2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* We have to subtract any other PARAMs that we might use in our shader programs.
45 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
46 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
47 #define ARB_SHADER_RESERVED_VS_CONSTS 3
49 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
50 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
52 #define ARB_SHADER_RESERVED_PS_CONSTS 2
54 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
55 * so upload them above that
57 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
58 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
60 /* ARB_program_shader private data */
61 struct shader_arb_priv {
62 GLuint current_vprogram_id;
63 GLuint current_fprogram_id;
64 GLuint depth_blt_vprogram_id;
65 GLuint depth_blt_fprogram_id[tex_type_count];
66 BOOL use_arbfp_fixed_func;
67 struct hash_table_t *fragment_shaders;
70 /********************************************************
71 * ARB_[vertex/fragment]_program helper functions follow
72 ********************************************************/
75 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
76 * When constant_list == NULL, it will load all the constants.
78 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
79 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
81 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
82 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
84 local_constant* lconst;
88 if (TRACE_ON(d3d_shader)) {
89 for(i = 0; i < max_constants; i++) {
90 if(!dirty_consts[i]) continue;
91 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
92 constants[i * 4 + 0], constants[i * 4 + 1],
93 constants[i * 4 + 2], constants[i * 4 + 3]);
96 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
97 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
100 for(i = 0; i < max_constants; i++) {
101 if(!dirty_consts[i]) continue;
105 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
106 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
107 else lcl_const[0] = constants[j + 0];
109 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
110 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
111 else lcl_const[1] = constants[j + 1];
113 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
114 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
115 else lcl_const[2] = constants[j + 2];
117 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
118 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
119 else lcl_const[3] = constants[j + 3];
121 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
124 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
125 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
126 * or just reloading *all* constants at once
128 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
130 for(i = 0; i < max_constants; i++) {
131 if(!dirty_consts[i]) continue;
133 /* Find the next block of dirty constants */
136 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
140 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
143 for(i = 0; i < max_constants; i++) {
144 if(dirty_consts[i]) {
146 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
151 checkGLcall("glProgramEnvParameter4fvARB()");
153 /* Load immediate constants */
154 if(This->baseShader.load_local_constsF) {
155 if (TRACE_ON(d3d_shader)) {
156 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
157 GLfloat* values = (GLfloat*)lconst->value;
158 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
159 values[0], values[1], values[2], values[3]);
162 /* Immediate constants are clamped for 1.X shaders at loading times */
164 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
165 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
166 ret = max(ret, lconst->idx + 1);
167 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
169 checkGLcall("glProgramEnvParameter4fvARB()");
170 return ret; /* The loaded immediate constants need reloading for the next shader */
172 return 0; /* No constants are dirty now */
177 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
179 static void shader_arb_load_np2fixup_constants(
180 IWineD3DDevice* device,
182 char useVertexShader) {
183 /* not implemented */
187 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
189 * We only support float constants in ARB at the moment, so don't
190 * worry about the Integers or Booleans
192 static void shader_arb_load_constants(
193 IWineD3DDevice* device,
195 char useVertexShader) {
197 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
198 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
199 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
202 if (useVertexShader) {
203 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
205 /* Load DirectX 9 float constants for vertex shader */
206 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
207 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
208 deviceImpl->highest_dirty_vs_const,
209 stateBlock->vertexShaderConstantF,
210 deviceImpl->activeContext->vshader_const_dirty);
212 /* Upload the position fixup */
213 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
216 if (usePixelShader) {
218 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
219 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
221 /* Load DirectX 9 float constants for pixel shader */
222 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
223 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
224 deviceImpl->highest_dirty_ps_const,
225 stateBlock->pixelShaderConstantF,
226 deviceImpl->activeContext->pshader_const_dirty);
228 for(i = 0; i < psi->numbumpenvmatconsts; i++) {
229 /* The state manager takes care that this function is always called if the bump env matrix changes
231 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
232 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
233 deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
235 if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
237 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
238 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
239 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
240 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
242 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
243 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
244 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
250 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
252 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
254 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
255 * context. On a context switch the old context will be fully dirtified */
256 memset(This->activeContext->vshader_const_dirty + start, 1,
257 sizeof(*This->activeContext->vshader_const_dirty) * count);
258 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
261 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
265 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
266 * context. On a context switch the old context will be fully dirtified */
267 memset(This->activeContext->pshader_const_dirty + start, 1,
268 sizeof(*This->activeContext->pshader_const_dirty) * count);
269 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
272 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
276 const local_constant *lconst;
278 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
280 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
282 ERR("Out of memory\n");
286 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
287 ret[lconst->idx] = idx++;
292 /* Generate the variable & register declarations for the ARB_vertex_program output target */
293 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
294 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
296 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
297 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
299 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
300 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
301 (pshader ? GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS :
302 GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS));
303 UINT extra_constants_needed = 0;
304 const local_constant *lconst;
306 /* Temporary Output register */
307 shader_addline(buffer, "TEMP TMP_OUT;\n");
309 for(i = 0; i < This->baseShader.limits.temporary; i++) {
310 if (reg_maps->temporary[i])
311 shader_addline(buffer, "TEMP R%u;\n", i);
314 for (i = 0; i < This->baseShader.limits.address; i++) {
315 if (reg_maps->address[i])
316 shader_addline(buffer, "ADDRESS A%d;\n", i);
319 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
320 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
321 if (reg_maps->texcoord[i] && pshader)
322 shader_addline(buffer,"TEMP T%u;\n", i);
326 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
327 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
328 if(!reg_maps->bumpmat[i]) continue;
330 cur = ps->numbumpenvmatconsts;
331 ps->bumpenvmatconst[cur].const_num = -1;
332 ps->bumpenvmatconst[cur].texunit = i;
333 ps->luminanceconst[cur].const_num = -1;
334 ps->luminanceconst[cur].texunit = i;
336 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
337 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
340 if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
341 ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
342 shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
343 i, ps->bumpenvmatconst[cur].const_num);
344 extra_constants_needed++;
346 if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
347 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
348 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
349 i, ps->luminanceconst[cur].const_num);
350 extra_constants_needed++;
351 } else if(reg_maps->luminanceparams) {
352 FIXME("No free constant to load the luminance parameters\n");
355 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
358 ps->numbumpenvmatconsts = cur + 1;
361 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
362 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
363 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
364 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
365 srgb_sub_high, 0.0, 0.0, 0.0);
368 /* Load local constants using the program-local space,
369 * this avoids reloading them each time the shader is used
372 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
373 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
374 lconst_map[lconst->idx]);
378 /* we use the array-based constants array if the local constants are marked for loading,
379 * because then we use indirect addressing, or when the local constant list is empty,
380 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
381 * local constants do not declare the loaded constants as an array because ARB compilers usually
382 * do not optimize unused constants away
384 if(This->baseShader.reg_maps.usesrelconstF) {
385 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
386 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
387 max_constantsF, max_constantsF - 1);
389 for(i = 0; i < max_constantsF; i++) {
392 mask = 1 << (i & 0x1f);
393 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
394 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
400 static const char * const shift_tab[] = {
401 "dummy", /* 0 (none) */
402 "coefmul.x", /* 1 (x2) */
403 "coefmul.y", /* 2 (x4) */
404 "coefmul.z", /* 3 (x8) */
405 "coefmul.w", /* 4 (x16) */
406 "dummy", /* 5 (x32) */
407 "dummy", /* 6 (x64) */
408 "dummy", /* 7 (x128) */
409 "dummy", /* 8 (d256) */
410 "dummy", /* 9 (d128) */
411 "dummy", /* 10 (d64) */
412 "dummy", /* 11 (d32) */
413 "coefdiv.w", /* 12 (d16) */
414 "coefdiv.z", /* 13 (d8) */
415 "coefdiv.y", /* 14 (d4) */
416 "coefdiv.x" /* 15 (d2) */
419 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
420 const struct wined3d_shader_dst_param *dst, char *write_mask)
422 char *ptr = write_mask;
423 char vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
425 if (vshader && dst->reg.type == WINED3DSPR_ADDR)
430 else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
433 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
434 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
435 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
436 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
442 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
444 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
445 * but addressed as "rgba". To fix this we need to swap the register's x
446 * and z components. */
447 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
448 char *ptr = swizzle_str;
450 /* swizzle bits fields: wwzzyyxx */
451 DWORD swizzle = param->swizzle;
452 DWORD swizzle_x = swizzle & 0x03;
453 DWORD swizzle_y = (swizzle >> 2) & 0x03;
454 DWORD swizzle_z = (swizzle >> 4) & 0x03;
455 DWORD swizzle_w = (swizzle >> 6) & 0x03;
457 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
458 * generate a swizzle string. Unless we need to our own swizzling. */
459 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
462 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
463 *ptr++ = swizzle_chars[swizzle_x];
465 *ptr++ = swizzle_chars[swizzle_x];
466 *ptr++ = swizzle_chars[swizzle_y];
467 *ptr++ = swizzle_chars[swizzle_z];
468 *ptr++ = swizzle_chars[swizzle_w];
