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 /* Extract a line. Note that this modifies the source string. */
45 static char *get_line(char **ptr)
50 if (!(q = strstr(p, "\n")))
62 static void shader_arb_dump_program_source(const char *source)
64 unsigned long source_size;
65 char *ptr, *line, *tmp;
67 source_size = strlen(source) + 1;
68 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
71 ERR("Failed to allocate %lu bytes for shader source.\n", source_size);
74 memcpy(tmp, source, source_size);
77 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
80 HeapFree(GetProcessHeap(), 0, tmp);
83 /* GL locking for state handlers is done by the caller. */
84 static BOOL need_mova_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
86 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
87 if(!This->baseShader.reg_maps.usesmova) return FALSE;
88 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
91 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
92 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
94 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
95 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
98 static BOOL need_helper_const(const struct wined3d_gl_info *gl_info)
100 if (!gl_info->supported[NV_VERTEX_PROGRAM] /* Need to init colors. */
101 || gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT /* Load the immval offset. */
102 || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
103 || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
110 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
112 unsigned int ret = 1;
113 /* We use one PARAM for the pos fixup, and in some cases one to load
114 * some immediate values into the shader
116 if(need_helper_const(gl_info)) ret++;
117 if(need_mova_const(shader, gl_info)) ret++;
121 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
123 return stateblock->lowest_disabled_stage < 7;
126 /* ARB_program_shader private data */
145 struct wined3d_shader_loop_control loop_control;
149 struct arb_ps_np2fixup_info
151 struct ps_np2fixup_info super;
152 /* For ARB we need a offset value:
153 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
154 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
155 * array we need an offset to the index inside the program local parameter array. */
159 struct arb_ps_compile_args
161 struct ps_compile_args super;
163 WORD clip; /* only a boolean, use a WORD for alignment */
164 unsigned char loop_ctrl[MAX_CONST_I][3];
167 struct stb_const_desc
169 unsigned char texunit;
173 struct arb_ps_compiled_shader
175 struct arb_ps_compile_args args;
176 struct arb_ps_np2fixup_info np2fixup_info;
177 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
178 struct stb_const_desc luminanceconst[MAX_TEXTURES];
179 UINT int_consts[MAX_CONST_I];
182 unsigned char numbumpenvmatconsts;
186 struct arb_vs_compile_args
188 struct vs_compile_args super;
197 DWORD boolclip_compare;
202 unsigned char samplers[4];
203 DWORD samplers_compare;
205 unsigned char loop_ctrl[MAX_CONST_I][3];
208 struct arb_vs_compiled_shader
210 struct arb_vs_compile_args args;
212 UINT int_consts[MAX_CONST_I];
214 char need_color_unclamp;
218 struct recorded_instruction
220 struct wined3d_shader_instruction ins;
224 struct shader_arb_ctx_priv
229 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
231 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
233 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
237 const struct arb_vs_compile_args *cur_vs_args;
238 const struct arb_ps_compile_args *cur_ps_args;
239 const struct arb_ps_compiled_shader *compiled_fprog;
240 const struct arb_vs_compiled_shader *compiled_vprog;
241 struct arb_ps_np2fixup_info *cur_np2fixup_info;
242 struct list control_frames;
246 unsigned int num_loops, loop_depth, num_ifcs;
249 unsigned int vs_clipplanes;
253 /* For 3.0 vertex shaders */
254 const char *vs_output[MAX_REG_OUTPUT];
255 /* For 2.x and earlier vertex shaders */
256 const char *texcrd_output[8], *color_output[2], *fog_output;
258 /* 3.0 pshader input for compatibility with fixed function */
259 const char *ps_input[MAX_REG_INPUT];
264 struct wined3d_shader_signature_element *sig;
266 struct wine_rb_entry entry;
269 struct arb_pshader_private {
270 struct arb_ps_compiled_shader *gl_shaders;
271 UINT num_gl_shaders, shader_array_size;
272 BOOL has_signature_idx;
273 DWORD input_signature_idx;
274 DWORD clipplane_emulation;
278 struct arb_vshader_private {
279 struct arb_vs_compiled_shader *gl_shaders;
280 UINT num_gl_shaders, shader_array_size;
283 struct shader_arb_priv
285 GLuint current_vprogram_id;
286 GLuint current_fprogram_id;
287 const struct arb_ps_compiled_shader *compiled_fprog;
288 const struct arb_vs_compiled_shader *compiled_vprog;
289 GLuint depth_blt_vprogram_id;
290 GLuint depth_blt_fprogram_id_full[tex_type_count];
291 GLuint depth_blt_fprogram_id_masked[tex_type_count];
292 BOOL use_arbfp_fixed_func;
293 struct wine_rb_tree fragment_shaders;
294 BOOL last_ps_const_clamped;
295 BOOL last_vs_color_unclamp;
297 struct wine_rb_tree signature_tree;
301 /********************************************************
302 * ARB_[vertex/fragment]_program helper functions follow
303 ********************************************************/
305 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
306 * When constant_list == NULL, it will load all the constants.
308 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
309 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
311 /* GL locking is done by the caller */
312 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
313 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
315 local_constant* lconst;
319 if (TRACE_ON(d3d_constants))
321 for(i = 0; i < max_constants; i++) {
322 if(!dirty_consts[i]) continue;
323 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
324 constants[i * 4 + 0], constants[i * 4 + 1],
325 constants[i * 4 + 2], constants[i * 4 + 3]);
331 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
332 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
335 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
336 * shaders, the first 8 constants are marked dirty for reload
338 for(; i < min(8, max_constants); i++) {
339 if(!dirty_consts[i]) continue;
343 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
344 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
345 else lcl_const[0] = constants[j + 0];
347 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
348 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
349 else lcl_const[1] = constants[j + 1];
351 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
352 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
353 else lcl_const[2] = constants[j + 2];
355 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
356 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
357 else lcl_const[3] = constants[j + 3];
359 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
362 /* If further constants are dirty, reload them without clamping.
364 * The alternative is not to touch them, but then we cannot reset the dirty constant count
365 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
366 * above would always re-check the first 8 constants since max_constant remains at the init
371 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
373 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
374 * or just reloading *all* constants at once
376 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
378 for(; i < max_constants; i++) {
379 if(!dirty_consts[i]) continue;
381 /* Find the next block of dirty constants */
384 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
388 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
391 for(; i < max_constants; i++) {
392 if(dirty_consts[i]) {
394 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
398 checkGLcall("glProgramEnvParameter4fvARB()");
400 /* Load immediate constants */
401 if(This->baseShader.load_local_constsF) {
402 if (TRACE_ON(d3d_shader)) {
403 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
404 GLfloat* values = (GLfloat*)lconst->value;
405 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
406 values[0], values[1], values[2], values[3]);
409 /* Immediate constants are clamped for 1.X shaders at loading times */
411 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
412 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
413 ret = max(ret, lconst->idx + 1);
414 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
416 checkGLcall("glProgramEnvParameter4fvARB()");
417 return ret; /* The loaded immediate constants need reloading for the next shader */
419 return 0; /* No constants are dirty now */
424 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
426 static void shader_arb_load_np2fixup_constants(
427 IWineD3DDevice* device,
429 char useVertexShader) {
431 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
432 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
433 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
434 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
436 if (!usePixelShader) {
437 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
441 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
442 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
444 WORD active = fixup->super.active;
445 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
447 for (i = 0; active; active >>= 1, ++i) {
448 const unsigned char idx = fixup->super.idx[i];
449 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
450 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
452 if (!(active & 1)) continue;
455 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
460 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
462 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
466 for (i = 0; i < fixup->super.num_consts; ++i) {
467 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
468 fixup->offset + i, &np2fixup_constants[i * 4]));
473 /* GL locking is done by the caller. */
474 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
476 const struct wined3d_context *context = context_get_current();
477 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
478 const struct wined3d_gl_info *gl_info = context->gl_info;
480 struct shader_arb_priv *priv = deviceImpl->shader_priv;
481 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
483 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
485 int texunit = gl_shader->bumpenvmatconst[i].texunit;
487 /* The state manager takes care that this function is always called if the bump env matrix changes */
488 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
489 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
491 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
493 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
494 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
495 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
496 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
498 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
499 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
502 checkGLcall("Load bumpmap consts");
504 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
506 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
507 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
512 val[0] = context->render_offscreen ? 0.0f
513 : deviceImpl->render_targets[0]->currentDesc.Height;
514 val[1] = context->render_offscreen ? 1.0f : -1.0f;
517 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
518 checkGLcall("y correction loading");
521 if(gl_shader->num_int_consts == 0) return;
523 for(i = 0; i < MAX_CONST_I; i++)
525 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
528 val[0] = stateBlock->pixelShaderConstantI[4 * i];
529 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
530 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
533 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
536 checkGLcall("Load ps int consts");
539 /* GL locking is done by the caller. */
540 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
542 IWineD3DStateBlockImpl* stateBlock;
543 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
545 struct shader_arb_priv *priv = deviceImpl->shader_priv;
546 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
548 /* Upload the position fixup */
549 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
551 if(gl_shader->num_int_consts == 0) return;
553 stateBlock = deviceImpl->stateBlock;
555 for(i = 0; i < MAX_CONST_I; i++)
557 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
560 val[0] = stateBlock->vertexShaderConstantI[4 * i];
561 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
562 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
568 checkGLcall("Load vs int consts");
572 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
574 * We only support float constants in ARB at the moment, so don't
575 * worry about the Integers or Booleans
577 /* GL locking is done by the caller (state handler) */
578 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
580 IWineD3DDeviceImpl *device = context->swapchain->device;
581 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
582 const struct wined3d_gl_info *gl_info = context->gl_info;
584 if (useVertexShader) {
585 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
587 /* Load DirectX 9 float constants for vertex shader */
588 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
589 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
590 shader_arb_vs_local_constants(device);
593 if (usePixelShader) {
594 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
596 /* Load DirectX 9 float constants for pixel shader */
597 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
598 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
599 shader_arb_ps_local_constants(device);
603 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
605 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
606 struct wined3d_context *context = context_get_current();
608 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
609 * context. On a context switch the old context will be fully dirtified */
610 if (!context || context->swapchain->device != This) return;
612 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
613 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
616 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
618 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
619 struct wined3d_context *context = context_get_current();
621 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
622 * context. On a context switch the old context will be fully dirtified */
623 if (!context || context->swapchain->device != This) return;
625 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
626 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
629 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
633 const local_constant *lconst;
635 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
637 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
639 ERR("Out of memory\n");
643 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
644 ret[lconst->idx] = idx++;
649 /* Generate the variable & register declarations for the ARB_vertex_program output target */
650 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
651 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
652 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
654 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
655 DWORD i, next_local = 0;
656 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
657 unsigned max_constantsF;
658 const local_constant *lconst;
661 /* In pixel shaders, all private constants are program local, we don't need anything
662 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
663 * If we need a private constant the GL implementation will squeeze it in somewhere
665 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
666 * immediate values. The posFixup is loaded using program.env for now, so always
667 * subtract one from the number of constants. If the shader uses indirect addressing,
668 * account for the helper const too because we have to declare all availabke d3d constants
669 * and don't know which are actually used.
673 max_constantsF = gl_info->limits.arb_ps_native_constants;
674 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
675 if (max_constantsF < 24)
676 max_constantsF = gl_info->limits.arb_ps_float_constants;
680 max_constantsF = gl_info->limits.arb_vs_native_constants;
681 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
682 * Also prevents max_constantsF from becoming less than 0 and
684 if (max_constantsF < 96)
685 max_constantsF = gl_info->limits.arb_vs_float_constants;
687 if(This->baseShader.reg_maps.usesrelconstF) {
688 DWORD highest_constf = 0, clip_limit;
690 max_constantsF -= reserved_vs_const(iface, gl_info);
691 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
693 for(i = 0; i < This->baseShader.limits.constant_float; i++)
696 DWORD shift = i & 0x1f;
697 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
700 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
702 if(ctx->cur_vs_args->super.clip_enabled)
703 clip_limit = gl_info->limits.clipplanes;
709 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
710 clip_limit = min(count_bits(mask), 4);
712 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
713 max_constantsF -= *num_clipplanes;
714 if(*num_clipplanes < clip_limit)
716 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
721 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
722 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
726 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
728 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
731 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
733 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
736 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
738 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
740 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
744 /* Load local constants using the program-local space,
745 * this avoids reloading them each time the shader is used
748 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
749 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
750 lconst_map[lconst->idx]);
751 next_local = max(next_local, lconst_map[lconst->idx] + 1);
755 /* After subtracting privately used constants from the hardware limit(they are loaded as
756 * local constants), make sure the shader doesn't violate the env constant limit
760 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
764 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
767 /* Avoid declaring more constants than needed */
768 max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
770 /* we use the array-based constants array if the local constants are marked for loading,
771 * because then we use indirect addressing, or when the local constant list is empty,
772 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
773 * local constants do not declare the loaded constants as an array because ARB compilers usually
774 * do not optimize unused constants away
776 if(This->baseShader.reg_maps.usesrelconstF) {
777 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
778 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
779 max_constantsF, max_constantsF - 1);
781 for(i = 0; i < max_constantsF; i++) {
784 mask = 1 << (i & 0x1f);
785 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
786 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
794 static const char * const shift_tab[] = {
795 "dummy", /* 0 (none) */
796 "coefmul.x", /* 1 (x2) */
797 "coefmul.y", /* 2 (x4) */
798 "coefmul.z", /* 3 (x8) */
799 "coefmul.w", /* 4 (x16) */
800 "dummy", /* 5 (x32) */
801 "dummy", /* 6 (x64) */
802 "dummy", /* 7 (x128) */
803 "dummy", /* 8 (d256) */
804 "dummy", /* 9 (d128) */
805 "dummy", /* 10 (d64) */
806 "dummy", /* 11 (d32) */
807 "coefdiv.w", /* 12 (d16) */
808 "coefdiv.z", /* 13 (d8) */
809 "coefdiv.y", /* 14 (d4) */
810 "coefdiv.x" /* 15 (d2) */
813 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
814 const struct wined3d_shader_dst_param *dst, char *write_mask)
816 char *ptr = write_mask;
818 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
821 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
822 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
823 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
824 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
830 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
832 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
833 * but addressed as "rgba". To fix this we need to swap the register's x
834 * and z components. */
835 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
836 char *ptr = swizzle_str;
838 /* swizzle bits fields: wwzzyyxx */
839 DWORD swizzle = param->swizzle;
840 DWORD swizzle_x = swizzle & 0x03;
841 DWORD swizzle_y = (swizzle >> 2) & 0x03;
842 DWORD swizzle_z = (swizzle >> 4) & 0x03;
843 DWORD swizzle_w = (swizzle >> 6) & 0x03;
845 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
846 * generate a swizzle string. Unless we need to our own swizzling. */
847 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
850 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
851 *ptr++ = swizzle_chars[swizzle_x];
853 *ptr++ = swizzle_chars[swizzle_x];
854 *ptr++ = swizzle_chars[swizzle_y];
855 *ptr++ = swizzle_chars[swizzle_z];
856 *ptr++ = swizzle_chars[swizzle_w];
863 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
865 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
866 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
868 if(strcmp(priv->addr_reg, src) == 0) return;
870 strcpy(priv->addr_reg, src);
871 shader_addline(buffer, "ARL A0.x, %s;\n", src);
874 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
875 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
877 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
878 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
880 /* oPos, oFog and oPts in D3D */
881 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
882 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
883 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
884 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
890 case WINED3DSPR_TEMP:
891 sprintf(register_name, "R%u", reg->idx);
894 case WINED3DSPR_INPUT:
897 if(This->baseShader.reg_maps.shader_version.major < 3)
899 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
900 else strcpy(register_name, "fragment.color.secondary");
907 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
909 if(strcmp(rel_reg, "**aL_emul**") == 0)
911 DWORD idx = ctx->aL + reg->idx;
912 if(idx < MAX_REG_INPUT)
914 strcpy(register_name, ctx->ps_input[idx]);
918 ERR("Pixel shader input register out of bounds: %u\n", idx);
919 sprintf(register_name, "out_of_bounds_%u", idx);
922 else if(This->baseShader.reg_maps.input_registers & 0x0300)
924 /* There are two ways basically:
926 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
927 * That means trouble if the loop also contains a breakc or if the control values
928 * aren't local constants.
