(outregstr, "-%s%s", regstr, swzstr);
1057 case WINED3DSPSM_BIAS:
1058 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1060 case WINED3DSPSM_BIASNEG:
1061 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1063 case WINED3DSPSM_SIGN:
1064 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1066 case WINED3DSPSM_SIGNNEG:
1067 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1069 case WINED3DSPSM_COMP:
1070 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1072 case WINED3DSPSM_X2:
1073 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1075 case WINED3DSPSM_X2NEG:
1076 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1078 case WINED3DSPSM_DZ:
1079 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1080 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1082 case WINED3DSPSM_DW:
1083 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1084 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1086 case WINED3DSPSM_ABS:
1087 if(ctx->target_version >= NV2) {
1088 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1091 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1094 case WINED3DSPSM_ABSNEG:
1095 if(ctx->target_version >= NV2) {
1096 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1098 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1099 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1104 sprintf(outregstr, "%s%s", regstr, swzstr);
1108 /* Return modified or original register, with swizzle */
1110 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1113 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1115 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1116 SHADER_BUFFER *buffer = ins->ctx->buffer;
1118 char src_name[2][50];
1119 DWORD sampler_code = dst->reg.idx;
1121 shader_arb_get_dst_param(ins, dst, dst_name);
1123 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1125 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1126 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1129 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1130 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1131 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1132 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1133 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1135 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1136 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1139 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1141 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1142 SHADER_BUFFER *buffer = ins->ctx->buffer;
1144 char src_name[3][50];
1145 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1146 ins->ctx->reg_maps->shader_version.minor);
1148 shader_arb_get_dst_param(ins, dst, dst_name);
1149 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1151 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1152 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1154 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1156 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1157 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1158 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
1159 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n",
1160 shader_arb_get_modifier(ins), dst_name, src_name[1], src_name[2]);
1164 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1166 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1167 SHADER_BUFFER *buffer = ins->ctx->buffer;
1169 char src_name[3][50];
1171 shader_arb_get_dst_param(ins, dst, dst_name);
1173 /* Generate input register names (with modifiers) */
1174 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1175 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1176 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1178 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
1179 src_name[0], src_name[2], src_name[1]);
1182 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1183 * dst = dot2(src0, src1) + src2 */
1184 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1186 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1187 SHADER_BUFFER *buffer = ins->ctx->buffer;
1189 char src_name[3][50];
1190 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1192 shader_arb_get_dst_param(ins, dst, dst_name);
1193 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1194 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1196 if(ctx->target_version >= NV3)
1198 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1199 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1200 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1201 dst_name, src_name[0], src_name[1], src_name[2]);
1203 else if(ctx->target_version >= NV2)
1205 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1206 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1207 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1208 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1210 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1212 * .xyxy and other swizzles that we could get with this are not valid in
1213 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1215 struct wined3d_shader_src_param tmp_param = ins->src[1];
1216 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1217 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1219 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1221 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1222 dst_name, src_name[2], src_name[0], src_name[1]);
1226 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1227 /* 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]
1228 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1230 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1231 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1232 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1233 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1237 /* Map the opcode 1-to-1 to the GL code */
1238 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1240 SHADER_BUFFER *buffer = ins->ctx->buffer;
1241 const char *instruction;
1242 char arguments[256], dst_str[50];
1244 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1246 switch (ins->handler_idx)
1248 case WINED3DSIH_ABS: instruction = "ABS"; break;
1249 case WINED3DSIH_ADD: instruction = "ADD"; break;
1250 case WINED3DSIH_CRS: instruction = "XPD"; break;
1251 case WINED3DSIH_DP3: instruction = "DP3"; break;
1252 case WINED3DSIH_DP4: instruction = "DP4"; break;
1253 case WINED3DSIH_DST: instruction = "DST"; break;
1254 case WINED3DSIH_EXP: instruction = "EX2"; break;
1255 case WINED3DSIH_EXPP: instruction = "EXP"; break;
1256 case WINED3DSIH_FRC: instruction = "FRC"; break;
1257 case WINED3DSIH_LIT: instruction = "LIT"; break;
1258 case WINED3DSIH_LOG: instruction = "LG2"; break;
1259 case WINED3DSIH_LOGP: instruction = "LOG"; break;
1260 case WINED3DSIH_LRP: instruction = "LRP"; break;
1261 case WINED3DSIH_MAD: instruction = "MAD"; break;
1262 case WINED3DSIH_MAX: instruction = "MAX"; break;
1263 case WINED3DSIH_MIN: instruction = "MIN"; break;
1264 case WINED3DSIH_MOV: instruction = "MOV"; break;
1265 case WINED3DSIH_MUL: instruction = "MUL"; break;
1266 case WINED3DSIH_POW: instruction = "POW"; break;
1267 case WINED3DSIH_SGE: instruction = "SGE"; break;
1268 case WINED3DSIH_SLT: instruction = "SLT"; break;
1269 case WINED3DSIH_SUB: instruction = "SUB"; break;
1270 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1271 case WINED3DSIH_SGN: instruction = "SSG"; break;
1272 case WINED3DSIH_DSX: instruction = "DDX"; break;
1273 default: instruction = "";
1274 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1278 /* Note that shader_arb_add_dst_param() adds spaces. */
1279 arguments[0] = '\0';
1280 shader_arb_get_dst_param(ins, dst, dst_str);
1281 for (i = 0; i < ins->src_count; ++i)
1284 strcat(arguments, ", ");
1285 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1286 strcat(arguments, operand);
1288 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1291 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1293 SHADER_BUFFER *buffer = ins->ctx->buffer;
1294 shader_addline(buffer, "NOP;\n");
1297 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1299 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1300 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1301 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1303 SHADER_BUFFER *buffer = ins->ctx->buffer;
1304 char src0_param[256];
1306 if(ins->handler_idx == WINED3DSIH_MOVA) {
1307 struct wined3d_shader_src_param tmp_src = ins->src[0];
1310 if(ctx->target_version >= NV2) {
1311 shader_hw_map2gl(ins);
1314 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1315 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1316 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1318 /* This implements the mova formula used in GLSL. The first two instructions
1319 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1323 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1325 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1326 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1328 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1329 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1331 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1332 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1333 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1334 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1336 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1337 } else if (ins->ctx->reg_maps->shader_version.major == 1
1338 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1339 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1341 src0_param[0] = '\0';
1342 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1344 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1345 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1346 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1350 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1351 * with more than one component. Thus replicate the first source argument over all
1352 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1353 struct wined3d_shader_src_param tmp_src = ins->src[0];
1354 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1355 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1356 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1359 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1361 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1362 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1364 shader_addline(buffer, "#mov handled in srgb write code\n");
1367 shader_hw_map2gl(ins);
1371 shader_hw_map2gl(ins);
1375 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1377 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1378 SHADER_BUFFER *buffer = ins->ctx->buffer;
1381 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1382 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1384 shader_arb_get_dst_param(ins, dst, reg_dest);
1386 if (ins->ctx->reg_maps->shader_version.major >= 2)
1388 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1389 shader_arb_get_dst_param(ins, dst, reg_dest);
1390 shader_addline(buffer, "KIL %s;\n", reg_dest);
1392 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1393 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1395 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1396 * or pass in any temporary register(in shader phase 2)
1398 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1399 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1401 shader_arb_get_dst_param(ins, dst, reg_dest);
1403 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1404 shader_addline(buffer, "KIL TA;\n");
1408 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1410 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1411 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1412 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1413 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1414 ins->ctx->reg_maps->shader_version.minor);
1415 struct wined3d_shader_src_param src;
1419 DWORD reg_sampler_code;
1422 /* All versions have a destination register */
1423 shader_arb_get_dst_param(ins, dst, reg_dest);
1425 /* 1.0-1.4: Use destination register number as texture code.
1426 2.0+: Use provided sampler number as texure code. */
1427 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1428 reg_sampler_code = dst->reg.idx;
1430 reg_sampler_code = ins->src[1].reg.idx;
1432 /* 1.0-1.3: Use the texcoord varying.
1433 1.4+: Use provided coordinate source register. */
1434 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1435 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1437 /* TEX is the only instruction that can handle DW and DZ natively */
1439 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1440 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1441 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1445 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1446 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1447 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1449 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1452 if(reg_sampler_code < MAX_TEXTURES) {
1453 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1455 if (flags & WINED3DTTFF_PROJECTED) {
1456 myflags |= TEX_PROJ;
1459 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1461 DWORD src_mod = ins->src[0].modifiers;
1462 if (src_mod == WINED3DSPSM_DZ) {
1463 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1464 * varying register, so we need a temp reg
1466 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1467 strcpy(reg_coord, "TA");
1468 myflags |= TEX_PROJ;
1469 } else if(src_mod == WINED3DSPSM_DW) {
1470 myflags |= TEX_PROJ;
1473 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1474 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1476 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1479 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1481 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1482 SHADER_BUFFER *buffer = ins->ctx->buffer;
1483 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1484 ins->ctx->reg_maps->shader_version.minor);
1487 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1489 DWORD reg = dst->reg.idx;
1491 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1492 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1496 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1497 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1498 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1502 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1504 SHADER_BUFFER *buffer = ins->ctx->buffer;
1505 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1506 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1509 DWORD reg1 = ins->dst[0].reg.idx;
1513 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1514 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1515 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1516 /* Move .x first in case src_str is "TA" */
1517 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1518 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1519 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1520 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1523 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1525 SHADER_BUFFER *buffer = ins->ctx->buffer;
1527 DWORD reg1 = ins->dst[0].reg.idx;
1531 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1532 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1533 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1534 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1535 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1536 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1539 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1541 DWORD reg1 = ins->dst[0].reg.idx;
1545 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1546 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1547 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1548 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1551 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1553 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1554 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1555 SHADER_BUFFER *buffer = ins->ctx->buffer;
1556 char reg_coord[40], dst_reg[50], src_reg[50];
1557 DWORD reg_dest_code;
1559 /* All versions have a destination register. The Tx where the texture coordinates come
1560 * from is the varying incarnation of the texture register
1562 reg_dest_code = dst->reg.idx;
1563 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1564 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1565 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1567 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1568 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1570 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1571 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1573 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1574 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1577 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1578 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1579 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1580 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1582 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1583 * so we can't let the GL handle this.
