2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
47 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
48 if(!This->baseShader.reg_maps.usesmova) return FALSE;
49 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
52 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
53 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
55 return GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
58 static BOOL need_helper_const(const struct wined3d_gl_info *gl_info)
60 if (!GL_SUPPORT(NV_VERTEX_PROGRAM) /* Need to init colors. */
61 || gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT /* Load the immval offset. */
62 || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
63 || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
70 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
73 /* We use one PARAM for the pos fixup, and in some cases one to load
74 * some immediate values into the shader
76 if(need_helper_const(gl_info)) ret++;
77 if(need_mova_const(shader, gl_info)) ret++;
81 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
83 return stateblock->lowest_disabled_stage < 7;
86 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
87 * so upload them above that
89 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
90 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
92 /* ARB_program_shader private data */
108 unsigned int loop_no;
111 struct wined3d_shader_loop_control loop_control;
115 struct arb_ps_np2fixup_info
117 struct ps_np2fixup_info super;
118 /* For ARB we need a offset value:
119 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
120 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
121 * array we need an offset to the index inside the program local parameter array. */
125 struct arb_ps_compile_args
127 struct ps_compile_args super;
129 WORD clip; /* only a boolean, use a WORD for alignment */
130 unsigned char loop_ctrl[MAX_CONST_I][3];
133 struct stb_const_desc
135 unsigned char texunit;
139 struct arb_ps_compiled_shader
141 struct arb_ps_compile_args args;
142 struct arb_ps_np2fixup_info np2fixup_info;
143 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
144 struct stb_const_desc luminanceconst[MAX_TEXTURES];
145 UINT int_consts[MAX_CONST_I];
148 unsigned char numbumpenvmatconsts;
152 struct arb_vs_compile_args
154 struct vs_compile_args super;
160 char clip_control[2];
162 DWORD boolclip_compare;
167 unsigned char vertex_samplers[4];
168 DWORD vertex_samplers_compare;
170 unsigned char loop_ctrl[MAX_CONST_I][3];
173 struct arb_vs_compiled_shader
175 struct arb_vs_compile_args args;
177 UINT int_consts[MAX_CONST_I];
179 char need_color_unclamp;
183 struct recorded_instruction
185 struct wined3d_shader_instruction ins;
189 struct shader_arb_ctx_priv
194 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
196 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
198 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
202 const struct arb_vs_compile_args *cur_vs_args;
203 const struct arb_ps_compile_args *cur_ps_args;
204 const struct arb_ps_compiled_shader *compiled_fprog;
205 const struct arb_vs_compiled_shader *compiled_vprog;
206 struct arb_ps_np2fixup_info *cur_np2fixup_info;
207 struct list control_frames;
211 unsigned int num_loops, loop_depth, num_ifcs;
214 unsigned int vs_clipplanes;
218 /* For 3.0 vertex shaders */
219 const char *vs_output[MAX_REG_OUTPUT];
220 /* For 2.x and earlier vertex shaders */
221 const char *texcrd_output[8], *color_output[2], *fog_output;
223 /* 3.0 pshader input for compatibility with fixed function */
224 const char *ps_input[MAX_REG_INPUT];
229 struct wined3d_shader_signature_element *sig;
231 struct wine_rb_entry entry;
234 struct arb_pshader_private {
235 struct arb_ps_compiled_shader *gl_shaders;
236 UINT num_gl_shaders, shader_array_size;
237 BOOL has_signature_idx;
238 DWORD input_signature_idx;
239 DWORD clipplane_emulation;
243 struct arb_vshader_private {
244 struct arb_vs_compiled_shader *gl_shaders;
245 UINT num_gl_shaders, shader_array_size;
248 struct shader_arb_priv
250 GLuint current_vprogram_id;
251 GLuint current_fprogram_id;
252 const struct arb_ps_compiled_shader *compiled_fprog;
253 const struct arb_vs_compiled_shader *compiled_vprog;
254 GLuint depth_blt_vprogram_id;
255 GLuint depth_blt_fprogram_id[tex_type_count];
256 BOOL use_arbfp_fixed_func;
257 struct wine_rb_tree fragment_shaders;
258 BOOL last_ps_const_clamped;
259 BOOL last_vs_color_unclamp;
261 struct wine_rb_tree signature_tree;
265 /********************************************************
266 * ARB_[vertex/fragment]_program helper functions follow
267 ********************************************************/
269 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
270 * When constant_list == NULL, it will load all the constants.