929 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
930 * source dynamically. The trouble is that we cannot simply read aL.y because it
931 * is an ADDRESS register. We could however push it, load .zw with a value and use
932 * ADAC to load the condition code register and pop it again afterwards
934 FIXME("Relative input register addressing with more than 8 registers\n");
936 /* This is better than nothing for now */
937 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
939 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
941 /* This is problematic because we'd have to consult the ctx->ps_input strings
942 * for where to find the varying. Some may be "0.0", others can be texcoords or
943 * colors. This needs either a pipeline replacement to make the vertex shader feed
944 * proper varyings, or loop unrolling
946 * For now use the texcoords and hope for the best
948 FIXME("Non-vertex shader varying input with indirect addressing\n");
949 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
953 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
954 * pulls GL_NV_fragment_program2 in
956 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
961 if(reg->idx < MAX_REG_INPUT)
963 strcpy(register_name, ctx->ps_input[reg->idx]);
967 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
968 sprintf(register_name, "out_of_bounds_%u", reg->idx);
975 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
976 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
980 case WINED3DSPR_CONST:
981 if (!pshader && reg->rel_addr)
985 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
986 if(This->baseShader.reg_maps.shader_version.major < 2) {
987 sprintf(rel_reg, "A0.x");
989 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
990 if(ctx->target_version == ARB) {
991 if(strcmp(rel_reg, "**aL_emul**") == 0) {
994 shader_arb_request_a0(ins, rel_reg);
995 sprintf(rel_reg, "A0.x");
1000 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1001 else if (reg->idx >= rel_offset)
1002 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1004 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
1008 if (This->baseShader.reg_maps.usesrelconstF)
1009 sprintf(register_name, "C[%u]", reg->idx);
1011 sprintf(register_name, "C%u", reg->idx);
1015 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1017 if(This->baseShader.reg_maps.shader_version.major == 1 &&
1018 This->baseShader.reg_maps.shader_version.minor <= 3) {
1019 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1020 * and as source to most instructions. For some instructions it is the texcoord
1021 * input. Those instructions know about the special use
1023 sprintf(register_name, "T%u", reg->idx);
1025 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1026 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1031 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
1033 sprintf(register_name, "A%u", reg->idx);
1037 sprintf(register_name, "A%u_SHADOW", reg->idx);
1042 case WINED3DSPR_COLOROUT:
1043 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
1045 strcpy(register_name, "TMP_COLOR");
1049 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1050 if(This->baseShader.reg_maps.highest_render_target > 0)
1052 sprintf(register_name, "result.color[%u]", reg->idx);
1056 strcpy(register_name, "result.color");
1061 case WINED3DSPR_RASTOUT:
1062 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1063 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1066 case WINED3DSPR_DEPTHOUT:
1067 strcpy(register_name, "result.depth");
1070 case WINED3DSPR_ATTROUT:
1071 /* case WINED3DSPR_OUTPUT: */
1072 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1073 else strcpy(register_name, ctx->color_output[reg->idx]);
1076 case WINED3DSPR_TEXCRDOUT:
1079 sprintf(register_name, "oT[%u]", reg->idx);
1083 if(This->baseShader.reg_maps.shader_version.major < 3)
1085 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1089 strcpy(register_name, ctx->vs_output[reg->idx]);
1094 case WINED3DSPR_LOOP:
1095 if(ctx->target_version >= NV2)
1097 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1098 if(pshader) sprintf(register_name, "A0.x");
1099 else sprintf(register_name, "aL.y");
1103 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1104 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1105 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1106 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1109 sprintf(register_name, "**aL_emul**");
1114 case WINED3DSPR_CONSTINT:
1115 sprintf(register_name, "I%u", reg->idx);
1118 case WINED3DSPR_MISCTYPE:
1121 sprintf(register_name, "vpos");
1123 else if(reg->idx == 1)
1125 sprintf(register_name, "fragment.facing.x");
1129 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1134 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1135 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1140 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1141 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1143 char register_name[255];
1147 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1148 strcpy(str, register_name);
1150 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1151 strcat(str, write_mask);
1154 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1156 switch(channel_source)
1158 case CHANNEL_SOURCE_ZERO: return "0";
1159 case CHANNEL_SOURCE_ONE: return "1";
1160 case CHANNEL_SOURCE_X: return "x";
1161 case CHANNEL_SOURCE_Y: return "y";
1162 case CHANNEL_SOURCE_Z: return "z";
1163 case CHANNEL_SOURCE_W: return "w";
1165 FIXME("Unhandled channel source %#x\n", channel_source);
1170 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1171 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1175 if (is_complex_fixup(fixup))
1177 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1178 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1183 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1184 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1185 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1186 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1191 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1192 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1193 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1197 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1198 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1199 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1200 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1206 char *ptr = reg_mask;
1208 if (mask != WINED3DSP_WRITEMASK_ALL)
1211 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1212 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1213 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1214 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1218 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1222 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1225 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1226 if (!ins->dst_count) return "";
1228 mod = ins->dst[0].modifiers;
1230 /* Silently ignore PARTIALPRECISION if its not supported */
1231 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1233 if(mod & WINED3DSPDM_MSAMPCENTROID)
1235 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1236 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1241 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1244 case WINED3DSPDM_SATURATE:
1247 case WINED3DSPDM_PARTIALPRECISION:
1254 FIXME("Unknown modifiers 0x%08x\n", mod);
1259 #define TEX_PROJ 0x1
1260 #define TEX_BIAS 0x2
1262 #define TEX_DERIV 0x10
1264 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1265 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1267 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1268 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1269 const char *tex_type;
1270 BOOL np2_fixup = FALSE;
1271 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1272 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1273 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1275 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1277 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1278 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1280 switch(sampler_type) {
1286 if(device->stateBlock->textures[sampler_idx] &&
1287 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1292 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1294 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1296 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1297 else np2_fixup = TRUE;
1302 case WINED3DSTT_VOLUME:
1306 case WINED3DSTT_CUBE:
1311 ERR("Unexpected texture type %d\n", sampler_type);
1315 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1316 * so don't use shader_arb_get_modifier
1318 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1321 /* Fragment samplers always have indentity mapping */
1322 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1324 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1327 if (flags & TEX_DERIV)
1329 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1330 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1331 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1332 dsx, dsy,sampler_idx, tex_type);
1334 else if(flags & TEX_LOD)
1336 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1337 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1338 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1339 sampler_idx, tex_type);
1341 else if (flags & TEX_BIAS)
1343 /* Shouldn't be possible, but let's check for it */
1344 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1345 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1346 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1348 else if (flags & TEX_PROJ)
1350 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1356 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1357 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1358 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1360 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1363 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1368 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1369 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1373 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1374 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1376 /* Generate a line that does the input modifier computation and return the input register to use */
1377 BOOL is_color = FALSE;
1381 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1382 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1384 /* Assume a new line will be added */
1387 /* Get register name */
1388 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1389 shader_arb_get_swizzle(src, is_color, swzstr);
1391 switch (src->modifiers)
1393 case WINED3DSPSM_NONE:
1394 sprintf(outregstr, "%s%s", regstr, swzstr);
1397 case WINED3DSPSM_NEG:
1398 sprintf(outregstr, "-%s%s", regstr, swzstr);
1401 case WINED3DSPSM_BIAS:
1402 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1404 case WINED3DSPSM_BIASNEG:
1405 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1407 case WINED3DSPSM_SIGN:
1408 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1410 case WINED3DSPSM_SIGNNEG:
1411 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1413 case WINED3DSPSM_COMP:
1414 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1416 case WINED3DSPSM_X2:
1417 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1419 case WINED3DSPSM_X2NEG:
1420 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1422 case WINED3DSPSM_DZ:
1423 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1424 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1426 case WINED3DSPSM_DW:
1427 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1428 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1430 case WINED3DSPSM_ABS:
1431 if(ctx->target_version >= NV2) {
1432 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1435 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1438 case WINED3DSPSM_ABSNEG:
1439 if(ctx->target_version >= NV2) {
1440 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1442 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1443 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1448 sprintf(outregstr, "%s%s", regstr, swzstr);
1452 /* Return modified or original register, with swizzle */
1454 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1457 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1459 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1460 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1462 char src_name[2][50];
1463 DWORD sampler_code = dst->reg.idx;
1465 shader_arb_get_dst_param(ins, dst, dst_name);
1467 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1469 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1470 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1473 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1474 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1475 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1476 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1477 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1479 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1480 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1483 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1488 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1489 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1490 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1491 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1492 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1493 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1494 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1495 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1496 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1497 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1498 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1499 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1500 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1502 FIXME("Unknown modifier %u\n", mod);
1506 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1508 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1509 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1511 char src_name[3][50];
1512 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1513 ins->ctx->reg_maps->shader_version.minor);
1516 shader_arb_get_dst_param(ins, dst, dst_name);
1517 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1519 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1520 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1522 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1524 struct wined3d_shader_src_param src0_copy = ins->src[0];
1527 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1528 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1530 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1531 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1532 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1533 /* No modifiers supported on CMP */
1534 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1536 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1537 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1539 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1540 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1545 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1547 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1548 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1550 char src_name[3][50];
1553 shader_arb_get_dst_param(ins, dst, dst_name);
1555 /* Generate input register names (with modifiers) */
1556 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1557 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1558 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1560 /* No modifiers are supported on CMP */
1561 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1562 src_name[0], src_name[2], src_name[1]);
1564 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1566 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1567 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1571 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1572 * dst = dot2(src0, src1) + src2 */
1573 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1575 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1576 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1578 char src_name[3][50];
1579 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1581 shader_arb_get_dst_param(ins, dst, dst_name);
1582 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1583 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1585 if(ctx->target_version >= NV3)
1587 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1588 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1589 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1590 dst_name, src_name[0], src_name[1], src_name[2]);
1592 else if(ctx->target_version >= NV2)
1594 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1595 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1596 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1597 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1599 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1601 * .xyxy and other swizzles that we could get with this are not valid in
1602 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1604 struct wined3d_shader_src_param tmp_param = ins->src[1];
1605 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1606 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1608 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1610 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1611 dst_name, src_name[2], src_name[0], src_name[1]);
1615 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1616 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1617 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1619 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1620 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1621 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1622 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1626 /* Map the opcode 1-to-1 to the GL code */
1627 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1629 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1630 const char *instruction;
1631 char arguments[256], dst_str[50];
1633 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1635 switch (ins->handler_idx)
1637 case WINED3DSIH_ABS: instruction = "ABS"; break;
1638 case WINED3DSIH_ADD: instruction = "ADD"; break;
1639 case WINED3DSIH_CRS: instruction = "XPD"; break;
1640 case WINED3DSIH_DP3: instruction = "DP3"; break;
1641 case WINED3DSIH_DP4: instruction = "DP4"; break;
1642 case WINED3DSIH_DST: instruction = "DST"; break;
1643 case WINED3DSIH_FRC: instruction = "FRC"; break;
1644 case WINED3DSIH_LIT: instruction = "LIT"; break;
1645 case WINED3DSIH_LRP: instruction = "LRP"; break;
1646 case WINED3DSIH_MAD: instruction = "MAD"; break;
1647 case WINED3DSIH_MAX: instruction = "MAX"; break;
1648 case WINED3DSIH_MIN: instruction = "MIN"; break;
1649 case WINED3DSIH_MOV: instruction = "MOV"; break;
1650 case WINED3DSIH_MUL: instruction = "MUL"; break;
1651 case WINED3DSIH_SGE: instruction = "SGE"; break;
1652 case WINED3DSIH_SLT: instruction = "SLT"; break;
1653 case WINED3DSIH_SUB: instruction = "SUB"; break;
1654 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1655 case WINED3DSIH_DSX: instruction = "DDX"; break;
1656 default: instruction = "";
1657 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1661 /* Note that shader_arb_add_dst_param() adds spaces. */
1662 arguments[0] = '\0';
1663 shader_arb_get_dst_param(ins, dst, dst_str);
1664 for (i = 0; i < ins->src_count; ++i)
1667 strcat(arguments, ", ");
1668 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1669 strcat(arguments, operand);
1671 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1674 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1676 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1677 shader_addline(buffer, "NOP;\n");
1680 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1682 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1683 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1684 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1686 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1687 char src0_param[256];
1689 if(ins->handler_idx == WINED3DSIH_MOVA) {
1692 if(ctx->target_version >= NV2) {
1693 shader_hw_map2gl(ins);
1696 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1697 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1699 /* This implements the mova formula used in GLSL. The first two instructions
1700 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1704 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1706 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1707 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1709 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1710 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1712 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1713 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1714 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1715 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1717 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1719 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1721 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1722 } else if (ins->ctx->reg_maps->shader_version.major == 1
1723 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1724 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1726 src0_param[0] = '\0';
1727 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1729 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1730 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1731 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1735 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1736 * with more than one component. Thus replicate the first source argument over all
1737 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1738 struct wined3d_shader_src_param tmp_src = ins->src[0];
1739 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1740 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1741 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1744 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1746 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1747 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1749 shader_addline(buffer, "#mov handled in srgb write code\n");
1752 shader_hw_map2gl(ins);
1756 shader_hw_map2gl(ins);
1760 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1762 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1763 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1766 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1767 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1769 shader_arb_get_dst_param(ins, dst, reg_dest);
1771 if (ins->ctx->reg_maps->shader_version.major >= 2)
1773 const char *kilsrc = "TA";
1776 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1777 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1783 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1784 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1785 * masked out components to 0(won't kill)
1787 char x = '0', y = '0', z = '0', w = '0';
1788 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1789 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1790 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1791 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1792 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1794 shader_addline(buffer, "KIL %s;\n", kilsrc);
1796 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1797 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1799 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1800 * or pass in any temporary register(in shader phase 2)
1802 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1803 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1805 shader_arb_get_dst_param(ins, dst, reg_dest);
1807 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1808 shader_addline(buffer, "KIL TA;\n");
1812 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1814 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1815 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1816 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1817 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1818 ins->ctx->reg_maps->shader_version.minor);
1819 struct wined3d_shader_src_param src;
1823 DWORD reg_sampler_code;
1826 /* All versions have a destination register */
1827 shader_arb_get_dst_param(ins, dst, reg_dest);
1829 /* 1.0-1.4: Use destination register number as texture code.