1585 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1586 & WINED3DTTFF_PROJECTED) {
1587 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1588 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1589 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1591 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1594 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1596 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1598 /* No src swizzles are allowed, so this is ok */
1599 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1600 src_reg, reg_dest_code, reg_dest_code);
1601 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1605 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1607 DWORD reg = ins->dst[0].reg.idx;
1608 SHADER_BUFFER *buffer = ins->ctx->buffer;
1609 char src0_name[50], dst_name[50];
1611 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1613 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1614 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1615 * T<reg+1> register. Use this register to store the calculated vector
1617 tmp_reg.idx = reg + 1;
1618 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1619 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1622 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1624 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1625 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1627 DWORD reg = ins->dst[0].reg.idx;
1628 SHADER_BUFFER *buffer = ins->ctx->buffer;
1634 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1635 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1637 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1638 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1639 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1640 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1641 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1644 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1646 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1647 DWORD reg = ins->dst[0].reg.idx;
1648 SHADER_BUFFER *buffer = ins->ctx->buffer;
1649 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1650 char src0_name[50], dst_name[50];
1651 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1654 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1655 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1656 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1658 tmp_reg.idx = reg + 2 - current_state->current_row;
1659 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1661 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1662 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1663 dst_name, 'x' + current_state->current_row, reg, src0_name);
1664 current_state->texcoord_w[current_state->current_row++] = reg;
1667 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1669 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1670 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1672 DWORD reg = ins->dst[0].reg.idx;
1673 SHADER_BUFFER *buffer = ins->ctx->buffer;
1674 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1676 char src0_name[50], dst_name[50];
1679 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1680 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1681 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1683 /* Sample the texture using the calculated coordinates */
1684 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1685 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1686 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1687 current_state->current_row = 0;
1690 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1692 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1693 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1695 DWORD reg = ins->dst[0].reg.idx;
1696 SHADER_BUFFER *buffer = ins->ctx->buffer;
1697 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1703 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1704 * components for temporary data storage
1706 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1707 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1708 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1710 /* Construct the eye-ray vector from w coordinates */
1711 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1712 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1713 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1715 /* Calculate reflection vector
1717 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1718 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1719 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1720 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1721 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1722 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1723 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1725 /* Sample the texture using the calculated coordinates */
1726 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1727 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1728 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1729 current_state->current_row = 0;
1732 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1734 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1735 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1737 DWORD reg = ins->dst[0].reg.idx;
1738 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1739 SHADER_BUFFER *buffer = ins->ctx->buffer;
1746 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1747 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1748 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1749 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
1750 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1752 /* Calculate reflection vector.
1755 * dst_reg.xyz = 2 * --------- * N - E
1758 * Which normalizes the normal vector
1760 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1761 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1762 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1763 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1764 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1765 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1767 /* Sample the texture using the calculated coordinates */
1768 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1769 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1770 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1771 current_state->current_row = 0;
1774 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1776 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1777 SHADER_BUFFER *buffer = ins->ctx->buffer;
1780 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1781 * which is essentially an input, is the destination register because it is the first
1782 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1783 * here(writemasks/swizzles are not valid on texdepth)
1785 shader_arb_get_dst_param(ins, dst, dst_name);
1787 /* According to the msdn, the source register(must be r5) is unusable after
1788 * the texdepth instruction, so we're free to modify it
1790 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1792 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1793 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1794 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1796 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1797 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1798 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
1799 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
1802 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1803 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1804 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1805 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1807 SHADER_BUFFER *buffer = ins->ctx->buffer;
1808 DWORD sampler_idx = ins->dst[0].reg.idx;
1812 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1813 shader_addline(buffer, "MOV TB, 0.0;\n");
1814 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
1816 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1817 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
1820 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1821 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1822 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1824 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1827 SHADER_BUFFER *buffer = ins->ctx->buffer;
1829 /* Handle output register */
1830 shader_arb_get_dst_param(ins, dst, dst_str);
1831 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1832 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
1835 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1836 * Perform the 3rd row of a 3x3 matrix multiply */
1837 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1839 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1840 SHADER_BUFFER *buffer = ins->ctx->buffer;
1841 char dst_str[50], dst_name[50];
1845 shader_arb_get_dst_param(ins, dst, dst_str);
1846 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1847 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1848 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
1849 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
1852 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1853 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1854 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1855 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1857 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1859 SHADER_BUFFER *buffer = ins->ctx->buffer;
1860 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1861 char src0[50], dst_name[50];
1864 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1865 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1866 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
1868 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1869 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1870 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1872 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1873 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
1874 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
1875 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
1878 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1879 Vertex/Pixel shaders to ARB_vertex_program codes */
1880 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1883 int nComponents = 0;
1884 struct wined3d_shader_dst_param tmp_dst = {{0}};
1885 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1886 struct wined3d_shader_instruction tmp_ins;
1888 memset(&tmp_ins, 0, sizeof(tmp_ins));
1890 /* Set constants for the temporary argument */
1891 tmp_ins.ctx = ins->ctx;
1892 tmp_ins.dst_count = 1;
1893 tmp_ins.dst = &tmp_dst;
1894 tmp_ins.src_count = 2;
1895 tmp_ins.src = tmp_src;
1897 switch(ins->handler_idx)
1899 case WINED3DSIH_M4x4:
1901 tmp_ins.handler_idx = WINED3DSIH_DP4;
1903 case WINED3DSIH_M4x3:
1905 tmp_ins.handler_idx = WINED3DSIH_DP4;
1907 case WINED3DSIH_M3x4:
1909 tmp_ins.handler_idx = WINED3DSIH_DP3;
1911 case WINED3DSIH_M3x3:
1913 tmp_ins.handler_idx = WINED3DSIH_DP3;
1915 case WINED3DSIH_M3x2:
1917 tmp_ins.handler_idx = WINED3DSIH_DP3;
1920 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1924 tmp_dst = ins->dst[0];
1925 tmp_src[0] = ins->src[0];
1926 tmp_src[1] = ins->src[1];
1927 for (i = 0; i < nComponents; i++) {
1928 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1929 shader_hw_map2gl(&tmp_ins);
1930 ++tmp_src[1].reg.idx;
1934 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1936 SHADER_BUFFER *buffer = ins->ctx->buffer;
1937 const char *instruction;
1942 switch(ins->handler_idx)
1944 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1945 case WINED3DSIH_RCP: instruction = "RCP"; break;
1946 default: instruction = "";
1947 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1951 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1952 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1953 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1955 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1961 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
1964 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1966 SHADER_BUFFER *buffer = ins->ctx->buffer;
1969 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1970 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1972 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1973 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
1975 if(pshader && priv->target_version >= NV3)
1977 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
1981 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
1982 shader_addline(buffer, "RSQ TA, TA.x;\n");
1983 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1984 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
1989 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
1991 SHADER_BUFFER *buffer = ins->ctx->buffer;
1993 char src_name[3][50];
1995 /* ARB_fragment_program has a convenient LRP instruction */
1996 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
1997 shader_hw_map2gl(ins);
2001 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2002 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2003 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2004 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2006 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2007 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2008 dst_name, src_name[0], src_name[2]);
2011 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2013 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2014 * must contain fixed constants. So we need a separate function to filter those constants and
2017 SHADER_BUFFER *buffer = ins->ctx->buffer;
2018 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2019 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2021 char src_name0[50], src_name1[50], src_name2[50];
2024 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2025 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2026 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2027 shader_addline(buffer, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
2029 } else if(priv->target_version >= NV2) {
2030 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2032 /* Sincos writemask must be .x, .y or .xy */
2033 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2034 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2035 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2036 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2038 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2039 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2041 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2042 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2044 * The constants we get are:
2046 * +1 +1, -1 -1 +1 +1 -1 -1
2047 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2048 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2050 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2054 * (x/2)^4 = x^4 / 16
2055 * (x/2)^5 = x^5 / 32
2058 * To get the final result:
2059 * sin(x) = 2 * sin(x/2) * cos(x/2)
2060 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2061 * (from sin(x+y) and cos(x+y) rules)
2063 * As per MSDN, dst.z is undefined after the operation, and so is
2064 * dst.x and dst.y if they're masked out by the writemask. Ie
2065 * sincos dst.y, src1, c0, c1
2066 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2067 * vsa.exe also stops with an error if the dest register is the same register as the source
2068 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2069 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2071 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2072 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2073 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2075 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2076 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2077 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2078 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2079 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2080 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2084 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2085 * properly merge that with MULs in the code above?
2086 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2087 * we can merge the sine and cosine MAD rows to calculate them together.