475 static void shader_arb_get_register_name(IWineD3DBaseShader *iface,
476 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
478 /* oPos, oFog and oPts in D3D */
479 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
480 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
481 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
487 case WINED3DSPR_TEMP:
488 sprintf(register_name, "R%u", reg->idx);
491 case WINED3DSPR_INPUT:
494 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
495 else strcpy(register_name, "fragment.color.secondary");
499 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
500 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
504 case WINED3DSPR_CONST:
505 if (!pshader && reg->rel_addr)
507 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
508 if (reg->idx >= rel_offset)
509 sprintf(register_name, "C[A0.x + %u]", reg->idx - rel_offset);
511 sprintf(register_name, "C[A0.x - %u]", -reg->idx + rel_offset);
515 if (This->baseShader.reg_maps.usesrelconstF)
516 sprintf(register_name, "C[%u]", reg->idx);
518 sprintf(register_name, "C%u", reg->idx);
522 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
524 if(This->baseShader.reg_maps.shader_version.major == 1 &&
525 This->baseShader.reg_maps.shader_version.minor <= 3) {
526 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
527 * and as source to most instructions. For some instructions it is the texcoord
528 * input. Those instructions know about the special use
530 sprintf(register_name, "T%u", reg->idx);
532 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
533 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
536 else sprintf(register_name, "A%u", reg->idx);
539 case WINED3DSPR_COLOROUT:
542 strcpy(register_name, "TMP_COLOR");
546 /* TODO: See GL_ARB_draw_buffers */
547 FIXME("Unsupported write to render target %u\n", reg->idx);
548 sprintf(register_name, "unsupported_register");
552 case WINED3DSPR_RASTOUT:
553 sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
556 case WINED3DSPR_DEPTHOUT:
557 strcpy(register_name, "result.depth");
560 case WINED3DSPR_ATTROUT:
561 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
562 else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
563 else strcpy(register_name, "result.color.secondary");
566 case WINED3DSPR_TEXCRDOUT:
567 if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
568 else sprintf(register_name, "result.texcoord[%u]", reg->idx);
572 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
573 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
578 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
579 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
581 char register_name[255];
585 shader_arb_get_register_name(ins->ctx->shader, &wined3d_dst->reg, register_name, &is_color);
586 strcpy(str, register_name);
588 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
589 strcat(str, write_mask);
592 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
594 switch(channel_source)
596 case CHANNEL_SOURCE_ZERO: return "0";
597 case CHANNEL_SOURCE_ONE: return "1";
598 case CHANNEL_SOURCE_X: return "x";
599 case CHANNEL_SOURCE_Y: return "y";
600 case CHANNEL_SOURCE_Z: return "z";
601 case CHANNEL_SOURCE_W: return "w";
603 FIXME("Unhandled channel source %#x\n", channel_source);
608 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
609 const char *one, const char *two, struct color_fixup_desc fixup)
613 if (is_yuv_fixup(fixup))
615 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
616 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
621 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
622 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
623 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
624 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
629 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
630 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
631 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
635 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
636 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
637 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
638 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
644 char *ptr = reg_mask;
646 if (mask != WINED3DSP_WRITEMASK_ALL)
649 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
650 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
651 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
652 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
656 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
660 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
661 const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
663 SHADER_BUFFER *buffer = ins->ctx->buffer;
664 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
665 const char *tex_type;
666 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
667 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
669 switch(sampler_type) {
675 if(device->stateBlock->textures[sampler_idx] &&
676 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
681 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
683 const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
684 if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
685 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
690 case WINED3DSTT_VOLUME:
694 case WINED3DSTT_CUBE:
699 ERR("Unexpected texture type %d\n", sampler_type);
704 /* Shouldn't be possible, but let's check for it */
705 if(projected) FIXME("Biased and Projected texture sampling\n");
706 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
707 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
708 } else if (projected) {
709 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
711 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
714 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
716 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
717 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
718 "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
722 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
723 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
725 /* Generate a line that does the input modifier computation and return the input register to use */
726 BOOL is_color = FALSE;
730 SHADER_BUFFER *buffer = ins->ctx->buffer;
732 /* Assume a new line will be added */
735 /* Get register name */
736 shader_arb_get_register_name(ins->ctx->shader, &src->reg, regstr, &is_color);
737 shader_arb_get_swizzle(src, is_color, swzstr);
739 switch (src->modifiers)
741 case WINED3DSPSM_NONE:
742 sprintf(outregstr, "%s%s", regstr, swzstr);
745 case WINED3DSPSM_NEG:
746 sprintf(outregstr, "-%s%s", regstr, swzstr);
749 case WINED3DSPSM_BIAS:
750 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
752 case WINED3DSPSM_BIASNEG:
753 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
755 case WINED3DSPSM_SIGN:
756 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
758 case WINED3DSPSM_SIGNNEG:
759 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
761 case WINED3DSPSM_COMP:
762 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
765 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
767 case WINED3DSPSM_X2NEG:
768 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
771 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
772 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
775 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
776 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
779 sprintf(outregstr, "%s%s", regstr, swzstr);
783 /* Return modified or original register, with swizzle */
785 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
788 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
791 const char *ret = "";
792 if (!ins->dst_count) return "";
794 mod = ins->dst[0].modifiers;
795 if(mod & WINED3DSPDM_SATURATE) {
797 mod &= ~WINED3DSPDM_SATURATE;
799 if(mod & WINED3DSPDM_PARTIALPRECISION) {
800 FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n");
801 mod &= ~WINED3DSPDM_PARTIALPRECISION;
803 if(mod & WINED3DSPDM_MSAMPCENTROID) {
804 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
805 mod &= ~WINED3DSPDM_MSAMPCENTROID;
808 FIXME("Unknown modifiers 0x%08x\n", mod);
813 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
815 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
816 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
817 SHADER_BUFFER *buffer = ins->ctx->buffer;
819 char src_name[2][50];
820 DWORD sampler_code = dst->reg.idx;
821 BOOL has_bumpmat = FALSE;
824 for(i = 0; i < This->numbumpenvmatconsts; i++) {
825 if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
826 && This->bumpenvmatconst[i].texunit == sampler_code)
833 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
834 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
837 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
838 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
839 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
840 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
841 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
843 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
845 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
849 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
851 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
852 SHADER_BUFFER *buffer = ins->ctx->buffer;
854 char src_name[3][50];
855 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
856 ins->ctx->reg_maps->shader_version.minor);
858 shader_arb_get_dst_param(ins, dst, dst_name);
859 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
861 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
862 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
864 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
866 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
867 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
868 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
869 shader_addline(buffer, "CMP%s %s, TMP, %s, %s;\n",
870 shader_arb_get_modifier(ins), dst_name, src_name[1], src_name[2]);
874 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
876 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
877 SHADER_BUFFER *buffer = ins->ctx->buffer;
879 char src_name[3][50];
881 shader_arb_get_dst_param(ins, dst, dst_name);
883 /* Generate input register names (with modifiers) */
884 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
885 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
886 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
888 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
889 src_name[0], src_name[2], src_name[1]);
892 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
893 * dst = dot2(src0, src1) + src2 */
894 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
896 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
897 SHADER_BUFFER *buffer = ins->ctx->buffer;
899 char src_name[3][50];
901 shader_arb_get_dst_param(ins, dst, dst_name);
902 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
903 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
904 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
906 /* Emulate a DP2 with a DP3 and 0.0 */
907 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
908 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
909 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
910 shader_addline(buffer, "ADD%s %s, TMP2, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
913 /* Map the opcode 1-to-1 to the GL code */
914 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
916 SHADER_BUFFER *buffer = ins->ctx->buffer;
917 const char *instruction;
918 char arguments[256], dst_str[50];
920 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
922 switch (ins->handler_idx)
924 case WINED3DSIH_ABS: instruction = "ABS"; break;
925 case WINED3DSIH_ADD: instruction = "ADD"; break;
926 case WINED3DSIH_CRS: instruction = "XPD"; break;
927 case WINED3DSIH_DP3: instruction = "DP3"; break;
928 case WINED3DSIH_DP4: instruction = "DP4"; break;
929 case WINED3DSIH_DST: instruction = "DST"; break;
930 case WINED3DSIH_EXP: instruction = "EX2"; break;
931 case WINED3DSIH_EXPP: instruction = "EXP"; break;
932 case WINED3DSIH_FRC: instruction = "FRC"; break;
933 case WINED3DSIH_LIT: instruction = "LIT"; break;
934 case WINED3DSIH_LOG: instruction = "LG2"; break;
935 case WINED3DSIH_LOGP: instruction = "LOG"; break;
936 case WINED3DSIH_LRP: instruction = "LRP"; break;
937 case WINED3DSIH_MAD: instruction = "MAD"; break;
938 case WINED3DSIH_MAX: instruction = "MAX"; break;
939 case WINED3DSIH_MIN: instruction = "MIN"; break;
940 case WINED3DSIH_MOV: instruction = "MOV"; break;
941 case WINED3DSIH_MUL: instruction = "MUL"; break;
942 case WINED3DSIH_POW: instruction = "POW"; break;
943 case WINED3DSIH_SGE: instruction = "SGE"; break;
944 case WINED3DSIH_SLT: instruction = "SLT"; break;
945 case WINED3DSIH_SUB: instruction = "SUB"; break;
946 default: instruction = "";
947 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
951 /* Note that shader_arb_add_dst_param() adds spaces. */
953 shader_arb_get_dst_param(ins, dst, dst_str);
954 for (i = 0; i < ins->src_count; ++i)
957 strcat(arguments, ", ");
958 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