1830 2.0+: Use provided sampler number as texure code. */
1831 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1832 reg_sampler_code = dst->reg.idx;
1834 reg_sampler_code = ins->src[1].reg.idx;
1836 /* 1.0-1.3: Use the texcoord varying.
1837 1.4+: Use provided coordinate source register. */
1838 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1839 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1841 /* TEX is the only instruction that can handle DW and DZ natively */
1843 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1844 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1845 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1849 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1850 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1851 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1853 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1856 if(reg_sampler_code < MAX_TEXTURES) {
1857 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1859 if (flags & WINED3DTTFF_PROJECTED) {
1860 myflags |= TEX_PROJ;
1863 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1865 DWORD src_mod = ins->src[0].modifiers;
1866 if (src_mod == WINED3DSPSM_DZ) {
1867 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1868 * varying register, so we need a temp reg
1870 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1871 strcpy(reg_coord, "TA");
1872 myflags |= TEX_PROJ;
1873 } else if(src_mod == WINED3DSPSM_DW) {
1874 myflags |= TEX_PROJ;
1877 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1878 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1880 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1883 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1885 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1886 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1887 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1888 ins->ctx->reg_maps->shader_version.minor);
1891 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1893 DWORD reg = dst->reg.idx;
1895 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1896 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1900 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1901 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1902 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1906 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1908 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1909 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1910 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1913 DWORD reg1 = ins->dst[0].reg.idx;
1917 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1918 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1919 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1920 /* Move .x first in case src_str is "TA" */
1921 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1922 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1923 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1924 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1927 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1929 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1931 DWORD reg1 = ins->dst[0].reg.idx;
1935 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1936 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1937 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1938 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1939 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1940 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1943 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1945 DWORD reg1 = ins->dst[0].reg.idx;
1949 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1950 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1951 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1952 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1955 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1957 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1958 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1959 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1960 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1961 char reg_coord[40], dst_reg[50], src_reg[50];
1962 DWORD reg_dest_code;
1964 /* All versions have a destination register. The Tx where the texture coordinates come
1965 * from is the varying incarnation of the texture register
1967 reg_dest_code = dst->reg.idx;
1968 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1969 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1970 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1972 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1973 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1975 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1976 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1978 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1979 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1982 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1983 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1984 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1985 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1987 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1988 * so we can't let the GL handle this.
1990 if (device->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)
1992 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1993 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1994 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1996 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1999 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2001 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2003 /* No src swizzles are allowed, so this is ok */
2004 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2005 src_reg, reg_dest_code, reg_dest_code);
2006 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2010 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2012 DWORD reg = ins->dst[0].reg.idx;
2013 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2014 char src0_name[50], dst_name[50];
2016 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2018 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2019 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2020 * T<reg+1> register. Use this register to store the calculated vector
2022 tmp_reg.idx = reg + 1;
2023 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2024 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2027 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2029 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2030 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2032 DWORD reg = ins->dst[0].reg.idx;
2033 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2039 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2040 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2042 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2043 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2044 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2045 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2046 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2049 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2051 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2052 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2053 DWORD reg = ins->dst[0].reg.idx;
2054 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2055 char src0_name[50], dst_name[50];
2056 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2059 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2060 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2061 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2063 tmp_reg.idx = reg + 2 - current_state->current_row;
2064 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2066 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2067 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2068 dst_name, 'x' + current_state->current_row, reg, src0_name);
2069 current_state->texcoord_w[current_state->current_row++] = reg;
2072 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2074 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2075 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2076 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2078 DWORD reg = ins->dst[0].reg.idx;
2079 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2081 char src0_name[50], dst_name[50];
2084 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2085 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2086 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2088 /* Sample the texture using the calculated coordinates */
2089 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2090 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2091 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2092 current_state->current_row = 0;
2095 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2097 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2098 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2099 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2101 DWORD reg = ins->dst[0].reg.idx;
2102 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2108 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2109 * components for temporary data storage
2111 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2112 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2113 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2115 /* Construct the eye-ray vector from w coordinates */
2116 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2117 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2118 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2120 /* Calculate reflection vector
2122 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2123 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2124 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2125 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2126 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2127 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2128 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2130 /* Sample the texture using the calculated coordinates */
2131 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2132 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2133 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2134 current_state->current_row = 0;
2137 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2139 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2140 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2141 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2143 DWORD reg = ins->dst[0].reg.idx;
2144 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2151 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2152 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2153 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2154 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2155 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2157 /* Calculate reflection vector.
2160 * dst_reg.xyz = 2 * --------- * N - E
2163 * Which normalizes the normal vector
2165 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2166 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2167 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2168 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2169 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2170 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2172 /* Sample the texture using the calculated coordinates */
2173 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2174 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2175 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2176 current_state->current_row = 0;
2179 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2181 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2182 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2185 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2186 * which is essentially an input, is the destination register because it is the first
2187 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2188 * here(writemasks/swizzles are not valid on texdepth)
2190 shader_arb_get_dst_param(ins, dst, dst_name);
2192 /* According to the msdn, the source register(must be r5) is unusable after
2193 * the texdepth instruction, so we're free to modify it
2195 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
2197 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2198 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2199 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2201 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2202 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2203 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2204 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2207 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2208 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2209 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2210 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2212 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2213 DWORD sampler_idx = ins->dst[0].reg.idx;
2217 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2218 shader_addline(buffer, "MOV TB, 0.0;\n");
2219 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2221 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2222 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2225 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2226 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2227 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2229 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2232 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2234 /* Handle output register */
2235 shader_arb_get_dst_param(ins, dst, dst_str);
2236 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2237 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2240 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2241 * Perform the 3rd row of a 3x3 matrix multiply */
2242 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2244 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2245 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2246 char dst_str[50], dst_name[50];
2250 shader_arb_get_dst_param(ins, dst, dst_str);
2251 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2252 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2253 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2254 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2257 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2258 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2259 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2260 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2262 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2264 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2265 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2266 char src0[50], dst_name[50];
2269 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2270 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2271 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2273 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2274 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2275 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2277 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2278 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2279 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2280 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2283 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2284 Vertex/Pixel shaders to ARB_vertex_program codes */
2285 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2288 int nComponents = 0;
2289 struct wined3d_shader_dst_param tmp_dst = {{0}};
2290 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2291 struct wined3d_shader_instruction tmp_ins;
2293 memset(&tmp_ins, 0, sizeof(tmp_ins));
2295 /* Set constants for the temporary argument */
2296 tmp_ins.ctx = ins->ctx;
2297 tmp_ins.dst_count = 1;
2298 tmp_ins.dst = &tmp_dst;
2299 tmp_ins.src_count = 2;
2300 tmp_ins.src = tmp_src;
2302 switch(ins->handler_idx)
2304 case WINED3DSIH_M4x4:
2306 tmp_ins.handler_idx = WINED3DSIH_DP4;
2308 case WINED3DSIH_M4x3:
2310 tmp_ins.handler_idx = WINED3DSIH_DP4;
2312 case WINED3DSIH_M3x4:
2314 tmp_ins.handler_idx = WINED3DSIH_DP3;
2316 case WINED3DSIH_M3x3:
2318 tmp_ins.handler_idx = WINED3DSIH_DP3;
2320 case WINED3DSIH_M3x2:
2322 tmp_ins.handler_idx = WINED3DSIH_DP3;
2325 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2329 tmp_dst = ins->dst[0];
2330 tmp_src[0] = ins->src[0];
2331 tmp_src[1] = ins->src[1];
2332 for (i = 0; i < nComponents; i++) {
2333 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2334 shader_hw_map2gl(&tmp_ins);
2335 ++tmp_src[1].reg.idx;
2339 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2341 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2342 const char *instruction;
2347 switch(ins->handler_idx)
2349 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2350 case WINED3DSIH_RCP: instruction = "RCP"; break;
2351 case WINED3DSIH_EXP: instruction = "EX2"; break;
2352 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2353 default: instruction = "";
2354 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2358 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2359 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2360 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2362 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2368 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2371 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2373 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2376 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2377 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2379 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2380 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2382 if(pshader && priv->target_version >= NV3)
2384 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2388 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2389 shader_addline(buffer, "RSQ TA, TA.x;\n");
2390 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2391 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2396 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2398 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2400 char src_name[3][50];
2402 /* ARB_fragment_program has a convenient LRP instruction */
2403 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2404 shader_hw_map2gl(ins);
2408 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2409 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2410 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2411 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2413 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2414 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2415 dst_name, src_name[0], src_name[2]);
2418 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2420 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2421 * must contain fixed constants. So we need a separate function to filter those constants and
2424 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2425 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2426 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2428 char src_name0[50], src_name1[50], src_name2[50];
2431 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2432 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2433 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2434 /* No modifiers are supported on SCS */
2435 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2437 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2439 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2440 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2442 } else if(priv->target_version >= NV2) {
2443 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2445 /* Sincos writemask must be .x, .y or .xy */
2446 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2447 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2448 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2449 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2451 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2452 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2454 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2455 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2457 * The constants we get are:
2459 * +1 +1, -1 -1 +1 +1 -1 -1
2460 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2461 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2463 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2467 * (x/2)^4 = x^4 / 16
2468 * (x/2)^5 = x^5 / 32
2471 * To get the final result:
2472 * sin(x) = 2 * sin(x/2) * cos(x/2)
2473 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2474 * (from sin(x+y) and cos(x+y) rules)
2476 * As per MSDN, dst.z is undefined after the operation, and so is
2477 * dst.x and dst.y if they're masked out by the writemask. Ie
2478 * sincos dst.y, src1, c0, c1
2479 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2480 * vsa.exe also stops with an error if the dest register is the same register as the source
2481 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2482 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2484 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2485 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2486 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2488 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2489 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2490 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2491 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2492 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2493 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2497 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2498 * properly merge that with MULs in the code above?
2499 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2500 * we can merge the sine and cosine MAD rows to calculate them together.
2502 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2503 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2504 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2505 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2508 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2509 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2510 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2512 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2514 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2515 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2517 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2519 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2520 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2525 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2527 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2530 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2532 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2533 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2535 /* SGN is only valid in vertex shaders */
2536 if(ctx->target_version >= NV2) {
2537 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2541 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2542 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2544 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2545 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2547 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2548 * Then use TA, and calculate the final result
2550 * Not reading from TA? Store the first result in TA to avoid overwriting the
2551 * destination if src reg = dst reg
2553 if(strstr(src_name, "TA"))
2555 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2556 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2557 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2561 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2562 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2563 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2568 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2570 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2576 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2577 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2578 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2580 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2581 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2584 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2590 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2591 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2592 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2593 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2594 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2595 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2596 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2597 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2598 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2599 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2600 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2601 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2602 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2604 FIXME("Unknown modifier %u\n", mod);
2608 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2610 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2611 char src0[50], src1[50], dst[50];
2612 struct wined3d_shader_src_param src0_copy = ins->src[0];
2613 BOOL need_abs = FALSE;
2617 switch(ins->handler_idx)
2619 case WINED3DSIH_LOG: instr = "LG2"; break;
2620 case WINED3DSIH_LOGP: instr = "LOG"; break;
2621 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2623 ERR("Unexpected instruction %d\n", ins->handler_idx);
2627 /* LOG, LOGP and POW operate on the absolute value of the input */
2628 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2630 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2631 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2632 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2636 shader_addline(buffer, "ABS TA, %s;\n", src0);
2639 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2643 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2648 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2652 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2656 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2658 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2660 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2663 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2667 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2668 struct list *e = list_head(&priv->control_frames);
2669 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2671 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2672 /* The constant loader makes sure to load -1 into iX.w */
2673 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2674 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2675 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2679 shader_addline(buffer, "LOOP %s;\n", src_name);
2683 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2685 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2687 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2689 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2691 /* The constant loader makes sure to load -1 into iX.w */
2694 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2695 struct list *e = list_head(&priv->control_frames);
2696 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2698 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2700 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2701 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2702 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2706 shader_addline(buffer, "REP %s;\n", src_name);
2710 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2712 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2713 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2717 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2718 struct list *e = list_head(&priv->control_frames);
2719 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2721 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2722 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2723 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2725 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2729 shader_addline(buffer, "ENDLOOP;\n");
2733 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2735 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2736 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2740 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2741 struct list *e = list_head(&priv->control_frames);
2742 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2744 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2745 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2746 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2748 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2752 shader_addline(buffer, "ENDREP;\n");
2756 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2758 struct control_frame *control_frame;
2760 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2762 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2764 ERR("Could not find loop for break\n");
2768 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2770 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2771 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2772 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2776 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2780 shader_addline(buffer, "BRK;\n");
2784 static const char *get_compare(COMPARISON_TYPE flags)
2788 case COMPARISON_GT: return "GT";
2789 case COMPARISON_EQ: return "EQ";
2790 case COMPARISON_GE: return "GE";
2791 case COMPARISON_LT: return "LT";
2792 case COMPARISON_NE: return "NE";
2793 case COMPARISON_LE: return "LE";
2795 FIXME("Unrecognized comparison value: %u\n", flags);
2800 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2804 case COMPARISON_GT: return COMPARISON_LE;
2805 case COMPARISON_EQ: return COMPARISON_NE;
2806 case COMPARISON_GE: return COMPARISON_LT;
2807 case COMPARISON_LT: return COMPARISON_GE;
2808 case COMPARISON_NE: return COMPARISON_EQ;
2809 case COMPARISON_LE: return COMPARISON_GT;
2811 FIXME("Unrecognized comparison value: %u\n", flags);
2816 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2818 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2819 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2820 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2823 const char *comp = get_compare(ins->flags);
2825 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2826 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2830 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2831 * away the subtraction result
2833 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2834 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2838 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2839 shader_addline(buffer, "BRK (%s.x);\n", comp);
2843 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2845 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2846 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2847 struct list *e = list_head(&priv->control_frames);
2848 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2852 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2854 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2855 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2859 /* Invert the flag. We jump to the else label if the condition is NOT true */
2860 comp = get_compare(invert_compare(ins->flags));
2861 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2862 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
2866 comp = get_compare(ins->flags);
2867 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2868 shader_addline(buffer, "IF %s.x;\n", comp);
2872 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2874 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2875 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2876 struct list *e = list_head(&priv->control_frames);
2877 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2878 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2882 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
2883 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
2884 control_frame->had_else = TRUE;
2888 shader_addline(buffer, "ELSE;\n");
2892 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2894 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2895 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2896 struct list *e = list_head(&priv->control_frames);
2897 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2898 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2902 if(control_frame->had_else)
2904 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
2908 shader_addline(buffer, "#No else branch. else is endif\n");
2909 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
2914 shader_addline(buffer, "ENDIF;\n");
2918 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2920 DWORD sampler_idx = ins->src[1].reg.idx;
2922 char reg_src[3][40];
2923 DWORD flags = TEX_DERIV;
2925 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2926 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2927 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2928 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2930 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2931 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2933 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2936 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2938 DWORD sampler_idx = ins->src[1].reg.idx;
2941 DWORD flags = TEX_LOD;
2943 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2944 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2946 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2947 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2949 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2952 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
2954 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2955 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2957 priv->in_main_func = FALSE;
2958 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2959 * subroutine, don't generate a label that will make GL complain
2961 if(priv->target_version == ARB) return;
2963 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
2966 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
2967 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
2969 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2970 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2971 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2974 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2975 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2976 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2977 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2979 if(args->super.fog_src == VS_FOG_Z) {
2980 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2981 } else if (!reg_maps->fog) {
2982 /* posFixup.x is always 1.0, so we can savely use it */
2983 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2986 /* Write the final position.