2089 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2090 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2091 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2092 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2095 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2096 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2097 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2099 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2101 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2102 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2104 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2106 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2107 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2112 /* GL locking is done by the caller */
2113 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2115 SHADER_BUFFER *buffer = ins->ctx->buffer;
2118 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2120 /* SGN is only valid in vertex shaders */
2121 if(ctx->target_version == NV2) {
2122 shader_hw_map2gl(ins);
2125 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2126 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2128 FIXME("Emulated SGN untested\n");
2129 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2130 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2132 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2133 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2135 shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
2136 shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
2137 shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
2141 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2143 SHADER_BUFFER *buffer = ins->ctx->buffer;
2149 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2150 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2151 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2153 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2154 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2157 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2159 SHADER_BUFFER *buffer = ins->ctx->buffer;
2161 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2164 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2168 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2169 struct list *e = list_head(&priv->control_frames);
2170 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2172 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2173 /* The constant loader makes sure to load -1 into iX.w */
2174 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2175 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2176 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2180 shader_addline(buffer, "LOOP %s;\n", src_name);
2184 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2186 SHADER_BUFFER *buffer = ins->ctx->buffer;
2188 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2190 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2192 /* The constant loader makes sure to load -1 into iX.w */
2195 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2196 struct list *e = list_head(&priv->control_frames);
2197 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2199 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2201 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2202 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2203 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2207 shader_addline(buffer, "REP %s;\n", src_name);
2211 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2213 SHADER_BUFFER *buffer = ins->ctx->buffer;
2214 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2218 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2219 struct list *e = list_head(&priv->control_frames);
2220 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2222 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2223 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2224 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2226 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2230 shader_addline(buffer, "ENDLOOP;\n");
2234 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2236 SHADER_BUFFER *buffer = ins->ctx->buffer;
2237 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2241 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2242 struct list *e = list_head(&priv->control_frames);
2243 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2245 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2246 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2247 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2249 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2253 shader_addline(buffer, "ENDREP;\n");
2257 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2259 struct control_frame *control_frame;
2261 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2263 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2265 ERR("Could not find loop for break\n");
2269 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2271 SHADER_BUFFER *buffer = ins->ctx->buffer;
2272 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2273 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2277 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2281 shader_addline(buffer, "BRK;\n");
2285 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2287 SHADER_BUFFER *buffer = ins->ctx->buffer;
2288 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2292 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2294 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2295 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2299 case COMPARISON_GT: comp = "GT"; break;
2300 case COMPARISON_EQ: comp = "EQ"; break;
2301 case COMPARISON_GE: comp = "GE"; break;
2302 case COMPARISON_LT: comp = "LT"; break;
2303 case COMPARISON_NE: comp = "NE"; break;
2304 case COMPARISON_LE: comp = "LE"; break;
2306 FIXME("Unrecognized comparison value: %u\n", ins->flags);
2312 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2313 * away the subtraction result
2315 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2316 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2320 shader_addline(buffer, "SUBC CC, %s, %s;\n", src_name0, src_name1);
2321 shader_addline(buffer, "BRK (%s.x);\n", comp);
2325 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2327 SHADER_BUFFER *buffer = ins->ctx->buffer;
2328 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2329 struct list *e = list_head(&priv->control_frames);
2330 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2334 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2336 /* Invert the flag. We jump to the else label if the condition is NOT true */
2339 case COMPARISON_GT: comp = "LE"; break;
2340 case COMPARISON_EQ: comp = "NE"; break;
2341 case COMPARISON_GE: comp = "LT"; break;
2342 case COMPARISON_LT: comp = "GE"; break;
2343 case COMPARISON_NE: comp = "EQ"; break;
2344 case COMPARISON_LE: comp = "GT"; break;
2346 FIXME("Unrecognized comparison value: %u\n", ins->flags);
2350 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2351 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2355 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2356 shader_addline(buffer, "BRA ifc_%u_endif (%s.x);\n", control_frame->ifc_no, comp);
2360 shader_addline(buffer, "SUBC CC, %s, %s;\n", src_name0, src_name1);
2361 shader_addline(buffer, "IF %s.x;\n", comp);
2365 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2367 SHADER_BUFFER *buffer = ins->ctx->buffer;
2368 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2369 struct list *e = list_head(&priv->control_frames);
2370 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2371 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2375 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2376 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2377 control_frame->had_else = TRUE;
2381 shader_addline(buffer, "ELSE;\n");
2385 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2387 SHADER_BUFFER *buffer = ins->ctx->buffer;
2388 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2389 struct list *e = list_head(&priv->control_frames);
2390 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2391 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2395 if(control_frame->had_else)
2397 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2401 shader_addline(buffer, "#No else branch. else is endif\n");
2402 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2407 shader_addline(buffer, "ENDIF;\n");
2411 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2413 DWORD sampler_idx = ins->src[1].reg.idx;
2415 char reg_src[3][40];
2416 DWORD flags = TEX_DERIV;
2418 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2419 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2420 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2421 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2423 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2424 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2426 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2429 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2431 DWORD sampler_idx = ins->src[1].reg.idx;
2434 DWORD flags = TEX_LOD;
2436 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2437 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2439 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2440 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2442 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2445 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
2447 GLuint program_id = 0;
2448 const char *blt_vprogram =
2450 "PARAM c[1] = { { 1, 0.5 } };\n"
2451 "MOV result.position, vertex.position;\n"
2452 "MOV result.color, c[0].x;\n"
2453 "MOV result.texcoord[0], vertex.texcoord[0];\n"
2456 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2457 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
2458 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
2460 if (glGetError() == GL_INVALID_OPERATION) {
2462 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2463 FIXME("Vertex program error at position %d: %s\n", pos,
2464 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2470 /* GL locking is done by the caller */
2471 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
2473 GLuint program_id = 0;
2474 static const char * const blt_fprograms[tex_type_count] =
2481 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
2482 "MOV result.depth.z, R0.x;\n"
2489 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
2490 "MOV result.depth.z, R0.x;\n"
2495 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
2496 "MOV result.depth.z, R0.x;\n"
2500 if (!blt_fprograms[tex_type])
2502 FIXME("tex_type %#x not supported\n", tex_type);
2506 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2507 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
2508 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
2510 if (glGetError() == GL_INVALID_OPERATION) {
2512 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2513 FIXME("Fragment program error at position %d: %s\n", pos,
2514 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2520 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
2521 const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) {
2522 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
2526 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
2527 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
2528 /* Calculate the > 0.0031308 case */
2529 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
2530 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
2531 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
2532 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
2533 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
2534 /* Calculate the < case */
2535 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
2539 /* Calculate the > 0.0031308 case */
2540 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
2541 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
2542 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
2543 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
2544 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
2545 /* Calculate the < case */
2546 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
2547 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
2548 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
2549 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
2550 /* Store the components > 0.0031308 in the destination */
2551 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
2552 /* Add the components that are < 0.0031308 */
2553 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
2554 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
2555 * result.color writes(.rgb first, then .a), or handle overwriting already written
2556 * components. The assembler uses a temporary register in this case, which is usually
2557 * not allocated from one of our registers that were used earlier.
2560 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2561 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
2564 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
2566 const local_constant *constant;
2568 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
2570 if (constant->idx == idx)
2572 return constant->value;
2578 /* GL locking is done by the caller */
2579 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
2580 SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
2582 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2583 CONST DWORD *function = This->baseShader.function;
2584 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2585 const local_constant *lconst;
2588 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
2589 struct shader_arb_ctx_priv priv_ctx;
2590 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
2591 BOOL want_nv_prog = FALSE;
2594 unsigned int i, found = 0;
2596 for(i = 0; i < This->baseShader.limits.temporary; i++) {
2598 /* Don't overwrite the color source */
2599 if(This->color0_mov && i == This->color0_reg) continue;
2600 else if(reg_maps->shader_version.major < 2 && i == 0) continue;
2602 if(reg_maps->temporary[i]) {
2603 sprintf(srgbtmp[found], "R%u", i);
2605 if(found == 4) break;
2610 case 4: dcl_tmp = FALSE; break;
2612 sprintf(srgbtmp[0], "TA");
2613 sprintf(srgbtmp[1], "TB");
2614 sprintf(srgbtmp[2], "TC");
2615 sprintf(srgbtmp[3], "TD");
2619 sprintf(srgbtmp[1], "TA");
2620 sprintf(srgbtmp[2], "TB");
2621 sprintf(srgbtmp[3], "TC");
2624 sprintf(srgbtmp[2], "TA");
2625 sprintf(srgbtmp[3], "TB");
2628 sprintf(srgbtmp[3], "TA");
2632 /* Create the hw ARB shader */
2633 memset(&priv_ctx, 0, sizeof(priv_ctx));
2634 priv_ctx.cur_ps_args = args;
2635 priv_ctx.compiled_fprog = compiled;
2636 list_init(&priv_ctx.control_frames);
2638 /* Avoid enabling NV_fragment_program* if we do not need it.
2640 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
2641 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
2642 * is faster than what we gain from using higher native instructions. There are some things though
2643 * that cannot be emulated. In that case enable the extensions.
2644 * If the extension is enabled, instruction handlers that support both ways will use it.
2646 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
2647 * So enable the best we can get.
2649 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
2650 reg_maps->usestexldl || reg_maps->usesfacing)
2652 want_nv_prog = TRUE;
2655 shader_addline(buffer, "!!ARBfp1.0\n");
2656 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
2657 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
2658 priv_ctx.target_version = NV3;
2659 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2660 shader_addline(buffer, "OPTION NV_fragment_program;\n");
2661 priv_ctx.target_version = NV2;
2665 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
2668 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
2671 priv_ctx.target_version = ARB;
2674 if (reg_maps->shader_version.major < 3)
2676 switch(args->super.fog) {
2680 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2683 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2686 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2691 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
2692 * unused temps away(but occupies them for the whole shader if they're used once). Always
2693 * declaring them avoids tricky bookkeeping work
2695 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2696 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2697 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2698 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
2699 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2700 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2701 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2703 if (reg_maps->shader_version.major < 2)
2705 strcpy(fragcolor, "R0");
2707 if(args->super.srgb_correction) {
2708 if(This->color0_mov) {
2709 sprintf(fragcolor, "R%u", This->color0_reg);
2711 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2712 strcpy(fragcolor, "TMP_COLOR");
2715 strcpy(fragcolor, "result.color");
2719 if(args->super.srgb_correction) {
2720 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2721 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2722 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2723 srgb_sub_high, 0.0, 0.0, 0.0);
2726 /* Base Declarations */
2727 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2729 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
2730 if(!reg_maps->bumpmat[i]) continue;
2732 cur = compiled->numbumpenvmatconsts;
2733 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
2734 compiled->bumpenvmatconst[cur].texunit = i;
2735 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
2736 compiled->luminanceconst[cur].texunit = i;
2738 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
2739 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
2740 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
2741 * textures due to conditional NP2 restrictions)
2743 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
2744 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
2745 * their location is shader dependent anyway and they cannot be loaded globally.
2747 compiled->bumpenvmatconst[cur].const_num = next_local++;
2748 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
2749 i, compiled->bumpenvmatconst[cur].const_num);
2750 compiled->numbumpenvmatconsts = cur + 1;
2752 if(!reg_maps->luminanceparams[i]) continue;
2754 compiled->luminanceconst[cur].const_num = next_local++;
2755 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
2756 i, compiled->luminanceconst[cur].const_num);
2759 for(i = 0; i < MAX_CONST_I; i++)
2761 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
2762 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
2764 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
2768 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
2769 control_values[0], control_values[1], control_values[2]);
2773 compiled->int_consts[i] = next_local;
2774 compiled->num_int_consts++;
2775 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
2780 if(reg_maps->vpos || reg_maps->usesdsy)
2782 compiled->ycorrection = next_local;
2783 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
2787 shader_addline(buffer, "TEMP vpos;\n");
2788 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
2789 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
2790 * ycorrection.z: 1.0
2791 * ycorrection.w: 0.0
2793 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
2794 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
2799 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
2802 /* Base Shader Body */
2803 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2805 if(args->super.srgb_correction) {
2806 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
2807 priv_ctx.target_version >= NV2);
2808 } else if(reg_maps->shader_version.major < 2) {
2809 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2811 shader_addline(buffer, "END\n");
2813 /* TODO: change to resource.glObjectHandle or something like that */
2814 GL_EXTCALL(glGenProgramsARB(1, &retval));
2816 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2817 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2819 TRACE("Created hw pixel shader, prg=%d\n", retval);
2820 /* Create the program and check for errors */
2821 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2822 buffer->bsize, buffer->buffer));
2824 if (glGetError() == GL_INVALID_OPERATION) {
2826 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2827 FIXME("HW PixelShader Error at position %d: %s\n",
2828 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2832 /* Load immediate constants */
2834 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2835 const float *value = (const float *)lconst->value;
2836 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
2837 checkGLcall("glProgramLocalParameter4fvARB");
2839 HeapFree(GetProcessHeap(), 0, lconst_map);
2845 /* GL locking is done by the caller */
2846 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
2847 SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
2849 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2850 CONST DWORD *function = This->baseShader.function;
2851 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2852 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2853 const local_constant *lconst;
2855 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local;
2856 struct shader_arb_ctx_priv priv_ctx;
2859 memset(&priv_ctx, 0, sizeof(priv_ctx));
2860 priv_ctx.cur_vs_args = args;
2861 list_init(&priv_ctx.control_frames);
2863 /* Create the hw ARB shader */
2864 shader_addline(buffer, "!!ARBvp1.0\n");
2866 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
2867 * mesurable performance penalty, and we can always make use of it for clipplanes.