959 strcat(arguments, operand);
961 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
964 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
966 SHADER_BUFFER *buffer = ins->ctx->buffer;
967 shader_addline(buffer, "NOP;\n");
970 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
972 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
974 if ((ins->ctx->reg_maps->shader_version.major == 1
975 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
976 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
977 || ins->handler_idx == WINED3DSIH_MOVA)
979 SHADER_BUFFER *buffer = ins->ctx->buffer;
980 char src0_param[256];
982 if (ins->handler_idx == WINED3DSIH_MOVA)
983 FIXME("mova should round\n");
985 src0_param[0] = '\0';
986 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
988 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
989 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
990 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
994 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
995 * with more than one component. Thus replicate the first source argument over all
996 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
997 struct wined3d_shader_src_param tmp_src = ins->src[0];
998 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
999 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1000 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1005 shader_hw_map2gl(ins);
1009 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1011 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1012 SHADER_BUFFER *buffer = ins->ctx->buffer;
1015 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1016 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1018 shader_arb_get_dst_param(ins, dst, reg_dest);
1020 if (ins->ctx->reg_maps->shader_version.major >= 2)
1022 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1023 shader_arb_get_dst_param(ins, dst, reg_dest);
1024 shader_addline(buffer, "KIL %s;\n", reg_dest);
1026 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1027 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1029 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1030 * or pass in any temporary register(in shader phase 2)
1032 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1033 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1035 shader_arb_get_dst_param(ins, dst, reg_dest);
1037 shader_addline(buffer, "SWZ TMP, %s, x, y, z, 1;\n", reg_dest);
1038 shader_addline(buffer, "KIL TMP;\n");
1042 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1044 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1045 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1046 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1047 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1048 ins->ctx->reg_maps->shader_version.minor);
1049 BOOL projected = FALSE, bias = FALSE;
1050 struct wined3d_shader_src_param src;
1054 DWORD reg_sampler_code;
1056 /* All versions have a destination register */
1057 shader_arb_get_dst_param(ins, dst, reg_dest);
1059 /* 1.0-1.4: Use destination register number as texture code.
1060 2.0+: Use provided sampler number as texure code. */
1061 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1062 reg_sampler_code = dst->reg.idx;
1064 reg_sampler_code = ins->src[1].reg.idx;
1066 /* 1.0-1.3: Use the texcoord varying.
1067 1.4+: Use provided coordinate source register. */
1068 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1069 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1071 /* TEX is the only instruction that can handle DW and DZ natively */
1073 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1074 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1075 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1079 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1080 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1081 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1083 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1086 if(reg_sampler_code < MAX_TEXTURES) {
1087 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1089 if (flags & WINED3DTTFF_PROJECTED) {
1093 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1095 DWORD src_mod = ins->src[0].modifiers;
1096 if (src_mod == WINED3DSPSM_DZ) {
1097 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1098 * varying register, so we need a temp reg
1100 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1101 strcpy(reg_coord, "TA");
1103 } else if(src_mod == WINED3DSPSM_DW) {
1107 if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1108 if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1110 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1113 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1115 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1116 SHADER_BUFFER *buffer = ins->ctx->buffer;
1117 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1118 ins->ctx->reg_maps->shader_version.minor);
1121 shader_arb_get_write_mask(ins, dst, tmp);
1122 if (shader_version != WINED3D_SHADER_VERSION(1,4))
1124 DWORD reg = dst->reg.idx;
1125 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1129 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1130 shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
1134 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1136 SHADER_BUFFER *buffer = ins->ctx->buffer;
1137 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1138 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1141 DWORD reg1 = ins->dst[0].reg.idx;
1145 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1146 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1147 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1148 shader_addline(buffer, "MOV TMP.x, %s.w;\n", src_str);
1149 shader_addline(buffer, "MOV TMP.y, %s.x;\n", src_str);
1150 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1151 shader_hw_sample(ins, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1154 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1156 SHADER_BUFFER *buffer = ins->ctx->buffer;
1158 DWORD reg1 = ins->dst[0].reg.idx;
1162 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1163 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1164 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1165 shader_addline(buffer, "MOV TMP.x, %s.y;\n", src_str);
1166 shader_addline(buffer, "MOV TMP.y, %s.z;\n", src_str);
1167 shader_hw_sample(ins, reg1, dst_str, "TMP", FALSE, FALSE);
1170 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1172 DWORD reg1 = ins->dst[0].reg.idx;
1176 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1177 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1178 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1179 shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1182 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1184 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1185 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1186 BOOL has_bumpmat = FALSE;
1187 BOOL has_luminance = FALSE;
1190 SHADER_BUFFER *buffer = ins->ctx->buffer;
1192 char reg_coord[40], dst_reg[50];
1193 DWORD reg_dest_code;
1195 /* All versions have a destination register. The Tx where the texture coordinates come
1196 * from is the varying incarnation of the texture register
1198 reg_dest_code = dst->reg.idx;
1199 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1200 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1202 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1203 if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1204 && reg_dest_code == This->bumpenvmatconst[i].texunit)
1210 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1211 if (This->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1212 && reg_dest_code == This->luminanceconst[i].texunit)
1214 has_luminance = TRUE;
1220 DWORD src = ins->src[0].reg.idx;
1222 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1223 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1225 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1226 shader_addline(buffer, "DP3 TMP.x, TMP2, T%u;\n", src);
1227 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1228 shader_addline(buffer, "DP3 TMP.y, TMP2, T%u;\n", src);
1230 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1231 * so we can't let the GL handle this.
1233 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1234 & WINED3DTTFF_PROJECTED) {
1235 shader_addline(buffer, "RCP TMP2.w, %s.w;\n", reg_coord);
1236 shader_addline(buffer, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord);
1237 shader_addline(buffer, "ADD TMP.xy, TMP, TMP2;\n");
1239 shader_addline(buffer, "ADD TMP.xy, TMP, %s;\n", reg_coord);
1242 shader_hw_sample(ins, reg_dest_code, dst_reg, "TMP", FALSE, FALSE);
1244 if (ins->handler_idx == WINED3DSIH_TEXBEML && has_luminance)
1246 shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1247 src, reg_dest_code, reg_dest_code);
1248 shader_addline(buffer, "MUL %s, %s, TMP;\n", dst_reg, dst_reg);
1253 if(reg_dest_code < MAX_TEXTURES) {
1254 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1258 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1259 shader_hw_sample(ins, reg_dest_code, dst_reg, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1263 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1265 DWORD reg = ins->dst[0].reg.idx;
1266 SHADER_BUFFER *buffer = ins->ctx->buffer;
1269 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1270 shader_addline(buffer, "DP3 TMP.x, fragment.texcoord[%u], %s;\n", reg, src0_name);
1273 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1275 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1276 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1278 DWORD reg = ins->dst[0].reg.idx;
1279 SHADER_BUFFER *buffer = ins->ctx->buffer;
1283 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1284 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1285 shader_addline(buffer, "DP3 TMP.y, fragment.texcoord[%u], %s;\n", reg, src0_name);
1286 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1287 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1290 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1292 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1293 DWORD reg = ins->dst[0].reg.idx;
1294 SHADER_BUFFER *buffer = ins->ctx->buffer;
1295 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1298 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1299 shader_addline(buffer, "DP3 TMP.%c, fragment.texcoord[%u], %s;\n", 'x' + current_state->current_row, reg, src0_name);
1300 current_state->texcoord_w[current_state->current_row++] = reg;
1303 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1305 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1306 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1308 DWORD reg = ins->dst[0].reg.idx;
1309 SHADER_BUFFER *buffer = ins->ctx->buffer;
1310 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1314 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1315 shader_addline(buffer, "DP3 TMP.z, fragment.texcoord[%u], %s;\n", reg, src0_name);
1317 /* Sample the texture using the calculated coordinates */
1318 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1319 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1320 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1321 current_state->current_row = 0;
1324 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1326 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1327 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1329 DWORD reg = ins->dst[0].reg.idx;
1330 SHADER_BUFFER *buffer = ins->ctx->buffer;
1331 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1335 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1336 shader_addline(buffer, "DP3 TMP.z, fragment.texcoord[%u], %s;\n", reg, src0_name);
1338 /* Construct the eye-ray vector from w coordinates */
1339 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1340 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1341 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1343 /* Calculate reflection vector
1345 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1346 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1347 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1348 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1349 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1350 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1351 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1353 /* Sample the texture using the calculated coordinates */
1354 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1355 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1356 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1357 current_state->current_row = 0;
1360 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1362 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1363 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1365 DWORD reg = ins->dst[0].reg.idx;
1366 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1367 SHADER_BUFFER *buffer = ins->ctx->buffer;
1372 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1373 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1374 shader_addline(buffer, "DP3 TMP.z, fragment.texcoord[%u], %s;\n", reg, src0_name);
1376 /* Calculate reflection vector.