2988 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2989 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2990 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2991 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2993 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2994 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2995 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2997 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
2999 if(args->super.clip_enabled)
3001 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
3003 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3007 else if(args->clip.boolclip.clip_texcoord)
3009 unsigned int cur_clip = 0;
3010 char component[4] = {'x', 'y', 'z', 'w'};
3012 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3014 if(args->clip.boolclip.clipplane_mask & (1 << i))
3016 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3017 component[cur_clip++], i);
3023 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
3026 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
3029 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
3032 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
3035 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3036 args->clip.boolclip.clip_texcoord - 1);
3039 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3040 * and the glsl equivalent
3042 if(need_helper_const(gl_info)) {
3043 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
3045 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3046 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3049 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3051 priv_ctx->footer_written = TRUE;
3054 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3056 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3057 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3058 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
3059 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3061 if(priv->target_version == ARB) return;
3065 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
3068 shader_addline(buffer, "RET;\n");
3071 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3073 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3074 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3077 /* GL locking is done by the caller */
3078 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3080 GLuint program_id = 0;
3083 const char *blt_vprogram =
3085 "PARAM c[1] = { { 1, 0.5 } };\n"
3086 "MOV result.position, vertex.position;\n"
3087 "MOV result.color, c[0].x;\n"
3088 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3091 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3092 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3093 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3094 strlen(blt_vprogram), blt_vprogram));
3095 checkGLcall("glProgramStringARB()");
3097 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3100 FIXME("Vertex program error at position %d: %s\n\n", pos,
3101 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3102 shader_arb_dump_program_source(blt_vprogram);
3108 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3109 checkGLcall("glGetProgramivARB()");
3110 if (!native) WARN("Program exceeds native resource limits.\n");
3116 /* GL locking is done by the caller */
3117 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3118 enum tex_types tex_type, BOOL masked)
3120 GLuint program_id = 0;
3121 const char *fprogram;
3124 static const char * const blt_fprograms_full[tex_type_count] =
3131 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3132 "MOV result.depth.z, R0.x;\n"
3139 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3140 "MOV result.depth.z, R0.x;\n"
3145 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3146 "MOV result.depth.z, R0.x;\n"
3150 static const char * const blt_fprograms_masked[tex_type_count] =
3156 "PARAM mask = program.local[0];\n"
3158 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3159 "MUL R0.x, R0.x, R0.y;\n"
3161 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3162 "MOV result.depth.z, R0.x;\n"
3168 "PARAM mask = program.local[0];\n"
3170 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3171 "MUL R0.x, R0.x, R0.y;\n"
3173 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3174 "MOV result.depth.z, R0.x;\n"
3178 "PARAM mask = program.local[0];\n"
3180 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3181 "MUL R0.x, R0.x, R0.y;\n"
3183 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3184 "MOV result.depth.z, R0.x;\n"
3188 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3191 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3193 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3196 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3197 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3198 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3199 checkGLcall("glProgramStringARB()");
3201 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3204 FIXME("Fragment program error at position %d: %s\n\n", pos,
3205 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3206 shader_arb_dump_program_source(fprogram);
3212 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3213 checkGLcall("glGetProgramivARB()");
3214 if (!native) WARN("Program exceeds native resource limits.\n");
3220 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3221 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3223 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3227 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3228 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3229 /* Calculate the > 0.0031308 case */
3230 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3231 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3232 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3233 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3234 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3235 /* Calculate the < case */
3236 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3240 /* Calculate the > 0.0031308 case */
3241 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3242 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3243 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3244 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3245 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3246 /* Calculate the < case */
3247 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3248 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3249 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3250 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3251 /* Store the components > 0.0031308 in the destination */
3252 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3253 /* Add the components that are < 0.0031308 */
3254 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3255 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3256 * result.color writes(.rgb first, then .a), or handle overwriting already written
3257 * components. The assembler uses a temporary register in this case, which is usually
3258 * not allocated from one of our registers that were used earlier.
3261 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3264 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3266 const local_constant *constant;
3268 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3270 if (constant->idx == idx)
3272 return constant->value;
3278 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3279 struct shader_arb_ctx_priv *priv)
3281 const char *texcoords[8] =
3283 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3284 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3287 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3288 const char *semantic_name;
3291 switch(args->super.vp_mode)
3293 case pretransformed:
3295 /* The pixelshader has to collect the varyings on its own. In any case properly load
3296 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3297 * other attribs to 0.0.
3299 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3300 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3301 * load the texcoord attrib pointers to match the pixel shader signature
3303 for(i = 0; i < MAX_REG_INPUT; i++)
3305 semantic_name = sig[i].semantic_name;
3306 semantic_idx = sig[i].semantic_idx;
3307 if(semantic_name == NULL) continue;
3309 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3311 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
3312 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3313 else priv->ps_input[i] = "0.0";
3315 else if(args->super.vp_mode == fixedfunction)
3317 priv->ps_input[i] = "0.0";
3319 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3321 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3322 else priv->ps_input[i] = "0.0";
3324 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3326 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
3327 else priv->ps_input[i] = "0.0";
3331 priv->ps_input[i] = "0.0";
3334 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3339 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3342 for(i = 0; i < 8; i++)
3344 priv->ps_input[i] = texcoords[i];
3346 priv->ps_input[8] = "fragment.color.primary";
3347 priv->ps_input[9] = "fragment.color.secondary";
3352 /* GL locking is done by the caller */
3353 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3354 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3356 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3357 CONST DWORD *function = This->baseShader.function;
3358 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3359 const local_constant *lconst;
3362 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3363 struct shader_arb_ctx_priv priv_ctx;
3364 BOOL dcl_td = FALSE;
3365 BOOL want_nv_prog = FALSE;
3366 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3371 unsigned int i, found = 0;
3373 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3376 || (This->color0_mov && i == This->color0_reg)
3377 || (reg_maps->shader_version.major < 2 && i == 0))
3380 sprintf(srgbtmp[found], "R%u", i);
3382 if (found == 4) break;
3387 sprintf(srgbtmp[0], "TA");
3388 sprintf(srgbtmp[1], "TB");
3389 sprintf(srgbtmp[2], "TC");
3390 sprintf(srgbtmp[3], "TD");
3394 sprintf(srgbtmp[1], "TA");
3395 sprintf(srgbtmp[2], "TB");
3396 sprintf(srgbtmp[3], "TC");
3399 sprintf(srgbtmp[2], "TA");
3400 sprintf(srgbtmp[3], "TB");
3403 sprintf(srgbtmp[3], "TA");
3409 /* Create the hw ARB shader */
3410 memset(&priv_ctx, 0, sizeof(priv_ctx));
3411 priv_ctx.cur_ps_args = args;
3412 priv_ctx.compiled_fprog = compiled;
3413 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3414 init_ps_input(This, args, &priv_ctx);
3415 list_init(&priv_ctx.control_frames);
3417 /* Avoid enabling NV_fragment_program* if we do not need it.
3419 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3420 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3421 * is faster than what we gain from using higher native instructions. There are some things though
3422 * that cannot be emulated. In that case enable the extensions.
3423 * If the extension is enabled, instruction handlers that support both ways will use it.
3425 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3426 * So enable the best we can get.
3428 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3429 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3431 want_nv_prog = TRUE;
3434 shader_addline(buffer, "!!ARBfp1.0\n");
3435 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3437 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3438 priv_ctx.target_version = NV3;
3440 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3442 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3443 priv_ctx.target_version = NV2;
3447 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3450 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3453 priv_ctx.target_version = ARB;
3456 if(This->baseShader.reg_maps.highest_render_target > 0)
3458 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3461 if (reg_maps->shader_version.major < 3)
3463 switch(args->super.fog) {
3467 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3470 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3473 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3478 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3479 * unused temps away(but occupies them for the whole shader if they're used once). Always
3480 * declaring them avoids tricky bookkeeping work
3482 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3483 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3484 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3485 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3486 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3487 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3488 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3490 if (reg_maps->shader_version.major < 2)
3492 strcpy(fragcolor, "R0");
3494 if(args->super.srgb_correction) {
3495 if(This->color0_mov) {
3496 sprintf(fragcolor, "R%u", This->color0_reg);
3498 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3499 strcpy(fragcolor, "TMP_COLOR");
3502 strcpy(fragcolor, "result.color");
3506 if(args->super.srgb_correction) {
3507 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3508 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3509 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3510 srgb_sub_high, 0.0, 0.0, 0.0);
3513 /* Base Declarations */
3514 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3515 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3517 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3519 if (!(map & 1)) continue;
3521 cur = compiled->numbumpenvmatconsts;
3522 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3523 compiled->bumpenvmatconst[cur].texunit = i;
3524 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3525 compiled->luminanceconst[cur].texunit = i;
3527 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3528 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3529 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3530 * textures due to conditional NP2 restrictions)
3532 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3533 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3534 * their location is shader dependent anyway and they cannot be loaded globally.
3536 compiled->bumpenvmatconst[cur].const_num = next_local++;
3537 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3538 i, compiled->bumpenvmatconst[cur].const_num);
3539 compiled->numbumpenvmatconsts = cur + 1;
3541 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3543 compiled->luminanceconst[cur].const_num = next_local++;
3544 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3545 i, compiled->luminanceconst[cur].const_num);
3548 for(i = 0; i < MAX_CONST_I; i++)
3550 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3551 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3553 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3557 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3558 control_values[0], control_values[1], control_values[2]);
3562 compiled->int_consts[i] = next_local;
3563 compiled->num_int_consts++;
3564 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3569 if(reg_maps->vpos || reg_maps->usesdsy)
3571 compiled->ycorrection = next_local;
3572 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3576 shader_addline(buffer, "TEMP vpos;\n");
3577 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3578 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3579 * ycorrection.z: 1.0
3580 * ycorrection.w: 0.0
3582 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3583 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3588 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3591 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3592 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3593 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3594 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3595 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3596 * shader compilation errors and the subsequent errors when drawing with this shader. */
3597 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3599 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3600 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3601 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3603 fixup->offset = next_local;
3604 fixup->super.active = 0;
3607 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3608 if (!(map & (1 << i))) continue;
3610 if (fixup->offset + (cur >> 1) < max_lconsts) {
3611 fixup->super.active |= (1 << i);
3612 fixup->super.idx[i] = cur++;
3614 FIXME("No free constant found to load NP2 fixup data into shader. "
3615 "Sampling from this texture will probably look wrong.\n");
3620 fixup->super.num_consts = (cur + 1) >> 1;
3621 if (fixup->super.num_consts) {
3622 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3623 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3626 next_local += fixup->super.num_consts;
3629 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3631 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3634 /* Base Shader Body */
3635 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3637 if(args->super.srgb_correction) {
3638 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3639 priv_ctx.target_version >= NV2);
3642 if(strcmp(fragcolor, "result.color")) {
3643 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3645 shader_addline(buffer, "END\n");
3647 /* TODO: change to resource.glObjectHandle or something like that */
3648 GL_EXTCALL(glGenProgramsARB(1, &retval));
3650 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3651 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3653 TRACE("Created hw pixel shader, prg=%d\n", retval);
3654 /* Create the program and check for errors */
3655 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3656 buffer->bsize, buffer->buffer));
3657 checkGLcall("glProgramStringARB()");
3659 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3662 FIXME("HW PixelShader Error at position %d: %s\n\n",
3663 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3664 shader_arb_dump_program_source(buffer->buffer);
3671 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3672 checkGLcall("glGetProgramivARB()");
3673 if (!native) WARN("Program exceeds native resource limits.\n");
3676 /* Load immediate constants */
3678 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3679 const float *value = (const float *)lconst->value;
3680 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3681 checkGLcall("glProgramLocalParameter4fvARB");
3683 HeapFree(GetProcessHeap(), 0, lconst_map);
3689 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3694 for(i = 0; i < MAX_REG_INPUT; i++)
3696 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3698 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3699 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3703 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3704 if(ret != 0) return ret;
3705 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3706 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3707 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3708 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3709 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3714 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3716 struct wined3d_shader_signature_element *new;
3720 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3721 for(i = 0; i < MAX_REG_INPUT; i++)
3723 if(sig[i].semantic_name == NULL)
3729 /* Clone the semantic string */
3730 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3731 strcpy(name, sig[i].semantic_name);
3732 new[i].semantic_name = name;
3737 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3739 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3740 struct ps_signature *found_sig;
3744 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3745 TRACE("Found existing signature %u\n", found_sig->idx);
3746 return found_sig->idx;
3748 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3749 found_sig->sig = clone_sig(sig);
3750 found_sig->idx = priv->ps_sig_number++;
3751 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3752 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3754 ERR("Failed to insert program entry.\n");
3756 return found_sig->idx;
3759 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3760 struct arb_vs_compiled_shader *compiled)
3763 static const char *texcoords[8] =
3765 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3766 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3768 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3769 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3770 const struct wined3d_shader_signature_element *sig;
3771 const char *semantic_name;
3772 DWORD semantic_idx, reg_idx;
3774 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3775 * and varying 9 to result.color.secondary
3777 const char *decl_idx_to_string[MAX_REG_INPUT] =
3779 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3780 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3781 "result.color.primary", "result.color.secondary"
3786 TRACE("Pixel shader uses builtin varyings\n");
3787 /* Map builtins to builtins */
3788 for(i = 0; i < 8; i++)
3790 priv_ctx->texcrd_output[i] = texcoords[i];
3792 priv_ctx->color_output[0] = "result.color.primary";
3793 priv_ctx->color_output[1] = "result.color.secondary";
3794 priv_ctx->fog_output = "result.fogcoord";
3796 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3797 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3799 semantic_name = baseshader->output_signature[i].semantic_name;
3800 if(semantic_name == NULL) continue;
3802 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3804 TRACE("o%u is TMP_OUT\n", i);
3805 if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3806 else priv_ctx->vs_output[i] = "TA";
3808 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3810 TRACE("o%u is result.pointsize\n", i);
3811 if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3812 else priv_ctx->vs_output[i] = "TA";
3814 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3816 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3817 if (baseshader->output_signature[i].semantic_idx == 0)
3818 priv_ctx->vs_output[i] = "result.color.primary";
3819 else if (baseshader->output_signature[i].semantic_idx == 1)
3820 priv_ctx->vs_output[i] = "result.color.secondary";
3821 else priv_ctx->vs_output[i] = "TA";
3823 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3825 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3826 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3827 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3829 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3831 TRACE("o%u is result.fogcoord\n", i);
3832 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3833 else priv_ctx->vs_output[i] = "result.fogcoord";
3837 priv_ctx->vs_output[i] = "TA";
3843 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3844 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3846 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.input_signature;
3847 TRACE("Pixel shader uses declared varyings\n");
3849 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3850 for(i = 0; i < 8; i++)
3852 priv_ctx->texcrd_output[i] = "TA";
3854 priv_ctx->color_output[0] = "TA";
3855 priv_ctx->color_output[1] = "TA";
3856 priv_ctx->fog_output = "TA";
3858 for(i = 0; i < MAX_REG_INPUT; i++)
3860 semantic_name = sig[i].semantic_name;
3861 semantic_idx = sig[i].semantic_idx;
3862 reg_idx = sig[i].register_idx;
3863 if(semantic_name == NULL) continue;
3865 /* If a declared input register is not written by builtin arguments, don't write to it.