2869 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
2870 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
2871 priv_ctx.target_version = NV3;
2872 shader_addline(buffer, "ADDRESS aL;\n");
2873 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
2874 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
2875 priv_ctx.target_version = NV2;
2876 shader_addline(buffer, "ADDRESS aL;\n");
2878 priv_ctx.target_version = ARB;
2881 shader_addline(buffer, "TEMP TMP_OUT;\n");
2882 if(need_helper_const(gl_info)) {
2883 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2885 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
2886 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
2887 shader_addline(buffer, "TEMP A0_SHADOW;\n");
2890 shader_addline(buffer, "TEMP TA;\n");
2892 /* Base Declarations */
2893 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2895 for(i = 0; i < MAX_CONST_I; i++)
2897 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
2898 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
2900 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
2904 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
2905 control_values[0], control_values[1], control_values[2]);
2909 compiled->int_consts[i] = next_local;
2910 compiled->num_int_consts++;
2911 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
2916 /* We need a constant to fixup the final position */
2917 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2919 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2920 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2921 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2922 * a replacement shader depend on the texcoord.w being set properly.
2924 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2925 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2926 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2927 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2928 * this can eat a number of instructions, so skip it unless this cap is set as well
2930 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2931 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2933 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2935 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2936 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2937 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2938 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2944 /* Base Shader Body */
2945 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2947 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2948 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2949 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2950 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2952 if(args->super.fog_src == VS_FOG_Z) {
2953 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2954 } else if (!reg_maps->fog) {
2955 /* posFixup.x is always 1.0, so we can savely use it */
2956 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2959 /* Write the final position.
2961 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2962 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2963 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2964 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2966 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2967 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2968 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2970 if(priv_ctx.target_version >= NV2)
2972 for(i = 0; i < GL_LIMITS(clipplanes); i++)
2974 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2978 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2979 * and the glsl equivalent
2981 if(need_helper_const(gl_info)) {
2982 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2984 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2985 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2988 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2990 shader_addline(buffer, "END\n");
2992 /* TODO: change to resource.glObjectHandle or something like that */
2993 GL_EXTCALL(glGenProgramsARB(1, &ret));
2995 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2996 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2998 TRACE("Created hw vertex shader, prg=%d\n", ret);
2999 /* Create the program and check for errors */
3000 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3001 buffer->bsize, buffer->buffer));
3003 if (glGetError() == GL_INVALID_OPERATION) {
3005 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3006 FIXME("HW VertexShader Error at position %d: %s\n",
3007 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3010 /* Load immediate constants */
3012 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3013 const float *value = (const float *)lconst->value;
3014 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3018 HeapFree(GetProcessHeap(), 0, lconst_map);
3023 /* GL locking is done by the caller */
3024 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3028 struct arb_ps_compiled_shader *new_array;
3029 SHADER_BUFFER buffer;
3030 struct arb_pshader_private *shader_data;
3033 if(!shader->backend_priv) {
3034 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3036 shader_data = shader->backend_priv;
3038 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3039 * so a linear search is more performant than a hashmap or a binary search
3040 * (cache coherency etc)
3042 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3043 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3044 return &shader_data->gl_shaders[i];
3048 TRACE("No matching GL shader found, compiling a new shader\n");
3049 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3050 if (shader_data->num_gl_shaders)
3052 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3053 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3054 new_size * sizeof(*shader_data->gl_shaders));
3056 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3061 ERR("Out of memory\n");
3064 shader_data->gl_shaders = new_array;
3065 shader_data->shader_array_size = new_size;
3068 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3070 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3071 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3073 shader_buffer_init(&buffer);
3074 ret = shader_arb_generate_pshader(shader, &buffer, args,
3075 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3076 shader_buffer_free(&buffer);
3077 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3079 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3082 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
3083 const DWORD use_map, BOOL skip_int) {
3084 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
3085 if(stored->super.fog_src != new->super.fog_src) return FALSE;
3086 if(stored->bools != new->bools) return FALSE;
3087 if(skip_int) return TRUE;
3089 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
3092 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
3096 struct arb_vs_compiled_shader *new_array;
3097 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3098 SHADER_BUFFER buffer;
3099 struct arb_vshader_private *shader_data;
3101 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3103 if(!shader->backend_priv) {
3104 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3106 shader_data = shader->backend_priv;
3108 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3109 * so a linear search is more performant than a hashmap or a binary search
3110 * (cache coherency etc)
3112 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3113 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
3114 return &shader_data->gl_shaders[i];
3118 TRACE("No matching GL shader found, compiling a new shader\n");
3120 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3121 if (shader_data->num_gl_shaders)
3123 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3124 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3125 new_size * sizeof(*shader_data->gl_shaders));
3127 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3132 ERR("Out of memory\n");
3135 shader_data->gl_shaders = new_array;
3136 shader_data->shader_array_size = new_size;
3139 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3141 shader_buffer_init(&buffer);
3142 ret = shader_arb_generate_vshader(shader, &buffer, args,
3143 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3144 shader_buffer_free(&buffer);
3145 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3147 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3150 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3151 struct arb_ps_compile_args *args)
3155 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3156 find_ps_compile_args(shader, stateblock, &args->super);
3158 /* This forces all local boolean constants to 1 to make them stateblock independent */
3159 args->bools = shader->baseShader.reg_maps.local_bool_consts;
3161 for(i = 0; i < MAX_CONST_B; i++)
3163 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
3166 /* Skip if unused or local, or supported natively */
3167 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3168 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
3170 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3174 for(i = 0; i < MAX_CONST_I; i++)
3176 if(int_skip & (1 << i))
3178 args->loop_ctrl[i][0] = 0;
3179 args->loop_ctrl[i][1] = 0;
3180 args->loop_ctrl[i][2] = 0;
3184 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
3185 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
3186 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
3191 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3192 struct arb_vs_compile_args *args)
3196 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3197 find_vs_compile_args(shader, stateblock, &args->super);
3199 /* This forces all local boolean constants to 1 to make them stateblock independent */
3200 args->bools = shader->baseShader.reg_maps.local_bool_consts;
3202 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
3203 for(i = 0; i < MAX_CONST_B; i++)
3205 if(stateblock->vertexShaderConstantB[i]) args->bools |= ( 1 << i);
3208 /* Skip if unused or local */
3209 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3210 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))
3212 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3216 for(i = 0; i < MAX_CONST_I; i++)
3218 if(int_skip & (1 << i))
3220 args->loop_ctrl[i][0] = 0;
3221 args->loop_ctrl[i][1] = 0;
3222 args->loop_ctrl[i][2] = 0;
3226 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
3227 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
3228 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
3233 /* GL locking is done by the caller */
3234 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3235 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3236 struct shader_arb_priv *priv = This->shader_priv;
3237 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3240 struct arb_vs_compile_args compile_args;
3241 struct arb_vs_compiled_shader *compiled;
3243 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
3244 find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
3245 compiled = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
3246 priv->current_vprogram_id = compiled->prgId;
3247 priv->compiled_vprog = compiled;
3249 /* Bind the vertex program */
3250 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
3251 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
3253 /* Enable OpenGL vertex programs */
3254 glEnable(GL_VERTEX_PROGRAM_ARB);
3255 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
3256 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
3257 shader_arb_vs_local_constants(This);
3258 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
3259 priv->current_vprogram_id = 0;
3260 glDisable(GL_VERTEX_PROGRAM_ARB);
3261 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
3265 struct arb_ps_compile_args compile_args;
3266 struct arb_ps_compiled_shader *compiled;
3267 TRACE("Using pixel shader\n");
3268 find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
3269 compiled = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
3271 priv->current_fprogram_id = compiled->prgId;
3272 priv->compiled_fprog = compiled;
3274 /* Bind the fragment program */
3275 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
3276 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
3278 if(!priv->use_arbfp_fixed_func) {
3279 /* Enable OpenGL fragment programs */
3280 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3281 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
3283 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
3285 shader_arb_ps_local_constants(This);
3286 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
3287 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
3288 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
3289 * replacement shader
3291 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3292 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3293 priv->current_fprogram_id = 0;
3297 /* GL locking is done by the caller */
3298 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3299 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3300 struct shader_arb_priv *priv = This->shader_priv;
3301 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
3302 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3304 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
3305 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
3306 glEnable(GL_VERTEX_PROGRAM_ARB);
3308 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
3309 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
3310 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3313 /* GL locking is done by the caller */
3314 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
3315 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3316 struct shader_arb_priv *priv = This->shader_priv;
3317 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3319 if (priv->current_vprogram_id) {
3320 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
3321 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
3323 glEnable(GL_VERTEX_PROGRAM_ARB);
3324 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
3326 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
3328 glDisable(GL_VERTEX_PROGRAM_ARB);
3329 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
3332 if (priv->current_fprogram_id) {
3333 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
3334 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
3336 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3337 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
3339 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
3341 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3342 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3346 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
3347 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
3348 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
3349 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3351 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
3353 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
3355 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
3356 struct arb_pshader_private *shader_data = This->backend_priv;
3359 if(!shader_data) return; /* This can happen if a shader was never compiled */
3361 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3362 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
3363 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
3366 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
3367 HeapFree(GetProcessHeap(), 0, shader_data);
3368 This->backend_priv = NULL;
3370 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
3371 struct arb_vshader_private *shader_data = This->backend_priv;
3374 if(!shader_data) return; /* This can happen if a shader was never compiled */
3376 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3377 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
3378 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
3381 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
3382 HeapFree(GetProcessHeap(), 0, shader_data);
3383 This->backend_priv = NULL;
3387 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
3388 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3389 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
3393 static void shader_arb_free(IWineD3DDevice *iface) {
3394 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3395 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3396 struct shader_arb_priv *priv = This->shader_priv;
3400 if(priv->depth_blt_vprogram_id) {
3401 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
3403 for (i = 0; i < tex_type_count; ++i) {
3404 if (priv->depth_blt_fprogram_id[i]) {
3405 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
3410 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3413 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
3417 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
3419 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
3420 * then overwrite the shader specific ones
3422 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
3424 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
3425 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
3426 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