1379 * TMP.xyz = 2 * --------- * N - E
1382 * Which normalizes the normal vector
1384 shader_addline(buffer, "DP3 TMP.w, TMP, %s;\n", src1_name);
1385 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1386 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1387 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1388 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1389 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -%s;\n", src1_name);
1391 /* Sample the texture using the calculated coordinates */
1392 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1393 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1394 shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1395 current_state->current_row = 0;
1398 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1400 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1401 SHADER_BUFFER *buffer = ins->ctx->buffer;
1404 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1405 * which is essentially an input, is the destination register because it is the first
1406 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1407 * here(writemasks/swizzles are not valid on texdepth)
1409 shader_arb_get_dst_param(ins, dst, dst_name);
1411 /* According to the msdn, the source register(must be r5) is unusable after
1412 * the texdepth instruction, so we're free to modify it
1414 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1416 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1417 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1418 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1420 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1421 shader_addline(buffer, "MUL TMP.x, %s.x, %s.y;\n", dst_name, dst_name);
1422 shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1423 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1426 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1427 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1428 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1429 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1431 SHADER_BUFFER *buffer = ins->ctx->buffer;
1432 DWORD sampler_idx = ins->dst[0].reg.idx;
1436 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1437 shader_addline(buffer, "MOV TMP, 0.0;\n");
1438 shader_addline(buffer, "DP3 TMP.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
1440 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1441 shader_hw_sample(ins, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1444 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1445 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1446 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1448 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1451 SHADER_BUFFER *buffer = ins->ctx->buffer;
1453 /* Handle output register */
1454 shader_arb_get_dst_param(ins, dst, dst_str);
1455 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1456 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
1459 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1460 * Perform the 3rd row of a 3x3 matrix multiply */
1461 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1463 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1464 SHADER_BUFFER *buffer = ins->ctx->buffer;
1468 shader_arb_get_dst_param(ins, dst, dst_str);
1469 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1470 shader_addline(buffer, "DP3 TMP.z, fragment.texcoord[%u], %s;\n", dst->reg.idx, src0);
1471 shader_addline(buffer, "MOV %s, TMP;\n", dst_str);
1474 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1475 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1476 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1477 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1479 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1481 SHADER_BUFFER *buffer = ins->ctx->buffer;
1482 DWORD dst_reg = ins->dst[0].reg.idx;
1485 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1486 shader_addline(buffer, "DP3 TMP.y, fragment.texcoord[%u], %s;\n", dst_reg, src0);
1488 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1489 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1490 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1492 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1493 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1494 shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1495 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1498 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1499 Vertex/Pixel shaders to ARB_vertex_program codes */
1500 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1503 int nComponents = 0;
1504 struct wined3d_shader_dst_param tmp_dst = {{0}};
1505 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1506 struct wined3d_shader_instruction tmp_ins;
1508 memset(&tmp_ins, 0, sizeof(tmp_ins));
1510 /* Set constants for the temporary argument */
1511 tmp_ins.ctx = ins->ctx;
1512 tmp_ins.dst_count = 1;
1513 tmp_ins.dst = &tmp_dst;
1514 tmp_ins.src_count = 2;
1515 tmp_ins.src = tmp_src;
1517 switch(ins->handler_idx)
1519 case WINED3DSIH_M4x4:
1521 tmp_ins.handler_idx = WINED3DSIH_DP4;
1523 case WINED3DSIH_M4x3:
1525 tmp_ins.handler_idx = WINED3DSIH_DP4;
1527 case WINED3DSIH_M3x4:
1529 tmp_ins.handler_idx = WINED3DSIH_DP3;
1531 case WINED3DSIH_M3x3:
1533 tmp_ins.handler_idx = WINED3DSIH_DP3;
1535 case WINED3DSIH_M3x2:
1537 tmp_ins.handler_idx = WINED3DSIH_DP3;
1540 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1544 tmp_dst = ins->dst[0];
1545 tmp_src[0] = ins->src[0];
1546 tmp_src[1] = ins->src[1];
1547 for (i = 0; i < nComponents; i++) {
1548 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1549 shader_hw_map2gl(&tmp_ins);
1550 ++tmp_src[1].reg.idx;
1554 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1556 SHADER_BUFFER *buffer = ins->ctx->buffer;
1557 const char *instruction;
1562 switch(ins->handler_idx)
1564 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1565 case WINED3DSIH_RCP: instruction = "RCP"; break;
1566 default: instruction = "";
1567 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1571 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1572 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1573 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1575 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1581 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
1584 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1586 SHADER_BUFFER *buffer = ins->ctx->buffer;
1590 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1591 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1592 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1593 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1594 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1595 shader_addline(buffer, "MUL%s %s, %s, TMP;\n", shader_arb_get_modifier(ins), dst_name,
1599 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1601 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1602 * must contain fixed constants. So we need a separate function to filter those constants and
1605 SHADER_BUFFER *buffer = ins->ctx->buffer;
1609 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1610 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1611 shader_addline(buffer, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
1615 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1617 GLuint program_id = 0;
1618 const char *blt_vprogram =
1620 "PARAM c[1] = { { 1, 0.5 } };\n"
1621 "MOV result.position, vertex.position;\n"
1622 "MOV result.color, c[0].x;\n"
1623 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1626 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1627 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1628 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1630 if (glGetError() == GL_INVALID_OPERATION) {
1632 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1633 FIXME("Vertex program error at position %d: %s\n", pos,
1634 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1640 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1642 GLuint program_id = 0;
1643 static const char * const blt_fprograms[tex_type_count] =
1650 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1651 "MOV result.depth.z, R0.x;\n"
1658 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1659 "MOV result.depth.z, R0.x;\n"
1664 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1665 "MOV result.depth.z, R0.x;\n"
1669 if (!blt_fprograms[tex_type])
1671 FIXME("tex_type %#x not supported\n", tex_type);
1675 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1676 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1677 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1679 if (glGetError() == GL_INVALID_OPERATION) {
1681 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1682 FIXME("Fragment program error at position %d: %s\n", pos,
1683 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1689 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1690 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1691 struct shader_arb_priv *priv = This->shader_priv;
1692 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1695 struct vs_compile_args compile_args;
1697 TRACE("Using vertex shader\n");
1698 find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
1699 priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
1701 /* Bind the vertex program */
1702 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1703 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1705 /* Enable OpenGL vertex programs */
1706 glEnable(GL_VERTEX_PROGRAM_ARB);
1707 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1708 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1709 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1710 priv->current_vprogram_id = 0;
1711 glDisable(GL_VERTEX_PROGRAM_ARB);
1712 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1716 struct ps_compile_args compile_args;
1717 TRACE("Using pixel shader\n");
1718 find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1719 priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1722 /* Bind the fragment program */
1723 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1724 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1726 if(!priv->use_arbfp_fixed_func) {
1727 /* Enable OpenGL fragment programs */
1728 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1729 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1731 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1732 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1733 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1734 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1735 * replacement shader
1737 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1738 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1739 priv->current_fprogram_id = 0;
1743 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1744 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1745 struct shader_arb_priv *priv = This->shader_priv;
1746 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1747 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1749 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1750 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1751 glEnable(GL_VERTEX_PROGRAM_ARB);
1753 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1754 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1755 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1758 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1759 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1760 struct shader_arb_priv *priv = This->shader_priv;
1761 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1763 if (priv->current_vprogram_id) {
1764 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1765 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1767 glEnable(GL_VERTEX_PROGRAM_ARB);
1768 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1770 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1772 glDisable(GL_VERTEX_PROGRAM_ARB);
1773 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1776 if (priv->current_fprogram_id) {
1777 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1778 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1780 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1781 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1783 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1785 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1786 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1790 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1791 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1792 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1794 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
1796 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1800 for(i = 0; i < This->num_gl_shaders; i++) {
1801 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1802 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1805 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1806 This->gl_shaders = NULL;
1807 This->num_gl_shaders = 0;
1808 This->shader_array_size = 0;
1810 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1814 for(i = 0; i < This->num_gl_shaders; i++) {
1815 GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1816 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1819 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1820 This->gl_shaders = NULL;
1821 This->num_gl_shaders = 0;
1822 This->shader_array_size = 0;
1826 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1827 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1828 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1832 static void shader_arb_free(IWineD3DDevice *iface) {
1833 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1834 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1835 struct shader_arb_priv *priv = This->shader_priv;
1839 if(priv->depth_blt_vprogram_id) {
1840 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1842 for (i = 0; i < tex_type_count; ++i) {
1843 if (priv->depth_blt_fprogram_id[i]) {
1844 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1849 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1852 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1856 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1857 const char *tmp2, const char *tmp3, const char *tmp4) {
1858 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1860 /* Calculate the > 0.0031308 case */
1861 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
1862 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
1863 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
1864 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
1865 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
1866 /* Calculate the < case */
1867 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
1868 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1869 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
1870 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
1871 /* Store the components > 0.0031308 in the destination */
1872 shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1873 /* Add the components that are < 0.0031308 */
1874 shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1875 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1878 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
1879 SHADER_BUFFER *buffer, const struct ps_compile_args *args)
1881 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1882 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1883 CONST DWORD *function = This->baseShader.function;
1884 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1885 const local_constant *lconst;
1887 const char *fragcolor;
1888 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
1890 /* Create the hw ARB shader */
1891 shader_addline(buffer, "!!ARBfp1.0\n");
1893 if (reg_maps->shader_version.major < 3)
1899 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
1902 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
1905 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
1910 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
1911 shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