272 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
273 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
275 /* GL locking is done by the caller */
276 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
277 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
279 local_constant* lconst;
283 if (TRACE_ON(d3d_constants))
285 for(i = 0; i < max_constants; i++) {
286 if(!dirty_consts[i]) continue;
287 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
288 constants[i * 4 + 0], constants[i * 4 + 1],
289 constants[i * 4 + 2], constants[i * 4 + 3]);
295 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
296 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
299 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
300 * shaders, the first 8 constants are marked dirty for reload
302 for(; i < min(8, max_constants); i++) {
303 if(!dirty_consts[i]) continue;
307 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
308 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
309 else lcl_const[0] = constants[j + 0];
311 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
312 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
313 else lcl_const[1] = constants[j + 1];
315 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
316 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
317 else lcl_const[2] = constants[j + 2];
319 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
320 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
321 else lcl_const[3] = constants[j + 3];
323 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
326 /* If further constants are dirty, reload them without clamping.
328 * The alternative is not to touch them, but then we cannot reset the dirty constant count
329 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
330 * above would always re-check the first 8 constants since max_constant remains at the init
335 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
336 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
337 * or just reloading *all* constants at once
339 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
341 for(; i < max_constants; i++) {
342 if(!dirty_consts[i]) continue;
344 /* Find the next block of dirty constants */
347 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
351 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
354 for(; i < max_constants; i++) {
355 if(dirty_consts[i]) {
357 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
361 checkGLcall("glProgramEnvParameter4fvARB()");
363 /* Load immediate constants */
364 if(This->baseShader.load_local_constsF) {
365 if (TRACE_ON(d3d_shader)) {
366 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
367 GLfloat* values = (GLfloat*)lconst->value;
368 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
369 values[0], values[1], values[2], values[3]);
372 /* Immediate constants are clamped for 1.X shaders at loading times */
374 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
375 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
376 ret = max(ret, lconst->idx + 1);
377 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
379 checkGLcall("glProgramEnvParameter4fvARB()");
380 return ret; /* The loaded immediate constants need reloading for the next shader */
382 return 0; /* No constants are dirty now */
387 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
389 static void shader_arb_load_np2fixup_constants(
390 IWineD3DDevice* device,
392 char useVertexShader) {
394 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
395 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
396 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
397 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
399 if (!usePixelShader) {
400 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
404 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
405 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
407 WORD active = fixup->super.active;
408 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
410 for (i = 0; active; active >>= 1, ++i) {
411 const unsigned char idx = fixup->super.idx[i];
412 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
413 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
415 if (!(active & 1)) continue;
418 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
423 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
425 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
429 for (i = 0; i < fixup->super.num_consts; ++i) {
430 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
431 fixup->offset + i, &np2fixup_constants[i * 4]));
436 /* GL locking is done by the caller. */
437 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
439 const struct wined3d_context *context = context_get_current();
440 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
441 const struct wined3d_gl_info *gl_info = context->gl_info;
443 struct shader_arb_priv *priv = deviceImpl->shader_priv;
444 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
446 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
448 int texunit = gl_shader->bumpenvmatconst[i].texunit;
450 /* The state manager takes care that this function is always called if the bump env matrix changes */
451 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
452 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
454 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
456 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
457 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
458 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
459 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
461 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