3427 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
3430 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3431 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
3432 pCaps->PixelShader1xMaxValue = 8.0;
3433 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
3434 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
3437 pCaps->VSClipping = GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
3440 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
3442 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3444 TRACE("Checking support for color_fixup:\n");
3445 dump_color_fixup_desc(fixup);
3448 /* We support everything except YUV conversions. */
3449 if (!is_yuv_fixup(fixup))
3455 TRACE("[FAILED]\n");
3459 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
3461 char write_mask[20], regstr[50];
3462 SHADER_BUFFER *buffer = ins->ctx->buffer;
3463 BOOL is_color = FALSE;
3464 const struct wined3d_shader_dst_param *dst;
3466 if (!ins->dst_count) return;
3470 if(shift == 0) return; /* Saturate alone is handled by the instructions */
3472 shader_arb_get_write_mask(ins, dst, write_mask);
3473 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
3475 /* Generate a line that does the output modifier computation
3476 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
3477 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
3479 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
3480 regstr, write_mask, regstr, shift_tab[shift]);
3483 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
3485 /* WINED3DSIH_ABS */ shader_hw_map2gl,
3486 /* WINED3DSIH_ADD */ shader_hw_map2gl,
3487 /* WINED3DSIH_BEM */ pshader_hw_bem,
3488 /* WINED3DSIH_BREAK */ shader_hw_break,
3489 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
3490 /* WINED3DSIH_BREAKP */ NULL,
3491 /* WINED3DSIH_CALL */ NULL,
3492 /* WINED3DSIH_CALLNZ */ NULL,
3493 /* WINED3DSIH_CMP */ pshader_hw_cmp,
3494 /* WINED3DSIH_CND */ pshader_hw_cnd,
3495 /* WINED3DSIH_CRS */ shader_hw_map2gl,
3496 /* WINED3DSIH_DCL */ NULL,
3497 /* WINED3DSIH_DEF */ NULL,
3498 /* WINED3DSIH_DEFB */ NULL,
3499 /* WINED3DSIH_DEFI */ NULL,
3500 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
3501 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
3502 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
3503 /* WINED3DSIH_DST */ shader_hw_map2gl,
3504 /* WINED3DSIH_DSX */ shader_hw_map2gl,
3505 /* WINED3DSIH_DSY */ shader_hw_dsy,
3506 /* WINED3DSIH_ELSE */ shader_hw_else,
3507 /* WINED3DSIH_ENDIF */ shader_hw_endif,
3508 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
3509 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
3510 /* WINED3DSIH_EXP */ shader_hw_map2gl,
3511 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
3512 /* WINED3DSIH_FRC */ shader_hw_map2gl,
3513 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
3514 /* WINED3DSIH_IFC */ shader_hw_ifc,
3515 /* WINED3DSIH_LABEL */ NULL,
3516 /* WINED3DSIH_LIT */ shader_hw_map2gl,
3517 /* WINED3DSIH_LOG */ shader_hw_map2gl,
3518 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
3519 /* WINED3DSIH_LOOP */ shader_hw_loop,
3520 /* WINED3DSIH_LRP */ shader_hw_lrp,
3521 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
3522 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
3523 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
3524 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
3525 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
3526 /* WINED3DSIH_MAD */ shader_hw_map2gl,
3527 /* WINED3DSIH_MAX */ shader_hw_map2gl,
3528 /* WINED3DSIH_MIN */ shader_hw_map2gl,
3529 /* WINED3DSIH_MOV */ shader_hw_mov,
3530 /* WINED3DSIH_MOVA */ shader_hw_mov,
3531 /* WINED3DSIH_MUL */ shader_hw_map2gl,
3532 /* WINED3DSIH_NOP */ shader_hw_nop,
3533 /* WINED3DSIH_NRM */ shader_hw_nrm,
3534 /* WINED3DSIH_PHASE */ NULL,
3535 /* WINED3DSIH_POW */ shader_hw_map2gl,
3536 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
3537 /* WINED3DSIH_REP */ shader_hw_rep,
3538 /* WINED3DSIH_RET */ NULL,
3539 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
3540 /* WINED3DSIH_SETP */ NULL,
3541 /* WINED3DSIH_SGE */ shader_hw_map2gl,
3542 /* WINED3DSIH_SGN */ shader_hw_sgn,
3543 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
3544 /* WINED3DSIH_SLT */ shader_hw_map2gl,
3545 /* WINED3DSIH_SUB */ shader_hw_map2gl,
3546 /* WINED3DSIH_TEX */ pshader_hw_tex,
3547 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
3548 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
3549 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
3550 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
3551 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
3552 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
3553 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
3554 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
3555 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
3556 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
3557 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
3558 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
3559 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
3560 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
3561 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
3562 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
3563 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
3564 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
3565 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
3566 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
3567 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
3570 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
3572 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
3574 WORD flag = (1 << idx);
3575 const local_constant *constant;
3576 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3578 if(This->baseShader.reg_maps.local_bool_consts & flag)
3580 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
3581 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
3583 if (constant->idx == idx)
3585 return constant->value[0];
3588 ERR("Local constant not found\n");
3593 if(vshader) bools = priv->cur_vs_args->bools;
3594 else bools = priv->cur_ps_args->bools;
3595 return bools & flag;
3599 static inline void get_int_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx, int *ret)
3601 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
3602 WORD flag = (1 << idx);
3603 const local_constant *constant;
3604 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3606 /* Integer constants can either be a local constant, or they can be stored in the shader
3607 * type specific compile args
3609 if(This->baseShader.reg_maps.local_int_consts & flag)
3611 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3613 if (constant->idx == idx)
3615 ret[0] = constant->value[0];
3616 ret[1] = constant->value[1];
3617 /* Step / stride is signed */
3618 ret[2] = (int) constant->value[2];
3622 /* If this happens the flag was set incorrectly */
3623 ERR("Local constant not found\n");
3633 /* Count and aL start value are unsigned */
3634 ret[0] = priv->cur_vs_args->loop_ctrl[idx][0];
3635 ret[1] = priv->cur_vs_args->loop_ctrl[idx][1];
3636 /* The step/stride is signed */
3637 ret[2] = ((char) priv->cur_vs_args->loop_ctrl[idx][2]);
3641 ret[0] = priv->cur_ps_args->loop_ctrl[idx][0];
3642 ret[1] = priv->cur_ps_args->loop_ctrl[idx][1];
3643 ret[2] = ((char) priv->cur_ps_args->loop_ctrl[idx][2]);
3649 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
3652 struct wined3d_shader_dst_param *dst_param = NULL;
3653 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
3654 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
3657 ERR("Out of memory\n");
3662 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
3663 if(!dst_param) goto free;
3664 *dst_param = *ins->dst;
3665 if(ins->dst->reg.rel_addr)
3667 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
3668 if(!rel_addr) goto free;
3669 *rel_addr = *ins->dst->reg.rel_addr;
3670 dst_param->reg.rel_addr = rel_addr;
3672 rec->ins.dst = dst_param;
3674 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
3675 if(!src_param) goto free;
3676 for(i = 0; i < ins->src_count; i++)
3678 src_param[i] = ins->src[i];
3679 if(ins->src[i].reg.rel_addr)
3681 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
3682 if(!rel_addr) goto free;
3683 *rel_addr = *ins->src[i].reg.rel_addr;
3684 src_param[i].reg.rel_addr = rel_addr;
3687 rec->ins.src = src_param;
3688 list_add_tail(list, &rec->entry);
3692 ERR("Out of memory\n");
3695 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
3696 HeapFree(GetProcessHeap(), 0, dst_param);
3700 for(i = 0; i < ins->src_count; i++)
3702 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
3704 HeapFree(GetProcessHeap(), 0, src_param);
3706 HeapFree(GetProcessHeap(), 0, rec);
3709 static void free_recorded_instruction(struct list *list)
3711 struct recorded_instruction *rec_ins, *entry2;
3714 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
3716 list_remove(&rec_ins->entry);
3717 if(rec_ins->ins.dst)
3719 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
3720 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
3722 if(rec_ins->ins.src)
3724 for(i = 0; i < rec_ins->ins.src_count; i++)
3726 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
3728 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
3730 HeapFree(GetProcessHeap(), 0, rec_ins);
3734 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
3735 SHADER_HANDLER hw_fct;
3736 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3737 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3738 struct control_frame *control_frame;
3739 SHADER_BUFFER *buffer = ins->ctx->buffer;
3741 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
3743 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
3744 list_add_head(&priv->control_frames, &control_frame->entry);
3746 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
3747 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
3749 if(priv->target_version >= NV2)
3751 control_frame->loop_no = priv->num_loops++;
3756 /* Don't bother recording when we're in a not used if branch */
3762 if(!priv->recording)
3764 int control_values[3];
3765 get_int_const(ins, This, ins->src[0].reg.idx, control_values);
3766 list_init(&priv->record);
3767 priv->recording = TRUE;
3768 control_frame->outer_loop = TRUE;
3769 control_frame->loop_control[0] = control_values[0];
3770 control_frame->loop_control[1] = control_values[1];
3771 control_frame->loop_control[2] = control_values[2];
3772 return; /* Instruction is handled */
3774 /* Record this loop in the outer loop's recording */
3777 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
3779 if(priv->target_version >= NV2)
3781 /* Nothing to do. The control frame is popped after the HW instr handler */
3785 struct list *e = list_head(&priv->control_frames);
3786 control_frame = LIST_ENTRY(e, struct control_frame, entry);
3787 list_remove(&control_frame->entry);
3789 if(control_frame->outer_loop)
3791 int iteration, aL = 0;
3794 /* Turn off recording before playback */
3795 priv->recording = FALSE;
3797 /* Move the recorded instructions to a separate list and get them out of the private data
3798 * structure. If there are nested loops, the shader_arb_handle_instruction below will
3799 * be recorded again, thus priv->record might be overwritten
3802 list_move_tail(©, &priv->record);
3803 list_init(&priv->record);
3805 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
3807 shader_addline(buffer, "#unrolling loop: %d iterations, aL=%d, inc %d\n",
3808 control_frame->loop_control[0], control_frame->loop_control[1],
3809 control_frame->loop_control[2]);
3810 aL = control_frame->loop_control[1];
3814 shader_addline(buffer, "#unrolling rep: %d iterations\n", control_frame->loop_control[0]);
3817 for(iteration = 0; iteration < control_frame->loop_control[0]; iteration++)
3819 struct recorded_instruction *rec_ins;
3820 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
3823 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
3827 shader_addline(buffer, "#Iteration %d\n", iteration);
3830 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
3832 shader_arb_handle_instruction(&rec_ins->ins);
3835 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
3837 aL += control_frame->loop_control[2];
3840 shader_addline(buffer, "#end loop/rep\n");
3842 free_recorded_instruction(©);
3843 HeapFree(GetProcessHeap(), 0, control_frame);
3844 return; /* Instruction is handled */
3848 /* This is a nested loop. Proceed to the normal recording function */
3849 HeapFree(GetProcessHeap(), 0, control_frame);
3856 record_instruction(&priv->record, ins);
3861 if(ins->handler_idx == WINED3DSIH_IF)
3863 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
3864 list_add_head(&priv->control_frames, &control_frame->entry);
3865 control_frame->type = IF;
3867 if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
3869 shader_addline(buffer, "#if(FALSE){\n");
3871 control_frame->muting = TRUE;
3873 else shader_addline(buffer, "#if(TRUE) {\n");
3875 return; /* Instruction is handled */
3877 else if(ins->handler_idx == WINED3DSIH_IFC)
3879 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
3880 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
3881 control_frame->type = IFC;
3882 control_frame->ifc_no = priv->num_ifcs++;
3883 list_add_head(&priv->control_frames, &control_frame->entry);
3885 else if(ins->handler_idx == WINED3DSIH_ELSE)
3887 struct list *e = list_head(&priv->control_frames);
3888 control_frame = LIST_ENTRY(e, struct control_frame, entry);
3890 if(control_frame->type == IF)
3892 shader_addline(buffer, "#} else {\n");
3893 if(!priv->muted && !control_frame->muting)
3896 control_frame->muting = TRUE;
3898 else if(control_frame->muting) priv->muted = FALSE;
3899 return; /* Instruction is handled. */
3901 /* In case of an ifc, generate a HW shader instruction */
3903 else if(ins->handler_idx == WINED3DSIH_ENDIF)
3905 struct list *e = list_head(&priv->control_frames);
3906 control_frame = LIST_ENTRY(e, struct control_frame, entry);
3908 if(control_frame->type == IF)
3910 shader_addline(buffer, "#} endif\n");
3911 if(control_frame->muting) priv->muted = FALSE;
3912 list_remove(&control_frame->entry);
3913 HeapFree(GetProcessHeap(), 0, control_frame);
3914 return; /* Instruction is handled */
3918 if(priv->muted) return;
3920 /* Select handler */
3921 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
3923 /* Unhandled opcode */
3926 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
3931 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
3933 struct list *e = list_head(&priv->control_frames);
3934 control_frame = LIST_ENTRY(e, struct control_frame, entry);
3935 list_remove(&control_frame->entry);
3936 HeapFree(GetProcessHeap(), 0, control_frame);
3939 else if(ins->handler_idx == WINED3DSIH_ENDIF)
3941 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
3942 struct list *e = list_head(&priv->control_frames);
3943 control_frame = LIST_ENTRY(e, struct control_frame, entry);
3944 list_remove(&control_frame->entry);
3945 HeapFree(GetProcessHeap(), 0, control_frame);
3949 shader_arb_add_instruction_modifiers(ins);
3952 const shader_backend_t arb_program_shader_backend = {
3953 shader_arb_handle_instruction,
3955 shader_arb_select_depth_blt,
3956 shader_arb_deselect_depth_blt,
3957 shader_arb_update_float_vertex_constants,
3958 shader_arb_update_float_pixel_constants,
3959 shader_arb_load_constants,
3960 shader_arb_load_np2fixup_constants,
3964 shader_arb_dirty_const,
3965 shader_arb_get_caps,
3966 shader_arb_color_fixup_supported,
3969 /* ARB_fragment_program fixed function pipeline replacement definitions */
3970 #define ARB_FFP_CONST_TFACTOR 0
3971 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
3972 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
3973 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
3974 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
3976 struct arbfp_ffp_desc
3978 struct ffp_frag_desc parent;
3980 unsigned int num_textures_used;
3983 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
3986 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3987 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3989 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3990 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3995 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
3996 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3997 struct shader_arb_priv *priv;
3998 /* Share private data between the shader backend and the pipeline replacement, if both
3999 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
4000 * if no pixel shader is bound or not
4002 if(This->shader_backend == &arb_program_shader_backend) {
4003 This->fragment_priv = This->shader_priv;
4005 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
4006 if(!This->fragment_priv) return E_OUTOFMEMORY;
4008 priv = This->fragment_priv;
4009 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
4011 ERR("Failed to initialize rbtree.\n");
4012 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4013 return E_OUTOFMEMORY;
4015 priv->use_arbfp_fixed_func = TRUE;
4019 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
4021 const WineD3D_GL_Info *gl_info = context;
4022 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
4025 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
4026 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