1912 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
1913 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
1914 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
1915 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1916 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1917 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1919 if (reg_maps->shader_version.major < 2)
1923 shader_addline(buffer, "TEMP TMP_COLOR;\n");
1924 fragcolor = "TMP_COLOR";
1927 /* Base Declarations */
1928 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
1930 /* Base Shader Body */
1931 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
1933 if(args->srgb_correction) {
1934 arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
1936 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
1937 shader_addline(buffer, "END\n");
1939 /* TODO: change to resource.glObjectHandle or something like that */
1940 GL_EXTCALL(glGenProgramsARB(1, &retval));
1942 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
1943 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
1945 TRACE("Created hw pixel shader, prg=%d\n", retval);
1946 /* Create the program and check for errors */
1947 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1948 buffer->bsize, buffer->buffer));
1950 if (glGetError() == GL_INVALID_OPERATION) {
1952 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
1953 FIXME("HW PixelShader Error at position %d: %s\n",
1954 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1958 /* Load immediate constants */
1960 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1961 const float *value = (const float *)lconst->value;
1962 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
1963 checkGLcall("glProgramLocalParameter4fvARB");
1965 HeapFree(GetProcessHeap(), 0, lconst_map);
1971 static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
1972 SHADER_BUFFER *buffer, const struct vs_compile_args *args)
1974 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
1975 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
1976 CONST DWORD *function = This->baseShader.function;
1977 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
1978 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
1979 const local_constant *lconst;
1981 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
1983 /* Create the hw ARB shader */
1984 shader_addline(buffer, "!!ARBvp1.0\n");
1985 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
1987 /* Mesa supports only 95 constants */
1988 if (GL_VEND(MESA) || GL_VEND(WINE))
1989 This->baseShader.limits.constant_float =
1990 min(95, This->baseShader.limits.constant_float);
1992 shader_addline(buffer, "TEMP TMP;\n");
1994 /* Base Declarations */
1995 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
1997 /* We need a constant to fixup the final position */
1998 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2000 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2001 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2002 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2003 * a replacement shader depend on the texcoord.w being set properly.
2005 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2006 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2007 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2008 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2009 * this can eat a number of instructions, so skip it unless this cap is set as well
2011 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2012 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2014 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2016 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2017 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2018 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2019 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2025 /* Base Shader Body */
2026 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
2028 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2029 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2030 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2031 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2033 if(args->fog_src == VS_FOG_Z) {
2034 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2035 } else if (!reg_maps->fog) {
2036 shader_addline(buffer, "MOV result.fogcoord, helper_const.w;\n");
2039 /* Write the final position.
2041 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2042 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2043 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2044 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2046 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2047 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2048 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2050 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2051 * and the glsl equivalent
2053 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2055 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2057 shader_addline(buffer, "END\n");
2059 /* TODO: change to resource.glObjectHandle or something like that */
2060 GL_EXTCALL(glGenProgramsARB(1, &ret));
2062 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2063 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2065 TRACE("Created hw vertex shader, prg=%d\n", ret);
2066 /* Create the program and check for errors */
2067 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2068 buffer->bsize, buffer->buffer));
2070 if (glGetError() == GL_INVALID_OPERATION) {
2072 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2073 FIXME("HW VertexShader Error at position %d: %s\n",
2074 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2077 /* Load immediate constants */
2079 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2080 const float *value = (const float *)lconst->value;
2081 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2085 HeapFree(GetProcessHeap(), 0, lconst_map);
2090 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2092 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2093 * then overwrite the shader specific ones
2095 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2097 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2098 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2099 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2100 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS;
2103 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2104 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2105 pCaps->PixelShader1xMaxValue = 8.0;
2106 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2107 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS;
2111 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2113 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2115 TRACE("Checking support for color_fixup:\n");
2116 dump_color_fixup_desc(fixup);
2119 /* We support everything except YUV conversions. */
2120 if (!is_yuv_fixup(fixup))
2126 TRACE("[FAILED]\n");
2130 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2132 char write_mask[20], regstr[50];
2133 SHADER_BUFFER *buffer = ins->ctx->buffer;
2134 BOOL is_color = FALSE;
2135 const struct wined3d_shader_dst_param *dst;
2137 if (!ins->dst_count) return;
2141 if(shift == 0) return; /* Saturate alone is handled by the instructions */
2143 shader_arb_get_write_mask(ins, dst, write_mask);
2144 shader_arb_get_register_name(ins->ctx->shader, &dst->reg, regstr, &is_color);
2146 /* Generate a line that does the output modifier computation
2147 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
2148 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
2150 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
2151 regstr, write_mask, regstr, shift_tab[shift]);
2154 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2156 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2157 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2158 /* WINED3DSIH_BEM */ pshader_hw_bem,
2159 /* WINED3DSIH_BREAK */ NULL,
2160 /* WINED3DSIH_BREAKC */ NULL,
2161 /* WINED3DSIH_BREAKP */ NULL,
2162 /* WINED3DSIH_CALL */ NULL,
2163 /* WINED3DSIH_CALLNZ */ NULL,
2164 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2165 /* WINED3DSIH_CND */ pshader_hw_cnd,
2166 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2167 /* WINED3DSIH_DCL */ NULL,
2168 /* WINED3DSIH_DEF */ NULL,
2169 /* WINED3DSIH_DEFB */ NULL,
2170 /* WINED3DSIH_DEFI */ NULL,
2171 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2172 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2173 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2174 /* WINED3DSIH_DST */ shader_hw_map2gl,
2175 /* WINED3DSIH_DSX */ NULL,
2176 /* WINED3DSIH_DSY */ NULL,
2177 /* WINED3DSIH_ELSE */ NULL,
2178 /* WINED3DSIH_ENDIF */ NULL,
2179 /* WINED3DSIH_ENDLOOP */ NULL,
2180 /* WINED3DSIH_ENDREP */ NULL,
2181 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2182 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2183 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2184 /* WINED3DSIH_IF */ NULL,
2185 /* WINED3DSIH_IFC */ NULL,
2186 /* WINED3DSIH_LABEL */ NULL,
2187 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2188 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2189 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2190 /* WINED3DSIH_LOOP */ NULL,
2191 /* WINED3DSIH_LRP */ shader_hw_map2gl,
2192 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2193 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2194 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2195 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2196 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2197 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2198 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2199 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2200 /* WINED3DSIH_MOV */ shader_hw_mov,
2201 /* WINED3DSIH_MOVA */ shader_hw_mov,
2202 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2203 /* WINED3DSIH_NOP */ shader_hw_nop,
2204 /* WINED3DSIH_NRM */ shader_hw_nrm,
2205 /* WINED3DSIH_PHASE */ NULL,
2206 /* WINED3DSIH_POW */ shader_hw_map2gl,
2207 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
2208 /* WINED3DSIH_REP */ NULL,
2209 /* WINED3DSIH_RET */ NULL,
2210 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
2211 /* WINED3DSIH_SETP */ NULL,
2212 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2213 /* WINED3DSIH_SGN */ NULL,
2214 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2215 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2216 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2217 /* WINED3DSIH_TEX */ pshader_hw_tex,
2218 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2219 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2220 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2221 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2222 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2223 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2224 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2225 /* WINED3DSIH_TEXLDD */ NULL,
2226 /* WINED3DSIH_TEXLDL */ NULL,
2227 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2228 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2229 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2230 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2231 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2232 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2233 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2234 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2235 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2236 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2237 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2238 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2241 const shader_backend_t arb_program_shader_backend = {
2242 shader_arb_instruction_handler_table,
2244 shader_arb_select_depth_blt,
2245 shader_arb_deselect_depth_blt,
2246 shader_arb_update_float_vertex_constants,
2247 shader_arb_update_float_pixel_constants,
2248 shader_arb_load_constants,
2249 shader_arb_load_np2fixup_constants,
2253 shader_arb_dirty_const,
2254 shader_arb_generate_pshader,
2255 shader_arb_generate_vshader,
2256 shader_arb_get_caps,
2257 shader_arb_color_fixup_supported,
2258 shader_arb_add_instruction_modifiers,
2261 /* ARB_fragment_program fixed function pipeline replacement definitions */
2262 #define ARB_FFP_CONST_TFACTOR 0
2263 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2264 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2265 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2266 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2268 struct arbfp_ffp_desc
2270 struct ffp_frag_desc parent;
2272 unsigned int num_textures_used;
2275 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2278 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2279 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2281 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2282 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2287 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2288 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2289 struct shader_arb_priv *priv;
2290 /* Share private data between the shader backend and the pipeline replacement, if both
2291 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2292 * if no pixel shader is bound or not
2294 if(This->shader_backend == &arb_program_shader_backend) {
2295 This->fragment_priv = This->shader_priv;
2297 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2298 if(!This->fragment_priv) return E_OUTOFMEMORY;
2300 priv = This->fragment_priv;
2301 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2302 priv->use_arbfp_fixed_func = TRUE;
2306 static void arbfp_free_ffpshader(void *value, void *gli) {
2307 const WineD3D_GL_Info *gl_info = gli;
2308 struct arbfp_ffp_desc *entry_arb = value;
2311 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2312 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2313 HeapFree(GetProcessHeap(), 0, entry_arb);
2317 static void arbfp_free(IWineD3DDevice *iface) {
2318 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2319 struct shader_arb_priv *priv = This->fragment_priv;
2321 hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2322 priv->use_arbfp_fixed_func = FALSE;
2324 if(This->shader_backend != &arb_program_shader_backend) {
2325 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2329 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2331 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
2332 WINED3DTEXOPCAPS_SELECTARG1 |
2333 WINED3DTEXOPCAPS_SELECTARG2 |
2334 WINED3DTEXOPCAPS_MODULATE4X |
2335 WINED3DTEXOPCAPS_MODULATE2X |
2336 WINED3DTEXOPCAPS_MODULATE |
2337 WINED3DTEXOPCAPS_ADDSIGNED2X |
2338 WINED3DTEXOPCAPS_ADDSIGNED |
2339 WINED3DTEXOPCAPS_ADD |
2340 WINED3DTEXOPCAPS_SUBTRACT |
2341 WINED3DTEXOPCAPS_ADDSMOOTH |
2342 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2343 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2344 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2345 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2346 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
2347 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2348 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2349 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
2350 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2351 WINED3DTEXOPCAPS_DOTPRODUCT3 |
2352 WINED3DTEXOPCAPS_MULTIPLYADD |
2353 WINED3DTEXOPCAPS_LERP |
2354 WINED3DTEXOPCAPS_BUMPENVMAP |
2355 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2357 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2359 caps->MaxTextureBlendStages = 8;
2360 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2362 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2364 #undef GLINFO_LOCATION
2366 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2367 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2369 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2371 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2372 * application provided constants
2374 if(device->shader_backend == &arb_program_shader_backend) {