462 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
465 checkGLcall("Load bumpmap consts");
467 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
469 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
470 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
475 val[0] = context->render_offscreen ? 0.0f
476 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
477 val[1] = context->render_offscreen ? 1.0f : -1.0f;
480 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
481 checkGLcall("y correction loading");
484 if(gl_shader->num_int_consts == 0) return;
486 for(i = 0; i < MAX_CONST_I; i++)
488 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
491 val[0] = stateBlock->pixelShaderConstantI[4 * i];
492 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
493 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
496 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
499 checkGLcall("Load ps int consts");
502 /* GL locking is done by the caller. */
503 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
505 IWineD3DStateBlockImpl* stateBlock;
506 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
508 struct shader_arb_priv *priv = deviceImpl->shader_priv;
509 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
511 /* Upload the position fixup */
512 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
514 if(gl_shader->num_int_consts == 0) return;
516 stateBlock = deviceImpl->stateBlock;
518 for(i = 0; i < MAX_CONST_I; i++)
520 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
523 val[0] = stateBlock->vertexShaderConstantI[4 * i];
524 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
525 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
528 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
531 checkGLcall("Load vs int consts");
535 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
537 * We only support float constants in ARB at the moment, so don't
538 * worry about the Integers or Booleans
540 /* GL locking is done by the caller (state handler) */
541 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
543 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
544 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
545 const struct wined3d_gl_info *gl_info = context->gl_info;
547 if (useVertexShader) {
548 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
550 /* Load DirectX 9 float constants for vertex shader */
551 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
552 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
553 shader_arb_vs_local_constants(device);
556 if (usePixelShader) {
557 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
559 /* Load DirectX 9 float constants for pixel shader */
560 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
561 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
562 shader_arb_ps_local_constants(device);
566 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
568 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
569 struct wined3d_context *context = context_get_current();
571 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
572 * context. On a context switch the old context will be fully dirtified */
573 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
575 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
576 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
579 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
581 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
582 struct wined3d_context *context = context_get_current();
584 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
585 * context. On a context switch the old context will be fully dirtified */
586 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
588 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
589 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
592 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
596 const local_constant *lconst;
598 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
600 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
602 ERR("Out of memory\n");
606 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
607 ret[lconst->idx] = idx++;
612 /* Generate the variable & register declarations for the ARB_vertex_program output target */
613 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
614 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
615 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
617 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
618 DWORD i, next_local = 0;
619 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
620 unsigned max_constantsF;
621 const local_constant *lconst;
624 /* In pixel shaders, all private constants are program local, we don't need anything
625 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
626 * If we need a private constant the GL implementation will squeeze it in somewhere
628 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
629 * immediate values. The posFixup is loaded using program.env for now, so always
630 * subtract one from the number of constants. If the shader uses indirect addressing,
631 * account for the helper const too because we have to declare all availabke d3d constants
632 * and don't know which are actually used.
635 max_constantsF = GL_LIMITS(pshader_constantsF);
637 if(This->baseShader.reg_maps.usesrelconstF) {
638 DWORD highest_constf = 0, clip_limit;
639 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
640 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
642 for(i = 0; i < This->baseShader.limits.constant_float; i++)
645 DWORD shift = i & 0x1f;