4027 HeapFree(GetProcessHeap(), 0, entry_arb);
4031 static void arbfp_free(IWineD3DDevice *iface) {
4032 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4033 struct shader_arb_priv *priv = This->fragment_priv;
4035 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
4036 priv->use_arbfp_fixed_func = FALSE;
4038 if(This->shader_backend != &arb_program_shader_backend) {
4039 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4043 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
4045 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
4046 WINED3DTEXOPCAPS_SELECTARG1 |
4047 WINED3DTEXOPCAPS_SELECTARG2 |
4048 WINED3DTEXOPCAPS_MODULATE4X |
4049 WINED3DTEXOPCAPS_MODULATE2X |
4050 WINED3DTEXOPCAPS_MODULATE |
4051 WINED3DTEXOPCAPS_ADDSIGNED2X |
4052 WINED3DTEXOPCAPS_ADDSIGNED |
4053 WINED3DTEXOPCAPS_ADD |
4054 WINED3DTEXOPCAPS_SUBTRACT |
4055 WINED3DTEXOPCAPS_ADDSMOOTH |
4056 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
4057 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
4058 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
4059 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
4060 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
4061 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
4062 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
4063 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
4064 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
4065 WINED3DTEXOPCAPS_DOTPRODUCT3 |
4066 WINED3DTEXOPCAPS_MULTIPLYADD |
4067 WINED3DTEXOPCAPS_LERP |
4068 WINED3DTEXOPCAPS_BUMPENVMAP |
4069 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
4071 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
4073 caps->MaxTextureBlendStages = 8;
4074 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
4076 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
4078 #undef GLINFO_LOCATION
4080 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
4081 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4083 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4085 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4086 * application provided constants
4088 if(device->shader_backend == &arb_program_shader_backend) {
4089 if (use_ps(stateblock)) return;
4091 device = stateblock->wineD3DDevice;
4092 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
4093 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
4096 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
4097 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
4098 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
4102 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4104 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4106 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4107 * application provided constants
4109 if(device->shader_backend == &arb_program_shader_backend) {
4110 if (use_ps(stateblock)) return;
4112 device = stateblock->wineD3DDevice;
4113 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
4114 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
4117 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
4118 /* The specular color has no alpha */
4119 col[0] = 1.0; col[1] = 1.0;
4120 col[2] = 1.0; col[3] = 0.0;
4122 col[0] = 0.0; col[1] = 0.0;
4123 col[2] = 0.0; col[3] = 0.0;
4125 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
4126 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
4129 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4130 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4131 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4134 if (use_ps(stateblock))
4137 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
4138 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
4141 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4142 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4146 if(device->shader_backend == &arb_program_shader_backend) {
4147 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4150 } else if(device->shader_backend == &arb_program_shader_backend) {
4151 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
4152 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
4155 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
4156 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
4157 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
4158 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
4160 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
4161 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
4164 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4165 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4166 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4169 if (use_ps(stateblock))
4172 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
4173 /* The pixel shader has to know the luminance offset. Do a constants update if it
4174 * isn't scheduled anyway
4176 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4177 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4181 if(device->shader_backend == &arb_program_shader_backend) {
4182 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4185 } else if(device->shader_backend == &arb_program_shader_backend) {
4186 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
4187 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
4190 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
4191 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
4195 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
4196 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
4199 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
4202 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
4204 switch(arg & WINED3DTA_SELECTMASK) {
4205 case WINED3DTA_DIFFUSE:
4206 ret = "fragment.color.primary"; break;
4208 case WINED3DTA_CURRENT:
4209 if(stage == 0) ret = "fragment.color.primary";
4213 case WINED3DTA_TEXTURE:
4215 case 0: ret = "tex0"; break;
4216 case 1: ret = "tex1"; break;
4217 case 2: ret = "tex2"; break;
4218 case 3: ret = "tex3"; break;
4219 case 4: ret = "tex4"; break;
4220 case 5: ret = "tex5"; break;
4221 case 6: ret = "tex6"; break;
4222 case 7: ret = "tex7"; break;
4223 default: ret = "unknown texture";
4227 case WINED3DTA_TFACTOR:
4228 ret = "tfactor"; break;
4230 case WINED3DTA_SPECULAR:
4231 ret = "fragment.color.secondary"; break;
4233 case WINED3DTA_TEMP:
4234 ret = "tempreg"; break;
4236 case WINED3DTA_CONSTANT:
4237 FIXME("Implement perstage constants\n");
4239 case 0: ret = "const0"; break;
4240 case 1: ret = "const1"; break;
4241 case 2: ret = "const2"; break;
4242 case 3: ret = "const3"; break;
4243 case 4: ret = "const4"; break;
4244 case 5: ret = "const5"; break;
4245 case 6: ret = "const6"; break;
4246 case 7: ret = "const7"; break;
4247 default: ret = "unknown constant";
4255 if(arg & WINED3DTA_COMPLEMENT) {
4256 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
4257 if(argnum == 0) ret = "arg0";
4258 if(argnum == 1) ret = "arg1";
4259 if(argnum == 2) ret = "arg2";
4261 if(arg & WINED3DTA_ALPHAREPLICATE) {
4262 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
4263 if(argnum == 0) ret = "arg0";
4264 if(argnum == 1) ret = "arg1";
4265 if(argnum == 2) ret = "arg2";
4270 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
4271 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
4272 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
4273 unsigned int mul = 1;
4274 BOOL mul_final_dest = FALSE;
4276 if(color && alpha) dstmask = "";
4277 else if(color) dstmask = ".xyz";
4278 else dstmask = ".w";
4280 if(dst == tempreg) dstreg = "tempreg";
4281 else dstreg = "ret";
4283 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
4284 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
4285 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
4288 case WINED3DTOP_DISABLE:
4289 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
4292 case WINED3DTOP_SELECTARG2:
4294 case WINED3DTOP_SELECTARG1:
4295 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
4298 case WINED3DTOP_MODULATE4X:
4300 case WINED3DTOP_MODULATE2X:
4302 if(strcmp(dstreg, "result.color") == 0) {
4304 mul_final_dest = TRUE;
4306 case WINED3DTOP_MODULATE:
4307 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4310 case WINED3DTOP_ADDSIGNED2X:
4312 if(strcmp(dstreg, "result.color") == 0) {
4314 mul_final_dest = TRUE;
4316 case WINED3DTOP_ADDSIGNED:
4317 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
4319 case WINED3DTOP_ADD:
4320 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4323 case WINED3DTOP_SUBTRACT:
4324 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4327 case WINED3DTOP_ADDSMOOTH:
4328 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
4329 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
4332 case WINED3DTOP_BLENDCURRENTALPHA:
4333 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
4334 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4336 case WINED3DTOP_BLENDFACTORALPHA:
4337 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
4338 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4340 case WINED3DTOP_BLENDTEXTUREALPHA:
4341 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
4342 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4344 case WINED3DTOP_BLENDDIFFUSEALPHA:
4345 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
4346 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4349 case WINED3DTOP_BLENDTEXTUREALPHAPM:
4350 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
4351 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
4352 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
4355 /* D3DTOP_PREMODULATE ???? */
4357 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
4358 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
4359 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
4361 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
4362 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
4364 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
4365 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
4366 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
4368 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
4369 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
4372 case WINED3DTOP_DOTPRODUCT3:
4374 if(strcmp(dstreg, "result.color") == 0) {
4376 mul_final_dest = TRUE;
4378 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
4379 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
4380 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
4383 case WINED3DTOP_MULTIPLYADD:
4384 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
4387 case WINED3DTOP_LERP:
4388 /* The msdn is not quite right here */
4389 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4392 case WINED3DTOP_BUMPENVMAP:
4393 case WINED3DTOP_BUMPENVMAPLUMINANCE:
4394 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
4398 FIXME("Unhandled texture op %08x\n", op);
4402 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
4403 } else if(mul == 4) {
4404 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
4408 /* The stateblock is passed for GLINFO_LOCATION */
4409 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
4412 SHADER_BUFFER buffer;
4413 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
4414 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
4415 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
4416 const char *textype;
4417 const char *instr, *sat;
4418 char colorcor_dst[8];
4420 DWORD arg0, arg1, arg2;
4421 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
4423 const char *final_combiner_src = "ret";
4425 /* Find out which textures are read */
4426 for(stage = 0; stage < MAX_TEXTURES; stage++) {
4427 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
4428 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
4429 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
4430 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
4431 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4432 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4433 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4435 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
4436 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
4437 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
4438 bump_used[stage] = TRUE;
4439 tex_read[stage] = TRUE;
4441 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
4442 bump_used[stage] = TRUE;
4443 tex_read[stage] = TRUE;
4444 luminance_used[stage] = TRUE;
4445 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
4446 tfactor_used = TRUE;
4449 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
4450 tfactor_used = TRUE;
4453 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
4454 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
4455 tempreg_used = TRUE;
4458 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
4459 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
4460 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
4461 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
4462 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4463 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4464 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4466 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
4467 tempreg_used = TRUE;
4469 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
4470 tfactor_used = TRUE;
4475 shader_buffer_init(&buffer);
4477 shader_addline(&buffer, "!!ARBfp1.0\n");
4479 switch(settings->fog) {
4480 case FOG_OFF: break;
4481 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
4482 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
4483 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
4484 default: FIXME("Unexpected fog setting %d\n", settings->fog);
4487 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
4488 shader_addline(&buffer, "TEMP TMP;\n");
4489 shader_addline(&buffer, "TEMP ret;\n");
4490 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
4491 shader_addline(&buffer, "TEMP arg0;\n");
4492 shader_addline(&buffer, "TEMP arg1;\n");
4493 shader_addline(&buffer, "TEMP arg2;\n");
4494 for(stage = 0; stage < MAX_TEXTURES; stage++) {
4495 if(!tex_read[stage]) continue;
4496 shader_addline(&buffer, "TEMP tex%u;\n", stage);
4497 if(!bump_used[stage]) continue;
4498 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
4499 if(!luminance_used[stage]) continue;
4500 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
4503 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
4505 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
4507 if(settings->sRGB_write) {
4508 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
4509 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
4510 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
4511 srgb_sub_high, 0.0, 0.0, 0.0);
4514 /* Generate texture sampling instructions) */
4515 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
4516 if(!tex_read[stage]) continue;
4518 switch(settings->op[stage].tex_type) {
4519 case tex_1d: textype = "1D"; break;
4520 case tex_2d: textype = "2D"; break;
4521 case tex_3d: textype = "3D"; break;
4522 case tex_cube: textype = "CUBE"; break;
4523 case tex_rect: textype = "RECT"; break;
4524 default: textype = "unexpected_textype"; break;
4527 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
4528 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
4534 if(settings->op[stage].projected == proj_none) {
4536 } else if(settings->op[stage].projected == proj_count4 ||
4537 settings->op[stage].projected == proj_count3) {
4540 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
4545 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
4546 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
4547 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
4548 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
4549 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
4550 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
4552 /* with projective textures, texbem only divides the static texture coord, not the displacement,
4553 * so multiply the displacement with the dividing parameter before passing it to TXP
4555 if (settings->op[stage].projected != proj_none) {
4556 if(settings->op[stage].projected == proj_count4) {
4557 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
4558 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
4560 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
4561 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
4564 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
4567 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
4568 instr, sat, stage, stage, textype);
4569 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
4570 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
4571 stage - 1, stage - 1, stage - 1);
4572 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
4574 } else if(settings->op[stage].projected == proj_count3) {
4575 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
4576 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
4577 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
4578 instr, sat, stage, stage, textype);
4580 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
4581 instr, sat, stage, stage, stage, textype);
4584 sprintf(colorcor_dst, "tex%u", stage);
4585 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
4586 settings->op[stage].color_fixup);
4589 /* Generate the main shader */