3866 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3868 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3869 * to TMP_OUT in any case
3871 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3873 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3875 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3877 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3879 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3881 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3888 if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
3889 strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
3891 compiled->need_color_unclamp = TRUE;
3895 /* Map declared to declared */
3896 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3898 /* Write unread output to TA to throw them away */
3899 priv_ctx->vs_output[i] = "TA";
3900 semantic_name = baseshader->output_signature[i].semantic_name;
3901 if(semantic_name == NULL)
3906 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
3907 && baseshader->output_signature[i].semantic_idx == 0)
3909 priv_ctx->vs_output[i] = "TMP_OUT";
3912 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
3913 && baseshader->output_signature[i].semantic_idx == 0)
3915 priv_ctx->vs_output[i] = "result.pointsize";
3919 for(j = 0; j < MAX_REG_INPUT; j++)
3921 if(sig[j].semantic_name == NULL)
3926 if (strcmp(sig[j].semantic_name, semantic_name) == 0
3927 && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
3929 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3931 if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
3932 strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
3934 compiled->need_color_unclamp = TRUE;
3941 /* GL locking is done by the caller */
3942 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3943 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3945 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3946 CONST DWORD *function = This->baseShader.function;
3947 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3948 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3949 const local_constant *lconst;
3951 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3952 struct shader_arb_ctx_priv priv_ctx;
3956 memset(&priv_ctx, 0, sizeof(priv_ctx));
3957 priv_ctx.cur_vs_args = args;
3958 list_init(&priv_ctx.control_frames);
3959 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
3961 /* Create the hw ARB shader */
3962 shader_addline(buffer, "!!ARBvp1.0\n");
3964 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3965 * mesurable performance penalty, and we can always make use of it for clipplanes.
3967 if (gl_info->supported[NV_VERTEX_PROGRAM3])
3969 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3970 priv_ctx.target_version = NV3;
3971 shader_addline(buffer, "ADDRESS aL;\n");
3973 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
3975 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3976 priv_ctx.target_version = NV2;
3977 shader_addline(buffer, "ADDRESS aL;\n");
3979 priv_ctx.target_version = ARB;
3982 shader_addline(buffer, "TEMP TMP_OUT;\n");
3983 if(need_helper_const(gl_info)) {
3984 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3986 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3987 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3988 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3991 shader_addline(buffer, "TEMP TA;\n");
3993 /* Base Declarations */
3994 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3995 reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
3997 for(i = 0; i < MAX_CONST_I; i++)
3999 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4000 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4002 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
4006 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4007 control_values[0], control_values[1], control_values[2]);
4011 compiled->int_consts[i] = next_local;
4012 compiled->num_int_consts++;
4013 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4018 /* We need a constant to fixup the final position */
4019 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4020 compiled->pos_fixup = next_local++;
4022 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4023 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4024 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4025 * a replacement shader depend on the texcoord.w being set properly.
4027 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4028 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4029 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4030 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4031 * this can eat a number of instructions, so skip it unless this cap is set as well
4033 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4035 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
4037 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4040 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
4041 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
4042 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
4043 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
4049 /* The shader starts with the main function */
4050 priv_ctx.in_main_func = TRUE;
4051 /* Base Shader Body */
4052 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4054 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
4056 shader_addline(buffer, "END\n");
4058 /* TODO: change to resource.glObjectHandle or something like that */
4059 GL_EXTCALL(glGenProgramsARB(1, &ret));
4061 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4062 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4064 TRACE("Created hw vertex shader, prg=%d\n", ret);
4065 /* Create the program and check for errors */
4066 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4067 buffer->bsize, buffer->buffer));
4068 checkGLcall("glProgramStringARB()");
4070 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4073 FIXME("HW VertexShader Error at position %d: %s\n\n",
4074 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4075 shader_arb_dump_program_source(buffer->buffer);
4082 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4083 checkGLcall("glGetProgramivARB()");
4084 if (!native) WARN("Program exceeds native resource limits.\n");
4086 /* Load immediate constants */
4088 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4089 const float *value = (const float *)lconst->value;
4090 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4094 HeapFree(GetProcessHeap(), 0, lconst_map);
4099 /* GL locking is done by the caller */
4100 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4104 struct arb_ps_compiled_shader *new_array;
4105 struct wined3d_shader_buffer buffer;
4106 struct arb_pshader_private *shader_data;
4109 if (!shader->baseShader.backend_data)
4111 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
4112 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4113 struct shader_arb_priv *priv = device->shader_priv;
4115 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4116 shader_data = shader->baseShader.backend_data;
4117 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4119 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4120 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4122 shader_data->has_signature_idx = TRUE;
4123 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4125 if (!device->vs_clipping)
4126 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4127 gl_info->limits.texture_stages - 1);
4129 shader_data->clipplane_emulation = ~0U;
4131 shader_data = shader->baseShader.backend_data;
4133 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4134 * so a linear search is more performant than a hashmap or a binary search
4135 * (cache coherency etc)
4137 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4138 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4139 return &shader_data->gl_shaders[i];
4143 TRACE("No matching GL shader found, compiling a new shader\n");
4144 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4145 if (shader_data->num_gl_shaders)
4147 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4148 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4149 new_size * sizeof(*shader_data->gl_shaders));
4151 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4156 ERR("Out of memory\n");
4159 shader_data->gl_shaders = new_array;
4160 shader_data->shader_array_size = new_size;
4163 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4165 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4166 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4168 if (!shader_buffer_init(&buffer))
4170 ERR("Failed to initialize shader buffer.\n");
4174 ret = shader_arb_generate_pshader(shader, &buffer, args,
4175 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4176 shader_buffer_free(&buffer);
4177 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4179 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4182 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4183 const DWORD use_map, BOOL skip_int) {
4184 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4185 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4186 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4187 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4188 if(stored->ps_signature != new->ps_signature) return FALSE;
4189 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4190 if(skip_int) return TRUE;
4192 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
4195 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4199 struct arb_vs_compiled_shader *new_array;
4200 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4201 struct wined3d_shader_buffer buffer;
4202 struct arb_vshader_private *shader_data;
4204 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4206 if (!shader->baseShader.backend_data)
4208 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4210 shader_data = shader->baseShader.backend_data;
4212 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4213 * so a linear search is more performant than a hashmap or a binary search
4214 * (cache coherency etc)
4216 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4217 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4218 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4220 return &shader_data->gl_shaders[i];
4224 TRACE("No matching GL shader found, compiling a new shader\n");
4226 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4227 if (shader_data->num_gl_shaders)
4229 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4230 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4231 new_size * sizeof(*shader_data->gl_shaders));
4233 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4238 ERR("Out of memory\n");
4241 shader_data->gl_shaders = new_array;
4242 shader_data->shader_array_size = new_size;
4245 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4247 if (!shader_buffer_init(&buffer))
4249 ERR("Failed to initialize shader buffer.\n");
4253 ret = shader_arb_generate_vshader(shader, &buffer, args,
4254 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4255 shader_buffer_free(&buffer);
4256 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4258 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4261 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4262 struct arb_ps_compile_args *args)
4266 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4267 find_ps_compile_args(shader, stateblock, &args->super);
4269 /* This forces all local boolean constants to 1 to make them stateblock independent */
4270 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4272 for(i = 0; i < MAX_CONST_B; i++)
4274 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4277 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4278 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4279 * duplicate the shader than have a no-op KIL instruction in every shader
4281 if((!((IWineD3DDeviceImpl *) shader->baseShader.device)->vs_clipping) && use_vs(stateblock) &&
4282 stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE])
4291 /* Skip if unused or local, or supported natively */
4292 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4293 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4295 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4299 for(i = 0; i < MAX_CONST_I; i++)
4301 if(int_skip & (1 << i))
4303 args->loop_ctrl[i][0] = 0;
4304 args->loop_ctrl[i][1] = 0;
4305 args->loop_ctrl[i][2] = 0;
4309 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4310 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4311 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4316 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4317 struct arb_vs_compile_args *args)
4321 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4322 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4323 find_vs_compile_args(shader, stateblock, &args->super);
4325 args->clip.boolclip_compare = 0;
4326 if(use_ps(stateblock))
4328 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4329 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4330 args->ps_signature = shader_priv->input_signature_idx;
4332 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4336 args->ps_signature = ~0;
4337 if(!dev->vs_clipping)
4339 args->clip.boolclip.clip_texcoord = ffp_clip_emul(stateblock) ? gl_info->limits.texture_stages : 0;
4341 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4344 if(args->clip.boolclip.clip_texcoord)
4346 if(stateblock->renderState[WINED3DRS_CLIPPING])
4348 args->clip.boolclip.clipplane_mask = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
4350 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4353 /* This forces all local boolean constants to 1 to make them stateblock independent */
4354 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4355 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4356 for(i = 0; i < MAX_CONST_B; i++)
4358 if(stateblock->vertexShaderConstantB[i]) args->clip.boolclip.bools |= ( 1 << i);
4361 args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4362 args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4363 args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4364 args->vertex.samplers[3] = 0;
4366 /* Skip if unused or local */
4367 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4368 /* This is about flow control, not clipping. */
4369 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4371 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4375 for(i = 0; i < MAX_CONST_I; i++)
4377 if(int_skip & (1 << i))
4379 args->loop_ctrl[i][0] = 0;
4380 args->loop_ctrl[i][1] = 0;
4381 args->loop_ctrl[i][2] = 0;
4385 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4386 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4387 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4392 /* GL locking is done by the caller */
4393 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4395 IWineD3DDeviceImpl *This = context->swapchain->device;
4396 struct shader_arb_priv *priv = This->shader_priv;
4397 const struct wined3d_gl_info *gl_info = context->gl_info;
4400 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4402 struct arb_ps_compile_args compile_args;
4403 struct arb_ps_compiled_shader *compiled;
4404 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4406 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4407 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4408 compiled = find_arb_pshader(ps, &compile_args);
4409 priv->current_fprogram_id = compiled->prgId;
4410 priv->compiled_fprog = compiled;
4412 /* Bind the fragment program */
4413 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4414 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4416 if(!priv->use_arbfp_fixed_func) {
4417 /* Enable OpenGL fragment programs */
4418 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4419 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4421 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4423 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4424 * a 1.x and newer shader, reload the first 8 constants
4426 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4428 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4429 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4430 for(i = 0; i < 8; i++)
4432 context->pshader_const_dirty[i] = 1;
4434 /* Also takes care of loading local constants */
4435 shader_arb_load_constants(context, TRUE, FALSE);
4439 shader_arb_ps_local_constants(This);
4442 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4443 if (compiled->np2fixup_info.super.active)
4444 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4446 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4448 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4449 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4450 * replacement shader
4452 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4453 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4454 priv->current_fprogram_id = 0;
4458 struct arb_vs_compile_args compile_args;
4459 struct arb_vs_compiled_shader *compiled;
4460 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4462 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4463 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4464 compiled = find_arb_vshader(vs, &compile_args);
4465 priv->current_vprogram_id = compiled->prgId;
4466 priv->compiled_vprog = compiled;
4468 /* Bind the vertex program */
4469 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4470 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4472 /* Enable OpenGL vertex programs */
4473 glEnable(GL_VERTEX_PROGRAM_ARB);
4474 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4475 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4476 shader_arb_vs_local_constants(This);
4478 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4479 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4481 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4483 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4484 checkGLcall("glClampColorARB");
4486 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4490 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4492 priv->current_vprogram_id = 0;
4493 glDisable(GL_VERTEX_PROGRAM_ARB);
4494 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4498 /* GL locking is done by the caller */
4499 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size)
4501 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4502 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4503 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4504 struct shader_arb_priv *priv = This->shader_priv;
4505 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4506 GLuint *blt_fprogram;
4508 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4509 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4510 glEnable(GL_VERTEX_PROGRAM_ARB);
4512 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4513 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4514 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4515 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4516 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4519 /* GL locking is done by the caller */
4520 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4521 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4522 struct shader_arb_priv *priv = This->shader_priv;
4523 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4525 if (priv->current_vprogram_id) {
4526 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4527 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4529 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4531 glDisable(GL_VERTEX_PROGRAM_ARB);
4532 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4535 if (priv->current_fprogram_id) {
4536 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4537 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4539 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4540 } else if(!priv->use_arbfp_fixed_func) {
4541 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4542 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4546 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4547 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4548 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4549 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4551 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4553 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4556 if(!shader_data) return; /* This can happen if a shader was never compiled */
4558 if (shader_data->num_gl_shaders)
4560 struct wined3d_context *context = context_acquire(device, NULL);
4563 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4565 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4566 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4570 context_release(context);
4573 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4574 HeapFree(GetProcessHeap(), 0, shader_data);
4575 baseShader->baseShader.backend_data = NULL;
4579 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4582 if(!shader_data) return; /* This can happen if a shader was never compiled */
4584 if (shader_data->num_gl_shaders)
4586 struct wined3d_context *context = context_acquire(device, NULL);
4589 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4591 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4592 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4596 context_release(context);
4599 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4600 HeapFree(GetProcessHeap(), 0, shader_data);
4601 baseShader->baseShader.backend_data = NULL;
4605 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4607 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4608 return compare_sig(key, e->sig);
4611 static const struct wine_rb_functions sig_tree_functions =
4619 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4620 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4621 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4622 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4624 ERR("RB tree init failed\n");
4625 HeapFree(GetProcessHeap(), 0, priv);
4626 return E_OUTOFMEMORY;
4628 This->shader_priv = priv;
4632 static void release_signature(struct wine_rb_entry *entry, void *context)
4634 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4636 for(i = 0; i < MAX_REG_INPUT; i++)
4638 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4640 HeapFree(GetProcessHeap(), 0, sig->sig);
4641 HeapFree(GetProcessHeap(), 0, sig);
4644 /* Context activation is done by the caller. */
4645 static void shader_arb_free(IWineD3DDevice *iface) {
4646 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4647 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4648 struct shader_arb_priv *priv = This->shader_priv;
4652 if(priv->depth_blt_vprogram_id) {
4653 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4655 for (i = 0; i < tex_type_count; ++i)
4657 if (priv->depth_blt_fprogram_id_full[i])
4659 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4661 if (priv->depth_blt_fprogram_id_masked[i])
4663 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4668 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4669 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4672 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4676 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4678 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4682 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4683 * for vertex programs. If the native limit is less than that it's
4684 * not very useful, and e.g. Mesa swrast returns 0, probably to
4685 * indicate it's a software implementation. */
4686 if (gl_info->limits.arb_vs_native_constants < 96)
4687 vs_consts = gl_info->limits.arb_vs_float_constants;
4689 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4691 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4693 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4694 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4696 else if (vs_consts >= 256)
4698 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4699 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4700 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4704 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4705 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4707 pCaps->MaxVertexShaderConst = vs_consts;
4711 pCaps->VertexShaderVersion = 0;
4712 pCaps->MaxVertexShaderConst = 0;
4715 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4719 /* Similar as above for vertex programs, but the minimum for fragment
4720 * programs is 24. */
4721 if (gl_info->limits.arb_ps_native_constants < 24)
4722 ps_consts = gl_info->limits.arb_ps_float_constants;
4724 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4726 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4728 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4729 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4731 else if (ps_consts >= 32)
4733 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4734 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4735 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4739 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4740 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4742 pCaps->PixelShader1xMaxValue = 8.0f;
4743 pCaps->MaxPixelShaderConst = ps_consts;
4747 pCaps->PixelShaderVersion = 0;
4748 pCaps->PixelShader1xMaxValue = 0.0f;
4749 pCaps->MaxPixelShaderConst = 0;
4752 pCaps->VSClipping = use_nv_clip(gl_info);
4755 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4757 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4759 TRACE("Checking support for color_fixup:\n");
4760 dump_color_fixup_desc(fixup);
4763 /* We support everything except complex conversions. */
4764 if (!is_complex_fixup(fixup))
4770 TRACE("[FAILED]\n");
4774 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4776 char write_mask[20], regstr[50];
4777 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4778 BOOL is_color = FALSE;
4779 const struct wined3d_shader_dst_param *dst;
4781 if (!ins->dst_count) return;