646 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
649 clip_limit = GL_LIMITS(clipplanes);
650 if(ctx->target_version == ARB) clip_limit = min(clip_limit, 4);
651 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
652 max_constantsF -= *num_clipplanes;
653 if(*num_clipplanes < clip_limit)
655 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
660 if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
661 else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
662 max_constantsF = GL_LIMITS(vshader_constantsF);
666 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
668 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
671 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
673 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
676 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
678 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
680 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
684 /* Load local constants using the program-local space,
685 * this avoids reloading them each time the shader is used
688 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
689 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
690 lconst_map[lconst->idx]);
691 next_local = max(next_local, lconst_map[lconst->idx] + 1);
695 /* we use the array-based constants array if the local constants are marked for loading,
696 * because then we use indirect addressing, or when the local constant list is empty,
697 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
698 * local constants do not declare the loaded constants as an array because ARB compilers usually
699 * do not optimize unused constants away
701 if(This->baseShader.reg_maps.usesrelconstF) {
702 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
703 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
704 max_constantsF, max_constantsF - 1);
706 for(i = 0; i < max_constantsF; i++) {
709 mask = 1 << (i & 0x1f);
710 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
711 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
719 static const char * const shift_tab[] = {
720 "dummy", /* 0 (none) */
721 "coefmul.x", /* 1 (x2) */
722 "coefmul.y", /* 2 (x4) */
723 "coefmul.z", /* 3 (x8) */
724 "coefmul.w", /* 4 (x16) */
725 "dummy", /* 5 (x32) */
726 "dummy", /* 6 (x64) */
727 "dummy", /* 7 (x128) */
728 "dummy", /* 8 (d256) */
729 "dummy", /* 9 (d128) */
730 "dummy", /* 10 (d64) */
731 "dummy", /* 11 (d32) */
732 "coefdiv.w", /* 12 (d16) */
733 "coefdiv.z", /* 13 (d8) */
734 "coefdiv.y", /* 14 (d4) */
735 "coefdiv.x" /* 15 (d2) */
738 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
739 const struct wined3d_shader_dst_param *dst, char *write_mask)
741 char *ptr = write_mask;
743 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
746 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
747 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
748 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
749 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
755 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
757 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
758 * but addressed as "rgba". To fix this we need to swap the register's x
759 * and z components. */
760 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
761 char *ptr = swizzle_str;
763 /* swizzle bits fields: wwzzyyxx */
764 DWORD swizzle = param->swizzle;
765 DWORD swizzle_x = swizzle & 0x03;
766 DWORD swizzle_y = (swizzle >> 2) & 0x03;
767 DWORD swizzle_z = (swizzle >> 4) & 0x03;
768 DWORD swizzle_w = (swizzle >> 6) & 0x03;
770 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
771 * generate a swizzle string. Unless we need to our own swizzling. */
772 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
775 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
776 *ptr++ = swizzle_chars[swizzle_x];
778 *ptr++ = swizzle_chars[swizzle_x];
779 *ptr++ = swizzle_chars[swizzle_y];
780 *ptr++ = swizzle_chars[swizzle_z];
781 *ptr++ = swizzle_chars[swizzle_w];
788 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
790 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
791 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
793 if(strcmp(priv->addr_reg, src) == 0) return;
795 strcpy(priv->addr_reg, src);
796 shader_addline(buffer, "ARL A0.x, %s;\n", src);
799 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
800 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
802 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
803 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
805 /* oPos, oFog and oPts in D3D */
806 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
807 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
808 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
809 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
815 case WINED3DSPR_TEMP:
816 sprintf(register_name, "R%u", reg->idx);
819 case WINED3DSPR_INPUT:
822 if(This->baseShader.reg_maps.shader_version.major < 3)
824 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
825 else strcpy(register_name, "fragment.color.secondary");
832 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
834 if(strcmp(rel_reg, "**aL_emul**") == 0)
836 DWORD idx = ctx->aL + reg->idx;
837 if(idx < MAX_REG_INPUT)
839 strcpy(register_name, ctx->ps_input[idx]);
843 ERR("Pixel shader input register out of bounds: %u\n", idx);
844 sprintf(register_name, "out_of_bounds_%u", idx);
847 else if(This->baseShader.reg_maps.input_registers & 0x0300)
849 /* There are two ways basically:
851 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
852 * That means trouble if the loop also contains a breakc or if the control values
853 * aren't local constants.