4590 for(stage = 0; stage < MAX_TEXTURES; stage++) {
4591 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
4593 final_combiner_src = "fragment.color.primary";
4598 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
4599 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
4600 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
4601 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
4602 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
4603 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
4604 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
4605 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
4606 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
4607 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
4608 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
4609 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
4611 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
4612 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
4613 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
4614 settings->op[stage].carg2 == settings->op[stage].aarg2;
4617 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
4618 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
4619 settings->op[stage].cop, settings->op[stage].carg0,
4620 settings->op[stage].carg1, settings->op[stage].carg2);
4622 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
4624 } else if(op_equal) {
4625 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
4626 settings->op[stage].cop, settings->op[stage].carg0,
4627 settings->op[stage].carg1, settings->op[stage].carg2);
4629 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
4630 settings->op[stage].cop, settings->op[stage].carg0,
4631 settings->op[stage].carg1, settings->op[stage].carg2);
4632 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
4633 settings->op[stage].aop, settings->op[stage].aarg0,
4634 settings->op[stage].aarg1, settings->op[stage].aarg2);
4638 if(settings->sRGB_write) {
4639 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
4640 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
4642 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
4646 shader_addline(&buffer, "END\n");
4648 /* Generate the shader */
4649 GL_EXTCALL(glGenProgramsARB(1, &ret));
4650 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
4651 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
4653 if (glGetError() == GL_INVALID_OPERATION) {
4655 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
4656 FIXME("Fragment program error at position %d: %s\n", pos,
4657 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4659 shader_buffer_free(&buffer);
4663 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4664 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4665 struct shader_arb_priv *priv = device->fragment_priv;
4666 BOOL use_pshader = use_ps(stateblock);
4667 BOOL use_vshader = use_vs(stateblock);
4668 struct ffp_frag_settings settings;
4669 const struct arbfp_ffp_desc *desc;
4672 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
4674 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
4675 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
4676 /* Reload fixed function constants since they collide with the pixel shader constants */
4677 for(i = 0; i < MAX_TEXTURES; i++) {
4678 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
4680 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
4681 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
4682 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
4683 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
4689 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
4690 gen_ffp_frag_op(stateblock, &settings, FALSE);
4691 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
4693 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
4696 ERR("Out of memory\n");
4699 new_desc->num_textures_used = 0;
4700 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
4701 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
4702 new_desc->num_textures_used = i;
4705 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
4706 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
4707 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
4708 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
4712 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
4713 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
4716 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
4717 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
4718 priv->current_fprogram_id = desc->shader;
4720 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
4721 /* Reload fixed function constants since they collide with the pixel shader constants */
4722 for(i = 0; i < MAX_TEXTURES; i++) {
4723 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
4725 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
4726 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
4728 context->last_was_pshader = FALSE;
4730 context->last_was_pshader = TRUE;
4733 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
4734 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
4735 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
4736 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
4737 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
4739 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
4742 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
4743 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
4745 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
4746 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4750 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4754 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
4755 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
4756 * state table, so we need to handle that with a forwarding function. The other invisible side effect
4757 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
4758 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
4760 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4761 enum fogsource new_source;
4763 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
4765 if(!isStateDirty(context, STATE_PIXELSHADER)) {
4766 fragment_prog_arbfp(state, stateblock, context);
4769 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
4771 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
4772 if(use_vs(stateblock)) {
4773 new_source = FOGSOURCE_VS;
4775 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
4776 new_source = FOGSOURCE_COORD;
4778 new_source = FOGSOURCE_FFP;
4782 new_source = FOGSOURCE_FFP;
4784 if(new_source != context->fog_source) {
4785 context->fog_source = new_source;
4786 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
4790 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4791 if(!isStateDirty(context, STATE_PIXELSHADER)) {
4792 fragment_prog_arbfp(state, stateblock, context);
4796 #undef GLINFO_LOCATION
4798 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
4799 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
4800 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4801 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4802 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4803 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4804 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4805 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4806 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4807 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4808 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4809 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4810 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4811 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4812 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4813 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4814 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4815 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4816 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4817 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4818 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4819 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4820 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4821 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4822 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4823 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4824 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4825 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4826 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4827 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4828 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4829 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4830 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4831 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4832 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4833 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4834 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4835 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4836 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4837 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4838 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4839 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4840 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4841 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4842 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4843 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4844 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4845 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4846 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4847 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4848 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4849 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4850 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4851 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4852 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4853 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4854 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4855 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4856 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4857 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4858 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4859 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4860 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4861 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4862 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4863 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4864 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4865 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4866 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4867 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4868 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4869 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4870 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4871 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4872 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4873 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4874 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4875 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4876 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4877 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4878 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4879 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4880 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4881 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4882 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4883 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4884 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4885 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4886 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4887 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4888 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4889 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4890 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4891 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4892 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4893 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4894 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4895 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4896 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4897 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4898 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4899 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4900 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4901 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4902 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4903 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4904 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4905 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4906 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4907 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4908 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4909 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4910 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4911 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4912 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4913 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4914 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4915 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4916 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4917 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4918 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4919 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4920 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
4921 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
4922 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
4923 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
4924 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
4925 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
4926 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
4927 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
4928 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4929 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4930 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4931 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4932 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
4933 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
4934 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4935 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
4936 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
4937 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4938 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4939 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4940 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4941 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4942 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4943 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4944 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4945 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
4946 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4949 const struct fragment_pipeline arbfp_fragment_pipeline = {
4954 shader_arb_color_fixup_supported,
4955 arbfp_fragmentstate_template,
4956 TRUE /* We can disable projected textures */
4959 #define GLINFO_LOCATION device->adapter->gl_info
4961 struct arbfp_blit_priv {
4962 GLenum yuy2_rect_shader, yuy2_2d_shader;
4963 GLenum uyvy_rect_shader, uyvy_2d_shader;
4964 GLenum yv12_rect_shader, yv12_2d_shader;
4967 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
4968 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4969 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
4970 if(!device->blit_priv) {
4971 ERR("Out of memory\n");
4972 return E_OUTOFMEMORY;
4976 static void arbfp_blit_free(IWineD3DDevice *iface) {
4977 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4978 struct arbfp_blit_priv *priv = device->blit_priv;
4981 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
4982 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
4983 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
4984 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
4985 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
4986 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
4987 checkGLcall("Delete yuv programs\n");
4991 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
4994 const char *tex, *texinstr;
4996 if (yuv_fixup == YUV_FIXUP_UYVY) {
5004 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
5005 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
5007 /* This is more tricky than just replacing the texture type - we have to navigate
5008 * properly in the texture to find the correct chroma values
5010 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
5014 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
5015 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
5016 * filtering when we sample the texture.