4785 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4787 shader_arb_get_write_mask(ins, dst, write_mask);
4788 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4790 /* Generate a line that does the output modifier computation
4791 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4792 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4794 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4795 regstr, write_mask, regstr, shift_tab[shift]);
4798 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4800 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4801 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4802 /* WINED3DSIH_BEM */ pshader_hw_bem,
4803 /* WINED3DSIH_BREAK */ shader_hw_break,
4804 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4805 /* WINED3DSIH_BREAKP */ NULL,
4806 /* WINED3DSIH_CALL */ shader_hw_call,
4807 /* WINED3DSIH_CALLNZ */ NULL,
4808 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4809 /* WINED3DSIH_CND */ pshader_hw_cnd,
4810 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4811 /* WINED3DSIH_CUT */ NULL,
4812 /* WINED3DSIH_DCL */ NULL,
4813 /* WINED3DSIH_DEF */ NULL,
4814 /* WINED3DSIH_DEFB */ NULL,
4815 /* WINED3DSIH_DEFI */ NULL,
4816 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4817 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4818 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4819 /* WINED3DSIH_DST */ shader_hw_map2gl,
4820 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4821 /* WINED3DSIH_DSY */ shader_hw_dsy,
4822 /* WINED3DSIH_ELSE */ shader_hw_else,
4823 /* WINED3DSIH_EMIT */ NULL,
4824 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4825 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4826 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4827 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4828 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4829 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4830 /* WINED3DSIH_IADD */ NULL,
4831 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4832 /* WINED3DSIH_IFC */ shader_hw_ifc,
4833 /* WINED3DSIH_IGE */ NULL,
4834 /* WINED3DSIH_LABEL */ shader_hw_label,
4835 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4836 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4837 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4838 /* WINED3DSIH_LOOP */ shader_hw_loop,
4839 /* WINED3DSIH_LRP */ shader_hw_lrp,
4840 /* WINED3DSIH_LT */ NULL,
4841 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4842 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4843 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4844 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4845 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4846 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4847 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4848 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4849 /* WINED3DSIH_MOV */ shader_hw_mov,
4850 /* WINED3DSIH_MOVA */ shader_hw_mov,
4851 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4852 /* WINED3DSIH_NOP */ shader_hw_nop,
4853 /* WINED3DSIH_NRM */ shader_hw_nrm,
4854 /* WINED3DSIH_PHASE */ NULL,
4855 /* WINED3DSIH_POW */ shader_hw_log_pow,
4856 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
4857 /* WINED3DSIH_REP */ shader_hw_rep,
4858 /* WINED3DSIH_RET */ shader_hw_ret,
4859 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4860 /* WINED3DSIH_SETP */ NULL,
4861 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4862 /* WINED3DSIH_SGN */ shader_hw_sgn,
4863 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4864 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4865 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4866 /* WINED3DSIH_TEX */ pshader_hw_tex,
4867 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4868 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4869 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4870 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4871 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4872 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4873 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4874 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4875 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4876 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4877 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4878 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4879 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4880 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4881 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4882 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4883 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4884 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4885 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4886 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4887 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4890 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4892 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4894 WORD flag = (1 << idx);
4895 const local_constant *constant;
4896 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4898 if(This->baseShader.reg_maps.local_bool_consts & flag)
4900 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4901 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4903 if (constant->idx == idx)
4905 return constant->value[0];
4908 ERR("Local constant not found\n");
4913 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
4914 else bools = priv->cur_ps_args->bools;
4915 return bools & flag;
4919 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
4920 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
4922 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4924 /* Integer constants can either be a local constant, or they can be stored in the shader
4925 * type specific compile args. */
4926 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4928 const local_constant *constant;
4930 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4932 if (constant->idx == idx)
4934 loop_control->count = constant->value[0];
4935 loop_control->start = constant->value[1];
4936 /* Step is signed. */
4937 loop_control->step = (int)constant->value[2];
4941 /* If this happens the flag was set incorrectly */
4942 ERR("Local constant not found\n");
4943 loop_control->count = 0;
4944 loop_control->start = 0;
4945 loop_control->step = 0;
4949 switch (This->baseShader.reg_maps.shader_version.type)
4951 case WINED3D_SHADER_TYPE_VERTEX:
4952 /* Count and aL start value are unsigned */
4953 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
4954 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
4955 /* Step is signed. */
4956 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
4959 case WINED3D_SHADER_TYPE_PIXEL:
4960 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
4961 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
4962 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
4966 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
4971 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4974 struct wined3d_shader_dst_param *dst_param = NULL;
4975 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4976 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4979 ERR("Out of memory\n");
4984 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4985 if(!dst_param) goto free;
4986 *dst_param = *ins->dst;
4987 if(ins->dst->reg.rel_addr)
4989 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4990 if(!rel_addr) goto free;
4991 *rel_addr = *ins->dst->reg.rel_addr;
4992 dst_param->reg.rel_addr = rel_addr;
4994 rec->ins.dst = dst_param;
4996 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4997 if(!src_param) goto free;
4998 for(i = 0; i < ins->src_count; i++)
5000 src_param[i] = ins->src[i];
5001 if(ins->src[i].reg.rel_addr)
5003 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5004 if(!rel_addr) goto free;
5005 *rel_addr = *ins->src[i].reg.rel_addr;
5006 src_param[i].reg.rel_addr = rel_addr;
5009 rec->ins.src = src_param;
5010 list_add_tail(list, &rec->entry);
5014 ERR("Out of memory\n");
5017 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5018 HeapFree(GetProcessHeap(), 0, dst_param);
5022 for(i = 0; i < ins->src_count; i++)
5024 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5026 HeapFree(GetProcessHeap(), 0, src_param);
5028 HeapFree(GetProcessHeap(), 0, rec);
5031 static void free_recorded_instruction(struct list *list)
5033 struct recorded_instruction *rec_ins, *entry2;
5036 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5038 list_remove(&rec_ins->entry);
5039 if(rec_ins->ins.dst)
5041 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5042 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5044 if(rec_ins->ins.src)
5046 for(i = 0; i < rec_ins->ins.src_count; i++)
5048 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5050 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5052 HeapFree(GetProcessHeap(), 0, rec_ins);
5056 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5057 SHADER_HANDLER hw_fct;
5058 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5059 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
5060 struct control_frame *control_frame;
5061 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5064 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5066 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5067 list_add_head(&priv->control_frames, &control_frame->entry);
5069 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5070 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5072 if(priv->target_version >= NV2)
5074 control_frame->no.loop = priv->num_loops++;
5079 /* Don't bother recording when we're in a not used if branch */
5085 if(!priv->recording)
5087 list_init(&priv->record);
5088 priv->recording = TRUE;
5089 control_frame->outer_loop = TRUE;
5090 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
5091 return; /* Instruction is handled */
5093 /* Record this loop in the outer loop's recording */
5096 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5098 if(priv->target_version >= NV2)
5100 /* Nothing to do. The control frame is popped after the HW instr handler */
5104 struct list *e = list_head(&priv->control_frames);
5105 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5106 list_remove(&control_frame->entry);
5108 if(control_frame->outer_loop)
5110 int iteration, aL = 0;
5113 /* Turn off recording before playback */
5114 priv->recording = FALSE;
5116 /* Move the recorded instructions to a separate list and get them out of the private data
5117 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5118 * be recorded again, thus priv->record might be overwritten
5121 list_move_tail(©, &priv->record);
5122 list_init(&priv->record);
5124 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5126 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5127 control_frame->loop_control.count, control_frame->loop_control.start,
5128 control_frame->loop_control.step);
5129 aL = control_frame->loop_control.start;
5133 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5136 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5138 struct recorded_instruction *rec_ins;
5139 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5142 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
5146 shader_addline(buffer, "#Iteration %d\n", iteration);
5149 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
5151 shader_arb_handle_instruction(&rec_ins->ins);
5154 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5156 aL += control_frame->loop_control.step;
5159 shader_addline(buffer, "#end loop/rep\n");
5161 free_recorded_instruction(©);
5162 HeapFree(GetProcessHeap(), 0, control_frame);
5163 return; /* Instruction is handled */
5167 /* This is a nested loop. Proceed to the normal recording function */
5168 HeapFree(GetProcessHeap(), 0, control_frame);
5175 record_instruction(&priv->record, ins);
5180 if(ins->handler_idx == WINED3DSIH_IF)
5182 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5183 list_add_head(&priv->control_frames, &control_frame->entry);
5184 control_frame->type = IF;
5186 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
5187 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5188 if(!priv->muted && bool_const == FALSE)
5190 shader_addline(buffer, "#if(FALSE){\n");
5192 control_frame->muting = TRUE;
5194 else shader_addline(buffer, "#if(TRUE) {\n");
5196 return; /* Instruction is handled */
5198 else if(ins->handler_idx == WINED3DSIH_IFC)
5200 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5201 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5202 control_frame->type = IFC;
5203 control_frame->no.ifc = priv->num_ifcs++;
5204 list_add_head(&priv->control_frames, &control_frame->entry);
5206 else if(ins->handler_idx == WINED3DSIH_ELSE)
5208 struct list *e = list_head(&priv->control_frames);
5209 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5211 if(control_frame->type == IF)
5213 shader_addline(buffer, "#} else {\n");
5214 if(!priv->muted && !control_frame->muting)
5217 control_frame->muting = TRUE;
5219 else if(control_frame->muting) priv->muted = FALSE;
5220 return; /* Instruction is handled. */
5222 /* In case of an ifc, generate a HW shader instruction */
5224 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5226 struct list *e = list_head(&priv->control_frames);
5227 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5229 if(control_frame->type == IF)
5231 shader_addline(buffer, "#} endif\n");
5232 if(control_frame->muting) priv->muted = FALSE;
5233 list_remove(&control_frame->entry);
5234 HeapFree(GetProcessHeap(), 0, control_frame);
5235 return; /* Instruction is handled */
5239 if(priv->muted) return;
5241 /* Select handler */
5242 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5244 /* Unhandled opcode */
5247 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5252 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5254 struct list *e = list_head(&priv->control_frames);
5255 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5256 list_remove(&control_frame->entry);
5257 HeapFree(GetProcessHeap(), 0, control_frame);
5260 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5262 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5263 struct list *e = list_head(&priv->control_frames);
5264 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5265 list_remove(&control_frame->entry);
5266 HeapFree(GetProcessHeap(), 0, control_frame);
5270 shader_arb_add_instruction_modifiers(ins);
5273 const shader_backend_t arb_program_shader_backend = {
5274 shader_arb_handle_instruction,
5276 shader_arb_select_depth_blt,
5277 shader_arb_deselect_depth_blt,
5278 shader_arb_update_float_vertex_constants,
5279 shader_arb_update_float_pixel_constants,
5280 shader_arb_load_constants,
5281 shader_arb_load_np2fixup_constants,
5285 shader_arb_dirty_const,
5286 shader_arb_get_caps,
5287 shader_arb_color_fixup_supported,
5290 /* ARB_fragment_program fixed function pipeline replacement definitions */
5291 #define ARB_FFP_CONST_TFACTOR 0
5292 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5293 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5294 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5295 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5297 struct arbfp_ffp_desc
5299 struct ffp_frag_desc parent;
5301 unsigned int num_textures_used;
5304 /* Context activation is done by the caller. */
5305 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5308 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5309 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5311 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5312 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5317 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5318 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5319 struct shader_arb_priv *priv;
5320 /* Share private data between the shader backend and the pipeline replacement, if both
5321 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5322 * if no pixel shader is bound or not
5324 if(This->shader_backend == &arb_program_shader_backend) {
5325 This->fragment_priv = This->shader_priv;
5327 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5328 if(!This->fragment_priv) return E_OUTOFMEMORY;
5330 priv = This->fragment_priv;
5331 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5333 ERR("Failed to initialize rbtree.\n");
5334 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5335 return E_OUTOFMEMORY;
5337 priv->use_arbfp_fixed_func = TRUE;
5341 /* Context activation is done by the caller. */
5342 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5344 const struct wined3d_gl_info *gl_info = context;
5345 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5348 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5349 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5350 HeapFree(GetProcessHeap(), 0, entry_arb);
5354 /* Context activation is done by the caller. */
5355 static void arbfp_free(IWineD3DDevice *iface) {
5356 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5357 struct shader_arb_priv *priv = This->fragment_priv;
5359 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5360 priv->use_arbfp_fixed_func = FALSE;
5362 if(This->shader_backend != &arb_program_shader_backend) {
5363 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5367 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5369 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5370 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5371 WINED3DTEXOPCAPS_SELECTARG1 |
5372 WINED3DTEXOPCAPS_SELECTARG2 |
5373 WINED3DTEXOPCAPS_MODULATE4X |
5374 WINED3DTEXOPCAPS_MODULATE2X |
5375 WINED3DTEXOPCAPS_MODULATE |
5376 WINED3DTEXOPCAPS_ADDSIGNED2X |
5377 WINED3DTEXOPCAPS_ADDSIGNED |
5378 WINED3DTEXOPCAPS_ADD |
5379 WINED3DTEXOPCAPS_SUBTRACT |
5380 WINED3DTEXOPCAPS_ADDSMOOTH |
5381 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5382 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5383 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5384 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5385 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5386 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5387 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5388 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5389 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5390 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5391 WINED3DTEXOPCAPS_MULTIPLYADD |
5392 WINED3DTEXOPCAPS_LERP |
5393 WINED3DTEXOPCAPS_BUMPENVMAP |
5394 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5396 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5398 caps->MaxTextureBlendStages = 8;
5399 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5401 #undef GLINFO_LOCATION
5403 #define GLINFO_LOCATION stateblock->device->adapter->gl_info
5404 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5406 IWineD3DDeviceImpl *device = stateblock->device;
5409 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5410 * application provided constants
5412 if(device->shader_backend == &arb_program_shader_backend) {
5413 if (use_ps(stateblock)) return;
5415 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5416 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5419 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
5420 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5421 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5425 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5427 IWineD3DDeviceImpl *device = stateblock->device;
5430 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5431 * application provided constants
5433 if(device->shader_backend == &arb_program_shader_backend) {
5434 if (use_ps(stateblock)) return;
5436 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5437 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5440 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
5441 /* The specular color has no alpha */
5442 col[0] = 1.0f; col[1] = 1.0f;
5443 col[2] = 1.0f; col[3] = 0.0f;
5445 col[0] = 0.0f; col[1] = 0.0f;
5446 col[2] = 0.0f; col[3] = 0.0f;
5448 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5449 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5452 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5454 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5455 IWineD3DDeviceImpl *device = stateblock->device;
5458 if (use_ps(stateblock))
5461 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
5463 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5466 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5467 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5470 if(device->shader_backend == &arb_program_shader_backend) {
5471 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5474 } else if(device->shader_backend == &arb_program_shader_backend) {
5475 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5476 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5479 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5480 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5481 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5482 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5484 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5485 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5488 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5490 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5491 IWineD3DDeviceImpl *device = stateblock->device;
5494 if (use_ps(stateblock))
5497 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
5499 /* The pixel shader has to know the luminance offset. Do a constants update if it
5500 * isn't scheduled anyway
5502 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5503 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5506 if(device->shader_backend == &arb_program_shader_backend) {
5507 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5510 } else if(device->shader_backend == &arb_program_shader_backend) {
5511 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5512 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5515 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
5516 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
5520 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5521 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5524 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5528 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5530 switch(arg & WINED3DTA_SELECTMASK) {
5531 case WINED3DTA_DIFFUSE:
5532 ret = "fragment.color.primary"; break;
5534 case WINED3DTA_CURRENT:
5535 if(stage == 0) ret = "fragment.color.primary";
5539 case WINED3DTA_TEXTURE:
5541 case 0: ret = "tex0"; break;
5542 case 1: ret = "tex1"; break;
5543 case 2: ret = "tex2"; break;
5544 case 3: ret = "tex3"; break;
5545 case 4: ret = "tex4"; break;
5546 case 5: ret = "tex5"; break;
5547 case 6: ret = "tex6"; break;
5548 case 7: ret = "tex7"; break;
5549 default: ret = "unknown texture";
5553 case WINED3DTA_TFACTOR:
5554 ret = "tfactor"; break;
5556 case WINED3DTA_SPECULAR:
5557 ret = "fragment.color.secondary"; break;
5559 case WINED3DTA_TEMP:
5560 ret = "tempreg"; break;
5562 case WINED3DTA_CONSTANT:
5563 FIXME("Implement perstage constants\n");
5565 case 0: ret = "const0"; break;
5566 case 1: ret = "const1"; break;
5567 case 2: ret = "const2"; break;
5568 case 3: ret = "const3"; break;
5569 case 4: ret = "const4"; break;
5570 case 5: ret = "const5"; break;
5571 case 6: ret = "const6"; break;
5572 case 7: ret = "const7"; break;
5573 default: ret = "unknown constant";
5581 if(arg & WINED3DTA_COMPLEMENT) {
5582 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5583 if(argnum == 0) ret = "arg0";
5584 if(argnum == 1) ret = "arg1";
5585 if(argnum == 2) ret = "arg2";
5587 if(arg & WINED3DTA_ALPHAREPLICATE) {
5588 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5589 if(argnum == 0) ret = "arg0";
5590 if(argnum == 1) ret = "arg1";
5591 if(argnum == 2) ret = "arg2";
5596 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5597 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5599 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5600 unsigned int mul = 1;
5601 BOOL mul_final_dest = FALSE;
5603 if(color && alpha) dstmask = "";
5604 else if(color) dstmask = ".xyz";
5605 else dstmask = ".w";
5607 if(dst == tempreg) dstreg = "tempreg";
5608 else dstreg = "ret";
5610 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5611 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5612 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5615 case WINED3DTOP_DISABLE:
5616 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5619 case WINED3DTOP_SELECTARG2:
5621 case WINED3DTOP_SELECTARG1:
5622 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5625 case WINED3DTOP_MODULATE4X:
5627 case WINED3DTOP_MODULATE2X:
5629 if(strcmp(dstreg, "result.color") == 0) {
5631 mul_final_dest = TRUE;
5633 case WINED3DTOP_MODULATE:
5634 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5637 case WINED3DTOP_ADDSIGNED2X:
5639 if(strcmp(dstreg, "result.color") == 0) {
5641 mul_final_dest = TRUE;
5643 case WINED3DTOP_ADDSIGNED:
5644 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5646 case WINED3DTOP_ADD:
5647 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5650 case WINED3DTOP_SUBTRACT:
5651 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5654 case WINED3DTOP_ADDSMOOTH:
5655 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5656 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5659 case WINED3DTOP_BLENDCURRENTALPHA:
5660 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5661 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5663 case WINED3DTOP_BLENDFACTORALPHA:
5664 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5665 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5667 case WINED3DTOP_BLENDTEXTUREALPHA:
5668 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5669 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5671 case WINED3DTOP_BLENDDIFFUSEALPHA:
5672 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5673 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5676 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5677 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5678 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5679 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5682 /* D3DTOP_PREMODULATE ???? */
5684 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5685 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5686 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5688 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5689 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5691 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5692 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5693 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5695 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5696 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5699 case WINED3DTOP_DOTPRODUCT3:
5701 if(strcmp(dstreg, "result.color") == 0) {
5703 mul_final_dest = TRUE;
5705 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5706 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5707 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5710 case WINED3DTOP_MULTIPLYADD:
5711 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5714 case WINED3DTOP_LERP:
5715 /* The msdn is not quite right here */
5716 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5719 case WINED3DTOP_BUMPENVMAP:
5720 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5721 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5725 FIXME("Unhandled texture op %08x\n", op);
5729 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5730 } else if(mul == 4) {
5731 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5735 /* The stateblock is passed for GLINFO_LOCATION */
5736 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5739 struct wined3d_shader_buffer buffer;
5740 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5741 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5742 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5743 const char *textype;
5744 const char *instr, *sat;
5745 char colorcor_dst[8];
5747 DWORD arg0, arg1, arg2;
5748 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5750 const char *final_combiner_src = "ret";
5753 /* Find out which textures are read */
5754 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5755 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5756 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5757 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5758 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5759 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5760 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5761 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5763 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5764 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5765 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5766 bump_used[stage] = TRUE;
5767 tex_read[stage] = TRUE;
5769 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5770 bump_used[stage] = TRUE;
5771 tex_read[stage] = TRUE;
5772 luminance_used[stage] = TRUE;
5773 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5774 tfactor_used = TRUE;
5777 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5778 tfactor_used = TRUE;
5781 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5782 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5783 tempreg_used = TRUE;
5786 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5787 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5788 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5789 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5790 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5791 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5792 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5794 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5795 tempreg_used = TRUE;
5797 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5798 tfactor_used = TRUE;
5803 if (!shader_buffer_init(&buffer))
5805 ERR("Failed to initialize shader buffer.\n");
5809 shader_addline(&buffer, "!!ARBfp1.0\n");
5811 switch(settings->fog) {
5812 case FOG_OFF: break;
5813 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5814 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5815 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5816 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5819 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5820 shader_addline(&buffer, "TEMP TMP;\n");
5821 shader_addline(&buffer, "TEMP ret;\n");
5822 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5823 shader_addline(&buffer, "TEMP arg0;\n");
5824 shader_addline(&buffer, "TEMP arg1;\n");
5825 shader_addline(&buffer, "TEMP arg2;\n");
5826 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5827 if(!tex_read[stage]) continue;
5828 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5829 if(!bump_used[stage]) continue;
5830 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5831 if(!luminance_used[stage]) continue;
5832 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5835 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5837 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5839 if(settings->sRGB_write) {
5840 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5841 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5842 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5843 srgb_sub_high, 0.0, 0.0, 0.0);
5846 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5848 /* Generate texture sampling instructions) */
5849 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5850 if(!tex_read[stage]) continue;
5852 switch(settings->op[stage].tex_type) {
5853 case tex_1d: textype = "1D"; break;
5854 case tex_2d: textype = "2D"; break;
5855 case tex_3d: textype = "3D"; break;
5856 case tex_cube: textype = "CUBE"; break;
5857 case tex_rect: textype = "RECT"; break;
5858 default: textype = "unexpected_textype"; break;
5861 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5862 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5868 if(settings->op[stage].projected == proj_none) {
5870 } else if(settings->op[stage].projected == proj_count4 ||
5871 settings->op[stage].projected == proj_count3) {
5874 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5879 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5880 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5881 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5882 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5883 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5884 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5886 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5887 * so multiply the displacement with the dividing parameter before passing it to TXP
5889 if (settings->op[stage].projected != proj_none) {
5890 if(settings->op[stage].projected == proj_count4) {
5891 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5892 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5894 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5895 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5898 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5901 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5902 instr, sat, stage, stage, textype);
5903 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5904 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5905 stage - 1, stage - 1, stage - 1);
5906 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5908 } else if(settings->op[stage].projected == proj_count3) {
5909 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5910 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5911 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5912 instr, sat, stage, stage, textype);
5914 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5915 instr, sat, stage, stage, stage, textype);
5918 sprintf(colorcor_dst, "tex%u", stage);
5919 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5920 settings->op[stage].color_fixup);
5923 /* Generate the main shader */
5924 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5925 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5927 final_combiner_src = "fragment.color.primary";
5932 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5933 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5934 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5935 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5936 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5937 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5938 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5939 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5940 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5941 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5942 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5943 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5945 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5946 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5947 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5948 settings->op[stage].carg2 == settings->op[stage].aarg2;
5951 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5952 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5953 settings->op[stage].cop, settings->op[stage].carg0,
5954 settings->op[stage].carg1, settings->op[stage].carg2);
5956 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5958 } else if(op_equal) {
5959 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5960 settings->op[stage].cop, settings->op[stage].carg0,
5961 settings->op[stage].carg1, settings->op[stage].carg2);
5963 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5964 settings->op[stage].cop, settings->op[stage].carg0,
5965 settings->op[stage].carg1, settings->op[stage].carg2);
5966 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5967 settings->op[stage].aop, settings->op[stage].aarg0,
5968 settings->op[stage].aarg1, settings->op[stage].aarg2);
5972 if(settings->sRGB_write) {
5973 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5974 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5975 shader_addline(&buffer, "MOV result.color, ret;\n");
5977 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5981 shader_addline(&buffer, "END\n");
5983 /* Generate the shader */
5984 GL_EXTCALL(glGenProgramsARB(1, &ret));
5985 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5986 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
5987 strlen(buffer.buffer), buffer.buffer));
5988 checkGLcall("glProgramStringARB()");
5990 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5993 FIXME("Fragment program error at position %d: %s\n\n", pos,
5994 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5995 shader_arb_dump_program_source(buffer.buffer);
6001 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6002 checkGLcall("glGetProgramivARB()");
6003 if (!native) WARN("Program exceeds native resource limits.\n");
6006 shader_buffer_free(&buffer);
6010 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6012 IWineD3DDeviceImpl *device = stateblock->device;
6013 struct shader_arb_priv *priv = device->fragment_priv;
6014 BOOL use_pshader = use_ps(stateblock);
6015 BOOL use_vshader = use_vs(stateblock);
6016 struct ffp_frag_settings settings;
6017 const struct arbfp_ffp_desc *desc;
6020 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
6022 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6023 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6024 /* Reload fixed function constants since they collide with the pixel shader constants */
6025 for(i = 0; i < MAX_TEXTURES; i++) {
6026 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6028 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6029 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6030 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6031 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6037 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6038 gen_ffp_frag_op(stateblock, &settings, FALSE);
6039 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6041 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6044 ERR("Out of memory\n");
6047 new_desc->num_textures_used = 0;
6048 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
6050 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6051 new_desc->num_textures_used = i;
6054 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6055 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6056 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6057 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6061 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6062 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6065 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6066 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6067 priv->current_fprogram_id = desc->shader;
6069 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6070 /* Reload fixed function constants since they collide with the pixel shader constants */
6071 for(i = 0; i < MAX_TEXTURES; i++) {
6072 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6074 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6075 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6077 context->last_was_pshader = FALSE;
6079 context->last_was_pshader = TRUE;
6082 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6083 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6084 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6085 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6086 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6088 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6091 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6092 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6094 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6095 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6097 if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6100 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6101 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6102 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6103 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6104 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6106 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6108 enum fogsource new_source;
6110 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
6112 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6113 fragment_prog_arbfp(state, stateblock, context);
6116 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
6118 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
6119 if(use_vs(stateblock)) {
6120 new_source = FOGSOURCE_VS;
6122 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
6123 new_source = FOGSOURCE_COORD;
6125 new_source = FOGSOURCE_FFP;
6129 new_source = FOGSOURCE_FFP;
6131 if(new_source != context->fog_source) {
6132 context->fog_source = new_source;
6133 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6137 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6139 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6140 fragment_prog_arbfp(state, stateblock, context);
6144 #undef GLINFO_LOCATION
6146 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6147 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6148 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6149 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6150 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6151 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6152 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6153 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6154 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6155 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6156 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6157 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6158 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6159 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6160 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6161 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6162 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6163 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6164 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6165 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6166 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6167 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6168 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6169 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6170 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6171 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6172 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6173 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6174 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6175 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6176 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6177 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6178 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6179 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6180 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6181 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6182 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6183 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6184 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6185 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6186 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6187 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6188 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6189 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6190 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6191 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6192 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6193 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6194 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6195 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6196 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6197 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6198 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6199 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6200 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6201 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6202 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6203 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6204 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6205 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6206 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6207 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6208 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6209 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6210 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6211 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6212 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6213 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6214 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6215 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6216 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6217 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6218 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6219 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6220 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6221 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6222 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6223 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6224 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6225 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6226 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6227 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6228 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6229 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6230 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6231 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6232 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6233 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6234 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6235 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6236 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6237 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6238 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6239 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6240 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6241 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6242 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6243 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6244 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6245 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6246 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6247 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6248 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6249 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6250 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6251 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6252 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6253 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6254 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6255 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6256 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6257 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6258 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6259 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6260 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6261 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6262 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6263 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6264 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6265 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6266 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6267 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6268 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6269 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6270 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6271 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6272 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6273 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6274 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6275 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6276 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6277 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6278 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6279 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6280 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6281 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6282 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6283 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6284 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6285 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6286 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6287 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6288 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6289 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6290 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6291 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6292 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6293 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6294 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6297 const struct fragment_pipeline arbfp_fragment_pipeline = {
6302 shader_arb_color_fixup_supported,
6303 arbfp_fragmentstate_template,
6304 TRUE /* We can disable projected textures */
6307 #define GLINFO_LOCATION device->adapter->gl_info
6309 struct arbfp_blit_priv {
6310 GLenum yuy2_rect_shader, yuy2_2d_shader;
6311 GLenum uyvy_rect_shader, uyvy_2d_shader;
6312 GLenum yv12_rect_shader, yv12_2d_shader;
6313 GLenum p8_rect_shader, p8_2d_shader;
6314 GLuint palette_texture;
6317 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6318 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6319 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6320 if(!device->blit_priv) {
6321 ERR("Out of memory\n");
6322 return E_OUTOFMEMORY;
6327 /* Context activation is done by the caller. */
6328 static void arbfp_blit_free(IWineD3DDevice *iface) {
6329 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6330 struct arbfp_blit_priv *priv = device->blit_priv;
6333 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6334 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6335 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6336 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6337 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6338 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6339 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6340 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6341 checkGLcall("Delete yuv and p8 programs");
6343 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6346 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6347 device->blit_priv = NULL;
6350 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6351 GLenum textype, char *luminance)
6354 const char *tex, *texinstr;
6356 if (fixup == COMPLEX_FIXUP_UYVY) {
6364 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6365 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6367 /* This is more tricky than just replacing the texture type - we have to navigate
6368 * properly in the texture to find the correct chroma values
6370 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6374 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6375 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6376 * filtering when we sample the texture.