2375 if (use_ps(stateblock)) return;
2377 device = stateblock->wineD3DDevice;
2378 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2379 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2382 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2383 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2384 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2388 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2390 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2392 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2393 * application provided constants
2395 if(device->shader_backend == &arb_program_shader_backend) {
2396 if (use_ps(stateblock)) return;
2398 device = stateblock->wineD3DDevice;
2399 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2400 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2403 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2404 /* The specular color has no alpha */
2405 col[0] = 1.0; col[1] = 1.0;
2406 col[2] = 1.0; col[3] = 0.0;
2408 col[0] = 0.0; col[1] = 0.0;
2409 col[2] = 0.0; col[3] = 0.0;
2411 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2412 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2415 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2416 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2417 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2420 if (use_ps(stateblock))
2423 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2424 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2427 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2428 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2432 if(device->shader_backend == &arb_program_shader_backend) {
2433 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2436 } else if(device->shader_backend == &arb_program_shader_backend) {
2437 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2438 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2441 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2442 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2443 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2444 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2446 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2447 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2450 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2451 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2452 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2455 if (use_ps(stateblock))
2458 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2459 /* The pixel shader has to know the luminance offset. Do a constants update if it
2460 * isn't scheduled anyway
2462 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2463 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2467 if(device->shader_backend == &arb_program_shader_backend) {
2468 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2471 } else if(device->shader_backend == &arb_program_shader_backend) {
2472 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2473 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2476 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2477 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2481 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2482 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2485 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2488 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2490 switch(arg & WINED3DTA_SELECTMASK) {
2491 case WINED3DTA_DIFFUSE:
2492 ret = "fragment.color.primary"; break;
2494 case WINED3DTA_CURRENT:
2495 if(stage == 0) ret = "fragment.color.primary";
2499 case WINED3DTA_TEXTURE:
2501 case 0: ret = "tex0"; break;
2502 case 1: ret = "tex1"; break;
2503 case 2: ret = "tex2"; break;
2504 case 3: ret = "tex3"; break;
2505 case 4: ret = "tex4"; break;
2506 case 5: ret = "tex5"; break;
2507 case 6: ret = "tex6"; break;
2508 case 7: ret = "tex7"; break;
2509 default: ret = "unknown texture";
2513 case WINED3DTA_TFACTOR:
2514 ret = "tfactor"; break;
2516 case WINED3DTA_SPECULAR:
2517 ret = "fragment.color.secondary"; break;
2519 case WINED3DTA_TEMP:
2520 ret = "tempreg"; break;
2522 case WINED3DTA_CONSTANT:
2523 FIXME("Implement perstage constants\n");
2525 case 0: ret = "const0"; break;
2526 case 1: ret = "const1"; break;
2527 case 2: ret = "const2"; break;
2528 case 3: ret = "const3"; break;
2529 case 4: ret = "const4"; break;
2530 case 5: ret = "const5"; break;
2531 case 6: ret = "const6"; break;
2532 case 7: ret = "const7"; break;
2533 default: ret = "unknown constant";
2541 if(arg & WINED3DTA_COMPLEMENT) {
2542 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2543 if(argnum == 0) ret = "arg0";
2544 if(argnum == 1) ret = "arg1";
2545 if(argnum == 2) ret = "arg2";
2547 if(arg & WINED3DTA_ALPHAREPLICATE) {
2548 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
2549 if(argnum == 0) ret = "arg0";
2550 if(argnum == 1) ret = "arg1";
2551 if(argnum == 2) ret = "arg2";
2556 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2557 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2558 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2559 unsigned int mul = 1;
2560 BOOL mul_final_dest = FALSE;
2562 if(color && alpha) dstmask = "";
2563 else if(color) dstmask = ".xyz";
2564 else dstmask = ".w";
2566 if(dst == tempreg) dstreg = "tempreg";
2567 else dstreg = "ret";
2569 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2570 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2571 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2574 case WINED3DTOP_DISABLE:
2575 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2578 case WINED3DTOP_SELECTARG2:
2580 case WINED3DTOP_SELECTARG1:
2581 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2584 case WINED3DTOP_MODULATE4X:
2586 case WINED3DTOP_MODULATE2X:
2588 if(strcmp(dstreg, "result.color") == 0) {
2590 mul_final_dest = TRUE;
2592 case WINED3DTOP_MODULATE:
2593 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2596 case WINED3DTOP_ADDSIGNED2X:
2598 if(strcmp(dstreg, "result.color") == 0) {
2600 mul_final_dest = TRUE;
2602 case WINED3DTOP_ADDSIGNED:
2603 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2605 case WINED3DTOP_ADD:
2606 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2609 case WINED3DTOP_SUBTRACT:
2610 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2613 case WINED3DTOP_ADDSMOOTH:
2614 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2615 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2618 case WINED3DTOP_BLENDCURRENTALPHA:
2619 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2620 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2622 case WINED3DTOP_BLENDFACTORALPHA:
2623 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2624 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2626 case WINED3DTOP_BLENDTEXTUREALPHA:
2627 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2628 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2630 case WINED3DTOP_BLENDDIFFUSEALPHA:
2631 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2632 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2635 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2636 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2637 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
2638 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
2641 /* D3DTOP_PREMODULATE ???? */
2643 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2644 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
2645 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2647 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2648 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2650 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2651 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2652 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
2654 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2655 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2658 case WINED3DTOP_DOTPRODUCT3:
2660 if(strcmp(dstreg, "result.color") == 0) {
2662 mul_final_dest = TRUE;
2664 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2665 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2666 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2669 case WINED3DTOP_MULTIPLYADD:
2670 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2673 case WINED3DTOP_LERP:
2674 /* The msdn is not quite right here */
2675 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2678 case WINED3DTOP_BUMPENVMAP:
2679 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2680 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2684 FIXME("Unhandled texture op %08x\n", op);
2688 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2689 } else if(mul == 4) {
2690 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2694 /* The stateblock is passed for GLINFO_LOCATION */
2695 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2698 SHADER_BUFFER buffer;
2699 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2700 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2701 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2702 const char *textype;
2703 const char *instr, *sat;
2704 char colorcor_dst[8];
2706 DWORD arg0, arg1, arg2;
2707 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2709 const char *final_combiner_src = "ret";
2711 /* Find out which textures are read */
2712 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2713 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2714 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2715 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2716 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2717 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2718 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2719 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2721 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2722 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2723 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2724 bump_used[stage] = TRUE;
2725 tex_read[stage] = TRUE;
2727 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2728 bump_used[stage] = TRUE;
2729 tex_read[stage] = TRUE;
2730 luminance_used[stage] = TRUE;
2731 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2732 tfactor_used = TRUE;
2735 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2736 tfactor_used = TRUE;
2739 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2740 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2741 tempreg_used = TRUE;
2744 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2745 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2746 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2747 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2748 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2749 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2750 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2752 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2753 tempreg_used = TRUE;
2755 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2756 tfactor_used = TRUE;
2761 shader_buffer_init(&buffer);
2763 shader_addline(&buffer, "!!ARBfp1.0\n");
2765 switch(settings->fog) {
2766 case FOG_OFF: break;
2767 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2768 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
2769 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
2770 default: FIXME("Unexpected fog setting %d\n", settings->fog);
2773 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2774 shader_addline(&buffer, "TEMP TMP;\n");
2775 shader_addline(&buffer, "TEMP ret;\n");
2776 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2777 shader_addline(&buffer, "TEMP arg0;\n");
2778 shader_addline(&buffer, "TEMP arg1;\n");
2779 shader_addline(&buffer, "TEMP arg2;\n");
2780 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2781 if(!tex_read[stage]) continue;
2782 shader_addline(&buffer, "TEMP tex%u;\n", stage);
2783 if(!bump_used[stage]) continue;
2784 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2785 if(!luminance_used[stage]) continue;
2786 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2789 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2791 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2793 if(settings->sRGB_write) {
2794 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2795 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2796 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2797 srgb_sub_high, 0.0, 0.0, 0.0);
2800 /* Generate texture sampling instructions) */
2801 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2802 if(!tex_read[stage]) continue;
2804 switch(settings->op[stage].tex_type) {
2805 case tex_1d: textype = "1D"; break;
2806 case tex_2d: textype = "2D"; break;
2807 case tex_3d: textype = "3D"; break;
2808 case tex_cube: textype = "CUBE"; break;
2809 case tex_rect: textype = "RECT"; break;
2810 default: textype = "unexpected_textype"; break;
2813 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2814 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2820 if(settings->op[stage].projected == proj_none) {
2822 } else if(settings->op[stage].projected == proj_count4 ||
2823 settings->op[stage].projected == proj_count3) {
2826 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2831 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2832 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2833 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2834 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
2835 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2836 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
2838 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2839 * so multiply the displacement with the dividing parameter before passing it to TXP
2841 if (settings->op[stage].projected != proj_none) {
2842 if(settings->op[stage].projected == proj_count4) {
2843 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
2844 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
2846 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
2847 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
2850 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2853 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2854 instr, sat, stage, stage, textype);
2855 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2856 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2857 stage - 1, stage - 1, stage - 1);
2858 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
2860 } else if(settings->op[stage].projected == proj_count3) {
2861 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2862 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
2863 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2864 instr, sat, stage, stage, textype);
2866 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2867 instr, sat, stage, stage, stage, textype);
2870 sprintf(colorcor_dst, "tex%u", stage);
2871 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
2872 settings->op[stage].color_fixup);
2875 /* Generate the main shader */
2876 for(stage = 0; stage < MAX_TEXTURES; stage++) {
2877 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2879 final_combiner_src = "fragment.color.primary";
2884 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2885 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2886 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2887 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2888 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2889 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2890 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2891 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2892 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2893 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2894 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2895 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2897 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
2898 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2899 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2900 settings->op[stage].carg2 == settings->op[stage].aarg2;