5018 * These are the rules for reading the chroma:
5024 * So we have to get the sampling x position in non-normalized coordinates in integers
5026 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
5027 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
5028 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
5030 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5032 /* We must not allow filtering between pixel x and x+1, this would mix U and V
5033 * Vertical filtering is ok. However, bear in mind that the pixel center is at
5036 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
5037 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
5039 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
5040 * even and odd pixels respectively
5042 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
5043 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
5045 /* Sample Pixel 1 */
5046 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5048 /* Put the value into either of the chroma values */
5049 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5050 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
5051 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5052 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
5054 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
5055 * the pixel right to the current one. Otherwise, sample the left pixel.
5056 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
5058 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
5059 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
5060 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5062 /* Put the value into the other chroma */
5063 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5064 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
5065 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5066 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
5068 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
5069 * the current one and lerp the two U and V values
5072 /* This gives the correctly filtered luminance value */
5073 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
5078 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
5083 case GL_TEXTURE_2D: tex = "2D"; break;
5084 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
5086 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
5090 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
5091 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
5092 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
5093 * pitch of the luminance plane, the packing into the gl texture is a bit
5094 * unfortunate. If the whole texture is interpreted as luminance data it looks
5095 * approximately like this:
5097 * +----------------------------------+----
5109 * +----------------+-----------------+----
5111 * | U even rows | U odd rows |
5113 * +----------------+------------------ -
5115 * | V even rows | V odd rows |
5117 * +----------------+-----------------+----
5121 * So it appears as if there are 4 chroma images, but in fact the odd rows
5122 * in the chroma images are in the same row as the even ones. So its is
5123 * kinda tricky to read
5125 * When reading from rectangle textures, keep in mind that the input y coordinates
5126 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
5128 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
5129 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
5131 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5132 /* the chroma planes have only half the width */
5133 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
5135 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
5136 * the coordinate. Also read the right side of the image when reading odd lines
5138 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
5141 if(textype == GL_TEXTURE_2D) {
5143 shader_addline(buffer, "RCP chroma.w, size.y;\n");
5145 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
5147 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
5148 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
5150 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5151 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5152 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5153 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5154 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5156 /* clamp, keep the half pixel origin in mind */
5157 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
5158 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5159 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
5160 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5162 /* Read from [size - size+size/4] */
5163 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5164 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
5166 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5167 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5168 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5169 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5170 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
5171 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5173 /* Make sure to read exactly from the pixel center */
5174 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5175 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
5178 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
5179 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
5180 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5181 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
5182 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5184 /* Read the texture, put the result into the output register */
5185 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5186 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
5188 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
5189 * No need to clamp because we're just reusing the already clamped value from above
5191 if(textype == GL_TEXTURE_2D) {
5192 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
5194 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
5196 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5197 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
5199 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
5200 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
5201 * values due to filtering
5203 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5204 if(textype == GL_TEXTURE_2D) {
5205 /* Multiply the y coordinate by 2/3 and clamp it */
5206 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
5207 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
5208 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5209 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5211 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
5212 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
5215 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
5216 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
5217 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5224 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
5227 SHADER_BUFFER buffer;
5228 char luminance_component;
5229 struct arbfp_blit_priv *priv = device->blit_priv;
5232 shader_buffer_init(&buffer);
5235 GL_EXTCALL(glGenProgramsARB(1, &shader));
5236 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
5237 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
5238 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
5241 shader_buffer_free(&buffer);
5245 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
5246 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
5247 * two chroma(U and V) values. Each macropixel has two luminance values, one for
5248 * each single pixel it contains, and one U and one V value shared between both
5251 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
5252 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
5253 * take the format into account when generating the read swizzles
5255 * Reading the Y value is straightforward - just sample the texture. The hardware
5256 * takes care of filtering in the horizontal and vertical direction.
5258 * Reading the U and V values is harder. We have to avoid filtering horizontally,
5259 * because that would mix the U and V values of one pixel or two adjacent pixels.
5260 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
5261 * regardless of the filtering setting. Vertical filtering works automatically
5262 * though - the U and V values of two rows are mixed nicely.
5264 * Appart of avoiding filtering issues, the code has to know which value it just
5265 * read, and where it can find the other one. To determine this, it checks if
5266 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
5268 * Handling horizontal filtering of U and V values requires reading a 2nd pair
5269 * of pixels, extracting U and V and mixing them. This is not implemented yet.
5271 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
5272 * with width / 2. This way one read gives all 3 values, finding U and V is easy
5273 * in an unfiltered situation. Finding the luminance on the other hand requires
5274 * finding out if it is an odd or even pixel. The real drawback of this approach
5275 * is filtering. This would have to be emulated completely in the shader, reading
5276 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
5277 * vertically. Beyond that it would require adjustments to the texture handling
5278 * code to deal with the width scaling
5280 shader_addline(&buffer, "!!ARBfp1.0\n");
5281 shader_addline(&buffer, "TEMP luminance;\n");
5282 shader_addline(&buffer, "TEMP temp;\n");
5283 shader_addline(&buffer, "TEMP chroma;\n");
5284 shader_addline(&buffer, "TEMP texcrd;\n");
5285 shader_addline(&buffer, "TEMP texcrd2;\n");
5286 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
5287 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
5288 shader_addline(&buffer, "PARAM size = program.local[0];\n");
5292 case YUV_FIXUP_UYVY:
5293 case YUV_FIXUP_YUY2:
5294 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
5296 shader_buffer_free(&buffer);
5301 case YUV_FIXUP_YV12:
5302 if (!gen_yv12_read(&buffer, textype, &luminance_component))
5304 shader_buffer_free(&buffer);
5310 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
5311 shader_buffer_free(&buffer);
5315 /* Calculate the final result. Formula is taken from
5316 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
5317 * ranges from -0.5 to 0.5
5319 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
5321 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
5322 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
5323 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
5324 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
5325 shader_addline(&buffer, "END\n");
5328 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5330 if (glGetError() == GL_INVALID_OPERATION) {
5332 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5333 FIXME("Fragment program error at position %d: %s\n", pos,
5334 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5336 shader_buffer_free(&buffer);
5341 case YUV_FIXUP_YUY2:
5342 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
5343 else priv->yuy2_2d_shader = shader;
5346 case YUV_FIXUP_UYVY:
5347 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
5348 else priv->uyvy_2d_shader = shader;
5351 case YUV_FIXUP_YV12:
5352 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
5353 else priv->yv12_2d_shader = shader;
5360 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5361 GLenum textype, UINT width, UINT height)
5364 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5365 float size[4] = {width, height, 1, 1};
5366 struct arbfp_blit_priv *priv = device->blit_priv;
5367 enum yuv_fixup yuv_fixup;
5369 if (!is_yuv_fixup(format_desc->color_fixup))
5372 dump_color_fixup_desc(format_desc->color_fixup);
5373 /* Don't bother setting up a shader for unconverted formats */
5376 checkGLcall("glEnable(textype)");
5381 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
5385 case YUV_FIXUP_YUY2:
5386 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
5389 case YUV_FIXUP_UYVY:
5390 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
5393 case YUV_FIXUP_YV12:
5394 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
5398 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
5401 checkGLcall("glEnable(textype)");
5406 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
5409 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5410 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5411 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
5412 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
5413 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
5414 checkGLcall("glProgramLocalParameter4fvARB");
5420 static void arbfp_blit_unset(IWineD3DDevice *iface) {
5421 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5424 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5425 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5426 glDisable(GL_TEXTURE_2D);
5427 checkGLcall("glDisable(GL_TEXTURE_2D)");
5428 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
5429 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5430 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5432 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
5433 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5434 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5439 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5441 enum yuv_fixup yuv_fixup;
5443 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5445 TRACE("Checking support for fixup:\n");
5446 dump_color_fixup_desc(fixup);
5449 if (is_identity_fixup(fixup))
5455 /* We only support YUV conversions. */
5456 if (!is_yuv_fixup(fixup))
5458 TRACE("[FAILED]\n");
5462 yuv_fixup = get_yuv_fixup(fixup);
5465 case YUV_FIXUP_YUY2:
5466 case YUV_FIXUP_UYVY:
5467 case YUV_FIXUP_YV12:
5472 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
5473 TRACE("[FAILED]\n");
5478 const struct blit_shader arbfp_blit = {
5483 arbfp_blit_color_fixup_supported,
5486 #undef GLINFO_LOCATION