6378 * These are the rules for reading the chroma:
6384 * So we have to get the sampling x position in non-normalized coordinates in integers
6386 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6387 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6388 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6390 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6392 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6393 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6396 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6397 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6399 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6400 * even and odd pixels respectively
6402 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6403 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6405 /* Sample Pixel 1 */
6406 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6408 /* Put the value into either of the chroma values */
6409 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6410 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6411 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6412 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6414 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6415 * the pixel right to the current one. Otherwise, sample the left pixel.
6416 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6418 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6419 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6420 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6422 /* Put the value into the other chroma */
6423 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6424 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6425 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6426 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6428 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6429 * the current one and lerp the two U and V values
6432 /* This gives the correctly filtered luminance value */
6433 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6438 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6443 case GL_TEXTURE_2D: tex = "2D"; break;
6444 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6446 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6450 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6451 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6452 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6453 * pitch of the luminance plane, the packing into the gl texture is a bit
6454 * unfortunate. If the whole texture is interpreted as luminance data it looks
6455 * approximately like this:
6457 * +----------------------------------+----
6469 * +----------------+-----------------+----
6471 * | U even rows | U odd rows |
6473 * +----------------+------------------ -
6475 * | V even rows | V odd rows |
6477 * +----------------+-----------------+----
6481 * So it appears as if there are 4 chroma images, but in fact the odd rows
6482 * in the chroma images are in the same row as the even ones. So its is
6483 * kinda tricky to read
6485 * When reading from rectangle textures, keep in mind that the input y coordinates
6486 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6488 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6489 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6491 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6492 /* the chroma planes have only half the width */
6493 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6495 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6496 * the coordinate. Also read the right side of the image when reading odd lines
6498 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6501 if(textype == GL_TEXTURE_2D) {
6503 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6505 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6507 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6508 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6510 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6511 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6512 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6513 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6514 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6516 /* clamp, keep the half pixel origin in mind */
6517 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6518 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6519 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6520 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6522 /* Read from [size - size+size/4] */
6523 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6524 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6526 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6527 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6528 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6529 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6530 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6531 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6533 /* Make sure to read exactly from the pixel center */
6534 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6535 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6538 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6539 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6540 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6541 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6542 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6544 /* Read the texture, put the result into the output register */
6545 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6546 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6548 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6549 * No need to clamp because we're just reusing the already clamped value from above
6551 if(textype == GL_TEXTURE_2D) {
6552 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6554 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6556 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6557 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6559 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6560 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6561 * values due to filtering
6563 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6564 if(textype == GL_TEXTURE_2D) {
6565 /* Multiply the y coordinate by 2/3 and clamp it */
6566 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6567 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6568 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6569 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6571 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6572 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6575 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6576 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6577 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6584 static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
6587 struct wined3d_shader_buffer buffer;
6588 struct arbfp_blit_priv *priv = device->blit_priv;
6592 if (!shader_buffer_init(&buffer))
6594 ERR("Failed to initialize shader buffer.\n");
6599 GL_EXTCALL(glGenProgramsARB(1, &shader));
6600 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6603 shader_buffer_free(&buffer);
6607 shader_addline(&buffer, "!!ARBfp1.0\n");
6608 shader_addline(&buffer, "TEMP index;\n");
6610 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6611 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6613 /* The alpha-component contains the palette index */
6614 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6615 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6617 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6619 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6620 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6622 /* Use the alpha-component as an index in the palette to get the final color */
6623 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6624 shader_addline(&buffer, "END\n");
6627 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6628 strlen(buffer.buffer), buffer.buffer));
6629 checkGLcall("glProgramStringARB()");
6631 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6634 FIXME("Fragment program error at position %d: %s\n\n", pos,
6635 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6636 shader_arb_dump_program_source(buffer.buffer);
6639 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6640 priv->p8_rect_shader = shader;
6642 priv->p8_2d_shader = shader;
6644 shader_buffer_free(&buffer);
6650 /* Context activation is done by the caller. */
6651 static void upload_palette(IWineD3DSurfaceImpl *surface)
6654 IWineD3DDeviceImpl *device = surface->resource.device;
6655 struct arbfp_blit_priv *priv = device->blit_priv;
6656 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6658 d3dfmt_p8_init_palette(surface, table, colorkey);
6661 if (!priv->palette_texture)
6662 glGenTextures(1, &priv->palette_texture);
6664 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6665 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6667 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6669 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6670 /* Make sure we have discrete color levels. */
6671 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6672 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6673 /* Upload the palette */
6674 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6675 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6677 /* Switch back to unit 0 in which the 2D texture will be stored. */
6678 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6682 /* Context activation is done by the caller. */
6683 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum complex_fixup yuv_fixup, GLenum textype)
6686 struct wined3d_shader_buffer buffer;
6687 char luminance_component;
6688 struct arbfp_blit_priv *priv = device->blit_priv;
6692 if (!shader_buffer_init(&buffer))
6694 ERR("Failed to initialize shader buffer.\n");
6699 GL_EXTCALL(glGenProgramsARB(1, &shader));
6700 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6701 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6702 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6705 shader_buffer_free(&buffer);
6709 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6710 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6711 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6712 * each single pixel it contains, and one U and one V value shared between both
6715 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6716 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6717 * take the format into account when generating the read swizzles
6719 * Reading the Y value is straightforward - just sample the texture. The hardware
6720 * takes care of filtering in the horizontal and vertical direction.
6722 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6723 * because that would mix the U and V values of one pixel or two adjacent pixels.
6724 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6725 * regardless of the filtering setting. Vertical filtering works automatically
6726 * though - the U and V values of two rows are mixed nicely.
6728 * Appart of avoiding filtering issues, the code has to know which value it just
6729 * read, and where it can find the other one. To determine this, it checks if
6730 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6732 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6733 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6735 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6736 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6737 * in an unfiltered situation. Finding the luminance on the other hand requires
6738 * finding out if it is an odd or even pixel. The real drawback of this approach
6739 * is filtering. This would have to be emulated completely in the shader, reading
6740 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6741 * vertically. Beyond that it would require adjustments to the texture handling
6742 * code to deal with the width scaling
6744 shader_addline(&buffer, "!!ARBfp1.0\n");
6745 shader_addline(&buffer, "TEMP luminance;\n");
6746 shader_addline(&buffer, "TEMP temp;\n");
6747 shader_addline(&buffer, "TEMP chroma;\n");
6748 shader_addline(&buffer, "TEMP texcrd;\n");
6749 shader_addline(&buffer, "TEMP texcrd2;\n");
6750 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6751 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6752 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6756 case COMPLEX_FIXUP_UYVY:
6757 case COMPLEX_FIXUP_YUY2:
6758 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6760 shader_buffer_free(&buffer);
6765 case COMPLEX_FIXUP_YV12:
6766 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6768 shader_buffer_free(&buffer);
6774 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6775 shader_buffer_free(&buffer);
6779 /* Calculate the final result. Formula is taken from
6780 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6781 * ranges from -0.5 to 0.5
6783 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6785 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6786 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6787 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6788 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6789 shader_addline(&buffer, "END\n");
6792 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6793 strlen(buffer.buffer), buffer.buffer));
6794 checkGLcall("glProgramStringARB()");
6796 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6799 FIXME("Fragment program error at position %d: %s\n\n", pos,
6800 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6801 shader_arb_dump_program_source(buffer.buffer);
6807 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6808 checkGLcall("glGetProgramivARB()");
6809 if (!native) WARN("Program exceeds native resource limits.\n");
6812 shader_buffer_free(&buffer);
6817 case COMPLEX_FIXUP_YUY2:
6818 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6819 else priv->yuy2_2d_shader = shader;
6822 case COMPLEX_FIXUP_UYVY:
6823 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6824 else priv->uyvy_2d_shader = shader;
6827 case COMPLEX_FIXUP_YV12:
6828 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6829 else priv->yv12_2d_shader = shader;
6832 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
6838 /* Context activation is done by the caller. */
6839 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
6842 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6843 float size[4] = {surface->pow2Width, surface->pow2Height, 1, 1};
6844 struct arbfp_blit_priv *priv = device->blit_priv;
6845 enum complex_fixup fixup;
6846 GLenum textype = surface->texture_target;
6848 if (!is_complex_fixup(surface->resource.format_desc->color_fixup))
6851 dump_color_fixup_desc(surface->resource.format_desc->color_fixup);
6852 /* Don't bother setting up a shader for unconverted formats */
6855 checkGLcall("glEnable(textype)");
6860 fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
6864 case COMPLEX_FIXUP_YUY2:
6865 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6868 case COMPLEX_FIXUP_UYVY:
6869 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6872 case COMPLEX_FIXUP_YV12:
6873 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6876 case COMPLEX_FIXUP_P8:
6877 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
6878 if (!shader) shader = gen_p8_shader(device, textype);
6880 upload_palette(surface);
6884 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
6887 checkGLcall("glEnable(textype)");
6892 if (!shader) shader = gen_yuv_shader(device, fixup, textype);
6895 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6896 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6897 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6898 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6899 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6900 checkGLcall("glProgramLocalParameter4fvARB");
6906 /* Context activation is done by the caller. */
6907 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6908 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6909 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6912 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6913 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6914 glDisable(GL_TEXTURE_2D);
6915 checkGLcall("glDisable(GL_TEXTURE_2D)");
6916 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6918 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6919 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6921 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6923 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6924 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6929 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
6930 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
6931 const struct wined3d_format_desc *src_format_desc,
6932 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
6933 const struct wined3d_format_desc *dst_format_desc)
6935 enum complex_fixup src_fixup;
6937 if (blit_op != BLIT_OP_BLIT)
6939 TRACE("Unsupported blit_op=%d\n", blit_op);
6943 src_fixup = get_complex_fixup(src_format_desc->color_fixup);
6944 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6946 TRACE("Checking support for fixup:\n");
6947 dump_color_fixup_desc(src_format_desc->color_fixup);
6950 if (!is_identity_fixup(dst_format_desc->color_fixup))
6952 TRACE("Destination fixups are not supported\n");
6956 if (is_identity_fixup(src_format_desc->color_fixup))
6962 /* We only support YUV conversions. */
6963 if (!is_complex_fixup(src_format_desc->color_fixup))
6965 TRACE("[FAILED]\n");
6971 case COMPLEX_FIXUP_YUY2:
6972 case COMPLEX_FIXUP_UYVY:
6973 case COMPLEX_FIXUP_YV12:
6974 case COMPLEX_FIXUP_P8:
6979 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
6980 TRACE("[FAILED]\n");
6985 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
6986 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
6989 IWineD3DSwapChainImpl *dst_swapchain;
6990 struct wined3d_context *context;
6991 RECT dst_rect = *dst_rect_in;
6993 /* Now load the surface */
6994 surface_internal_preload(src_surface, SRGB_RGB);
6996 /* Activate the destination context, set it up for blitting */
6997 context = context_acquire(device, dst_surface);
6998 context_apply_blit_state(context, device);
7000 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
7001 * while OpenGL coordinates are window relative.
7002 * Also beware of the origin difference(top left vs bottom left).
7003 * Also beware that the front buffer's surface size is screen width x screen height,
7004 * whereas the real gl drawable size is the size of the window. */
7005 dst_swapchain = (dst_surface->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)dst_surface->container : NULL;
7006 if (dst_swapchain && dst_surface == dst_swapchain->front_buffer)
7007 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
7009 arbfp_blit_set((IWineD3DDevice *)device, src_surface);
7013 /* Draw a textured quad */
7014 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7018 /* Leave the opengl state valid for blitting */
7019 arbfp_blit_unset((IWineD3DDevice *)device);
7021 if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7022 && (dst_surface == dst_swapchain->front_buffer
7023 || dst_swapchain->num_contexts > 1)))
7024 wglFlush(); /* Flush to ensure ordering across contexts. */
7026 context_release(context);
7028 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
7032 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
7034 FIXME("Color filling not implemented by arbfp_blit\n");
7035 return WINED3DERR_INVALIDCALL;
7038 const struct blit_shader arbfp_blit = {
7043 arbfp_blit_supported,
7044 arbfp_blit_color_fill
7047 #undef GLINFO_LOCATION