2903 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2904 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2905 settings->op[stage].cop, settings->op[stage].carg0,
2906 settings->op[stage].carg1, settings->op[stage].carg2);
2908 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
2910 } else if(op_equal) {
2911 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2912 settings->op[stage].cop, settings->op[stage].carg0,
2913 settings->op[stage].carg1, settings->op[stage].carg2);
2915 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2916 settings->op[stage].cop, settings->op[stage].carg0,
2917 settings->op[stage].carg1, settings->op[stage].carg2);
2918 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2919 settings->op[stage].aop, settings->op[stage].aarg0,
2920 settings->op[stage].aarg1, settings->op[stage].aarg2);
2924 if(settings->sRGB_write) {
2925 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2926 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2927 shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
2929 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2933 shader_addline(&buffer, "END\n");
2935 /* Generate the shader */
2936 GL_EXTCALL(glGenProgramsARB(1, &ret));
2937 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2938 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2940 if (glGetError() == GL_INVALID_OPERATION) {
2942 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2943 FIXME("Fragment program error at position %d: %s\n", pos,
2944 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2946 shader_buffer_free(&buffer);
2950 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2951 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2952 struct shader_arb_priv *priv = device->fragment_priv;
2953 BOOL use_pshader = use_ps(stateblock);
2954 BOOL use_vshader = use_vs(stateblock);
2955 struct ffp_frag_settings settings;
2956 const struct arbfp_ffp_desc *desc;
2959 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
2961 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
2962 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2963 /* Reload fixed function constants since they collide with the pixel shader constants */
2964 for(i = 0; i < MAX_TEXTURES; i++) {
2965 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2967 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2968 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2969 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2970 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2976 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2977 gen_ffp_frag_op(stateblock, &settings, FALSE);
2978 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
2980 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
2983 ERR("Out of memory\n");
2986 new_desc->num_textures_used = 0;
2987 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
2988 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
2989 new_desc->num_textures_used = i;
2992 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
2993 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
2994 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
2995 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
2999 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3000 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3003 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3004 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3005 priv->current_fprogram_id = desc->shader;
3007 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3008 /* Reload fixed function constants since they collide with the pixel shader constants */
3009 for(i = 0; i < MAX_TEXTURES; i++) {
3010 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3012 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3013 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3015 context->last_was_pshader = FALSE;
3017 context->last_was_pshader = TRUE;
3020 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3021 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3022 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3023 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3024 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3026 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3029 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3030 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3032 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3033 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3037 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3041 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3042 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3043 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3044 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3045 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3047 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3048 enum fogsource new_source;
3050 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3052 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3053 fragment_prog_arbfp(state, stateblock, context);
3056 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3058 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3059 if(use_vs(stateblock)) {
3060 new_source = FOGSOURCE_VS;
3062 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3063 new_source = FOGSOURCE_COORD;
3065 new_source = FOGSOURCE_FFP;
3069 new_source = FOGSOURCE_FFP;
3071 if(new_source != context->fog_source) {
3072 context->fog_source = new_source;
3073 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3077 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3078 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3079 fragment_prog_arbfp(state, stateblock, context);
3083 #undef GLINFO_LOCATION
3085 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3086 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
3087 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3088 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3089 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3090 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3091 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3092 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3093 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3094 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3095 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3096 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3097 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3098 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3099 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3100 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3101 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3102 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3103 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3104 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3105 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3106 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3107 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3108 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3109 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3110 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3111 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3112 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3113 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3114 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3115 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3116 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3117 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3118 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3119 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3120 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3121 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3122 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3123 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3124 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3125 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3126 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3127 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3128 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3129 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3130 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3131 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3132 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3133 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3134 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3135 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3136 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3137 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3138 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3139 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3140 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3141 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3142 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3143 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3144 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3145 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3146 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3147 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3148 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3149 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3150 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3151 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3152 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3153 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3154 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3155 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3156 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3157 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3158 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3159 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3160 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3161 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3162 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3163 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3164 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3165 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3166 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3167 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3168 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3169 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3170 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3171 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3172 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3173 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3174 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3175 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3176 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3177 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3178 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3179 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3180 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3181 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3182 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3183 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3184 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3185 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3186 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3187 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3188 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3189 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3190 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3191 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3192 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3193 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3194 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3195 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3196 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3197 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3198 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3199 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3200 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3201 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3202 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3203 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3204 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
3205 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3206 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
3207 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
3208 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
3209 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
3210 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
3211 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
3212 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
3213 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
3214 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
3215 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3216 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3217 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3218 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
3219 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3220 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
3221 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
3222 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
3223 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
3224 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3225 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3226 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3227 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3228 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3229 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3230 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3231 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
3232 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
3233 {0 /* Terminate */, { 0, 0 }, 0 },
3236 const struct fragment_pipeline arbfp_fragment_pipeline = {
3241 shader_arb_color_fixup_supported,
3242 arbfp_fragmentstate_template,
3243 TRUE /* We can disable projected textures */
3246 #define GLINFO_LOCATION device->adapter->gl_info
3248 struct arbfp_blit_priv {
3249 GLenum yuy2_rect_shader, yuy2_2d_shader;
3250 GLenum uyvy_rect_shader, uyvy_2d_shader;
3251 GLenum yv12_rect_shader, yv12_2d_shader;
3254 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3255 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3256 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3257 if(!device->blit_priv) {
3258 ERR("Out of memory\n");
3259 return E_OUTOFMEMORY;
3263 static void arbfp_blit_free(IWineD3DDevice *iface) {
3264 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3265 struct arbfp_blit_priv *priv = device->blit_priv;
3268 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3269 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3270 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3271 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3272 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3273 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3274 checkGLcall("Delete yuv programs\n");
3278 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3281 const char *tex, *texinstr;
3283 if (yuv_fixup == YUV_FIXUP_UYVY) {
3291 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3292 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3294 /* This is more tricky than just replacing the texture type - we have to navigate
3295 * properly in the texture to find the correct chroma values
3297 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3301 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3302 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3303 * filtering when we sample the texture.
3305 * These are the rules for reading the chroma:
3311 * So we have to get the sampling x position in non-normalized coordinates in integers
3313 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3314 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3315 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3317 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3319 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3320 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3323 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3324 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3326 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3327 * even and odd pixels respectively
3329 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3330 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3332 /* Sample Pixel 1 */
3333 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3335 /* Put the value into either of the chroma values */
3336 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3337 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3338 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3339 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3341 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3342 * the pixel right to the current one. Otherwise, sample the left pixel.
3343 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3345 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3346 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3347 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3349 /* Put the value into the other chroma */
3350 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3351 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
3352 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3353 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
3355 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3356 * the current one and lerp the two U and V values
3359 /* This gives the correctly filtered luminance value */
3360 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3365 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3370 case GL_TEXTURE_2D: tex = "2D"; break;
3371 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3373 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3377 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3378 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3379 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3380 * pitch of the luminance plane, the packing into the gl texture is a bit
3381 * unfortunate. If the whole texture is interpreted as luminance data it looks
3382 * approximately like this:
3384 * +----------------------------------+----
3396 * +----------------+-----------------+----
3398 * | U even rows | U odd rows |
3400 * +----------------+------------------ -
3402 * | V even rows | V odd rows |
3404 * +----------------+-----------------+----
3408 * So it appears as if there are 4 chroma images, but in fact the odd rows
3409 * in the chroma images are in the same row as the even ones. So its is
3410 * kinda tricky to read
3412 * When reading from rectangle textures, keep in mind that the input y coordinates
3413 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3415 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3416 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3418 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3419 /* the chroma planes have only half the width */
3420 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3422 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3423 * the coordinate. Also read the right side of the image when reading odd lines
3425 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3428 if(textype == GL_TEXTURE_2D) {
3430 shader_addline(buffer, "RCP chroma.w, size.y;\n");
3432 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3434 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3435 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3437 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3438 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3439 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3440 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3441 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3443 /* clamp, keep the half pixel origin in mind */
3444 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3445 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3446 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3447 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3449 /* Read from [size - size+size/4] */
3450 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3451 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3453 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3454 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3455 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3456 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3457 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3458 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3460 /* Make sure to read exactly from the pixel center */
3461 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3462 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3465 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3466 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3467 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3468 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3469 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3471 /* Read the texture, put the result into the output register */
3472 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3473 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
3475 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3476 * No need to clamp because we're just reusing the already clamped value from above
3478 if(textype == GL_TEXTURE_2D) {
3479 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3481 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3483 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3484 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
3486 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3487 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3488 * values due to filtering
3490 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3491 if(textype == GL_TEXTURE_2D) {
3492 /* Multiply the y coordinate by 2/3 and clamp it */
3493 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3494 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3495 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3496 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3498 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3499 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3502 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3503 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3504 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3511 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3514 SHADER_BUFFER buffer;
3515 char luminance_component;
3516 struct arbfp_blit_priv *priv = device->blit_priv;
3519 shader_buffer_init(&buffer);
3522 GL_EXTCALL(glGenProgramsARB(1, &shader));
3523 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3524 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3525 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3528 shader_buffer_free(&buffer);
3532 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3533 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3534 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3535 * each single pixel it contains, and one U and one V value shared between both
3538 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3539 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3540 * take the format into account when generating the read swizzles
3542 * Reading the Y value is straightforward - just sample the texture. The hardware
3543 * takes care of filtering in the horizontal and vertical direction.
3545 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3546 * because that would mix the U and V values of one pixel or two adjacent pixels.
3547 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3548 * regardless of the filtering setting. Vertical filtering works automatically
3549 * though - the U and V values of two rows are mixed nicely.
3551 * Appart of avoiding filtering issues, the code has to know which value it just
3552 * read, and where it can find the other one. To determine this, it checks if
3553 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3555 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3556 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3558 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3559 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3560 * in an unfiltered situation. Finding the luminance on the other hand requires
3561 * finding out if it is an odd or even pixel. The real drawback of this approach
3562 * is filtering. This would have to be emulated completely in the shader, reading
3563 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3564 * vertically. Beyond that it would require adjustments to the texture handling
3565 * code to deal with the width scaling
3567 shader_addline(&buffer, "!!ARBfp1.0\n");
3568 shader_addline(&buffer, "TEMP luminance;\n");
3569 shader_addline(&buffer, "TEMP temp;\n");
3570 shader_addline(&buffer, "TEMP chroma;\n");
3571 shader_addline(&buffer, "TEMP texcrd;\n");
3572 shader_addline(&buffer, "TEMP texcrd2;\n");
3573 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3574 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3575 shader_addline(&buffer, "PARAM size = program.local[0];\n");
3579 case YUV_FIXUP_UYVY:
3580 case YUV_FIXUP_YUY2:
3581 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3583 shader_buffer_free(&buffer);
3588 case YUV_FIXUP_YV12:
3589 if (!gen_yv12_read(&buffer, textype, &luminance_component))
3591 shader_buffer_free(&buffer);
3597 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3598 shader_buffer_free(&buffer);
3602 /* Calculate the final result. Formula is taken from
3603 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3604 * ranges from -0.5 to 0.5
3606 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
3608 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
3609 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
3610 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3611 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
3612 shader_addline(&buffer, "END\n");
3615 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3617 if (glGetError() == GL_INVALID_OPERATION) {
3619 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3620 FIXME("Fragment program error at position %d: %s\n", pos,
3621 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3623 shader_buffer_free(&buffer);
3628 case YUV_FIXUP_YUY2:
3629 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3630 else priv->yuy2_2d_shader = shader;
3633 case YUV_FIXUP_UYVY:
3634 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3635 else priv->uyvy_2d_shader = shader;
3638 case YUV_FIXUP_YV12:
3639 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3640 else priv->yv12_2d_shader = shader;
3647 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
3648 GLenum textype, UINT width, UINT height)
3651 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3652 float size[4] = {width, height, 1, 1};
3653 struct arbfp_blit_priv *priv = device->blit_priv;
3654 enum yuv_fixup yuv_fixup;
3656 if (!is_yuv_fixup(format_desc->color_fixup))
3659 dump_color_fixup_desc(format_desc->color_fixup);
3660 /* Don't bother setting up a shader for unconverted formats */
3663 checkGLcall("glEnable(textype)");
3668 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
3672 case YUV_FIXUP_YUY2:
3673 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3676 case YUV_FIXUP_UYVY:
3677 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3680 case YUV_FIXUP_YV12:
3681 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3685 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3688 checkGLcall("glEnable(textype)");
3693 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3696 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3697 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3698 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3699 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3700 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3701 checkGLcall("glProgramLocalParameter4fvARB");
3707 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3708 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3711 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3712 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3713 glDisable(GL_TEXTURE_2D);
3714 checkGLcall("glDisable(GL_TEXTURE_2D)");
3715 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3716 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3717 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3719 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3720 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3721 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3726 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3728 enum yuv_fixup yuv_fixup;
3730 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3732 TRACE("Checking support for fixup:\n");
3733 dump_color_fixup_desc(fixup);
3736 if (is_identity_fixup(fixup))
3742 /* We only support YUV conversions. */
3743 if (!is_yuv_fixup(fixup))
3745 TRACE("[FAILED]\n");
3749 yuv_fixup = get_yuv_fixup(fixup);
3752 case YUV_FIXUP_YUY2:
3753 case YUV_FIXUP_UYVY:
3754 case YUV_FIXUP_YV12:
3759 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3760 TRACE("[FAILED]\n");
3765 const struct blit_shader arbfp_blit = {
3770 arbfp_blit_color_fixup_supported,
3773 #undef GLINFO_LOCATION