854 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
855 * source dynamically. The trouble is that we cannot simply read aL.y because it
856 * is an ADDRESS register. We could however push it, load .zw with a value and use
857 * ADAC to load the condition code register and pop it again afterwards
859 FIXME("Relative input register addressing with more than 8 registers\n");
861 /* This is better than nothing for now */
862 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
864 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
866 /* This is problematic because we'd have to consult the ctx->ps_input strings
867 * for where to find the varying. Some may be "0.0", others can be texcoords or
868 * colors. This needs either a pipeline replacement to make the vertex shader feed
869 * proper varyings, or loop unrolling
871 * For now use the texcoords and hope for the best
873 FIXME("Non-vertex shader varying input with indirect addressing\n");
874 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
878 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
879 * pulls GL_NV_fragment_program2 in
881 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
886 if(reg->idx < MAX_REG_INPUT)
888 strcpy(register_name, ctx->ps_input[reg->idx]);
892 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
893 sprintf(register_name, "out_of_bounds_%u", reg->idx);
900 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
901 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
905 case WINED3DSPR_CONST:
906 if (!pshader && reg->rel_addr)
910 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
911 if(This->baseShader.reg_maps.shader_version.major < 2) {
912 sprintf(rel_reg, "A0.x");
914 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
915 if(ctx->target_version == ARB) {
916 if(strcmp(rel_reg, "**aL_emul**") == 0) {
919 shader_arb_request_a0(ins, rel_reg);
920 sprintf(rel_reg, "A0.x");
925 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
926 else if (reg->idx >= rel_offset)
927 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
929 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
933 if (This->baseShader.reg_maps.usesrelconstF)
934 sprintf(register_name, "C[%u]", reg->idx);
936 sprintf(register_name, "C%u", reg->idx);
940 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
942 if(This->baseShader.reg_maps.shader_version.major == 1 &&
943 This->baseShader.reg_maps.shader_version.minor <= 3) {
944 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
945 * and as source to most instructions. For some instructions it is the texcoord
946 * input. Those instructions know about the special use
948 sprintf(register_name, "T%u", reg->idx);
950 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
951 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
956 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
958 sprintf(register_name, "A%u", reg->idx);
962 sprintf(register_name, "A%u_SHADOW", reg->idx);
967 case WINED3DSPR_COLOROUT:
968 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
970 strcpy(register_name, "TMP_COLOR");
974 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
975 if(This->baseShader.reg_maps.highest_render_target > 0)
977 sprintf(register_name, "result.color[%u]", reg->idx);
981 strcpy(register_name, "result.color");
986 case WINED3DSPR_RASTOUT:
987 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
988 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
991 case WINED3DSPR_DEPTHOUT:
992 strcpy(register_name, "result.depth");
995 case WINED3DSPR_ATTROUT:
996 /* case WINED3DSPR_OUTPUT: */
997 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
998 else strcpy(register_name, ctx->color_output[reg->idx]);
1001 case WINED3DSPR_TEXCRDOUT:
1004 sprintf(register_name, "oT[%u]", reg->idx);
1008 if(This->baseShader.reg_maps.shader_version.major < 3)
1010 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1014 strcpy(register_name, ctx->vs_output[reg->idx]);
1019 case WINED3DSPR_LOOP:
1020 if(ctx->target_version >= NV2)
1022 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1023 if(pshader) sprintf(register_name, "A0.x");
1024 else sprintf(register_name, "aL.y");
1028 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1029 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1030 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1031 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1034 sprintf(register_name, "**aL_emul**");
1039 case WINED3DSPR_CONSTINT:
1040 sprintf(register_name, "I%u", reg->idx);
1043 case WINED3DSPR_MISCTYPE:
1046 sprintf(register_name, "vpos");
1048 else if(reg->idx == 1)
1050 sprintf(register_name, "fragment.facing.x");
1054 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1059 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1060 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1065 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1066 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1068 char register_name[255];
1072 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1073 strcpy(str, register_name);
1075 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1076 strcat(str, write_mask);
1079 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1081 switch(channel_source)
1083 case CHANNEL_SOURCE_ZERO: return "0";
1084 case CHANNEL_SOURCE_ONE: return "1";
1085 case CHANNEL_SOURCE_X: return "x";
1086 case CHANNEL_SOURCE_Y: return "y";
1087 case CHANNEL_SOURCE_Z: return "z";
1088 case CHANNEL_SOURCE_W: return "w";
1090 FIXME("Unhandled channel source %#x\n", channel_source);
1095 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1096 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1100 if (is_yuv_fixup(fixup))
1102 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1103 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1108 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1109 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1110 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1111 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1116 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1117 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1118 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1122 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1123 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1124 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1125 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1131 char *ptr = reg_mask;
1133 if (mask != WINED3DSP_WRITEMASK_ALL)
1136 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1137 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1138 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1139 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1143 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1147 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1150 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1151 if (!ins->dst_count) return "";
1153 mod = ins->dst[0].modifiers;
1155 /* Silently ignore PARTIALPRECISION if its not supported */
1156 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1158 if(mod & WINED3DSPDM_MSAMPCENTROID)
1160 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1161 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1166 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1169 case WINED3DSPDM_SATURATE:
1172 case WINED3DSPDM_PARTIALPRECISION:
1179 FIXME("Unknown modifiers 0x%08x\n", mod);
1184 #define TEX_PROJ 0x1
1185 #define TEX_BIAS 0x2
1187 #define TEX_DERIV 0x10
1189 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1190 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1192 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1193 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1194 const char *tex_type;
1195 BOOL np2_fixup = FALSE;
1196 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1197 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1198 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1200 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1202 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1203 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1205 switch(sampler_type) {
1211 if(device->stateBlock->textures[sampler_idx] &&
1212 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1217 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1219 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1221 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1222 else np2_fixup = TRUE;
1227 case WINED3DSTT_VOLUME:
1231 case WINED3DSTT_CUBE:
1236 ERR("Unexpected texture type %d\n", sampler_type);
1240 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1241 * so don't use shader_arb_get_modifier
1243 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1246 /* Fragment samplers always have indentity mapping */
1247 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1249 sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1252 if (flags & TEX_DERIV)
1254 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1255 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1256 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1257 dsx, dsy,sampler_idx, tex_type);
1259 else if(flags & TEX_LOD)
1261 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1262 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1263 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1264 sampler_idx, tex_type);
1266 else if (flags & TEX_BIAS)
1268 /* Shouldn't be possible, but let's check for it */
1269 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1270 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1271 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1273 else if (flags & TEX_PROJ)
1275 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1281 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1282 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1283 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1285 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1288 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1293 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1294 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1298 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1299 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1301 /* Generate a line that does the input modifier computation and return the input register to use */
1302 BOOL is_color = FALSE;
1306 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1307 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1309 /* Assume a new line will be added */
1312 /* Get register name */
1313 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1314 shader_arb_get_swizzle(src, is_color, swzstr);
1316 switch (src->modifiers)
1318 case WINED3DSPSM_NONE:
1319 sprintf(outregstr, "%s%s", regstr, swzstr);
1322 case WINED3DSPSM_NEG:
1323 sprintf(outregstr, "-%s%s", regstr, swzstr);
1326 case WINED3DSPSM_BIAS:
1327 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1329 case WINED3DSPSM_BIASNEG:
1330 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1332 case WINED3DSPSM_SIGN:
1333 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1335 case WINED3DSPSM_SIGNNEG:
1336 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1338 case WINED3DSPSM_COMP:
1339 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1341 case WINED3DSPSM_X2:
1342 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1344 case WINED3DSPSM_X2NEG:
1345 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1347 case WINED3DSPSM_DZ:
1348 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1349 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1351 case WINED3DSPSM_DW:
1352 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1353 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1355 case WINED3DSPSM_ABS:
1356 if(ctx->target_version >= NV2) {
1357 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1360 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1363 case WINED3DSPSM_ABSNEG:
1364 if(ctx->target_version >= NV2) {
1365 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1367 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1368 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1373 sprintf(outregstr, "%s%s", regstr, swzstr);
1377 /* Return modified or original register, with swizzle */
1379 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1382 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1384 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1385 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1387 char src_name[2][50];
1388 DWORD sampler_code = dst->reg.idx;
1390 shader_arb_get_dst_param(ins, dst, dst_name);
1392 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1394 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1395 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1398 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1399 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1400 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1401 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1402 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1404 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1405 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1408 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1413 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1414 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1415 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1416 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1417 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1418 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1419 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1420 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1421 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1422 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1423 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1424 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1425 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1427 FIXME("Unknown modifier %u\n", mod);
1431 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1433 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1434 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1436 char src_name[3][50];
1437 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1438 ins->ctx->reg_maps->shader_version.minor);
1441 shader_arb_get_dst_param(ins, dst, dst_name);
1442 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1444 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1445 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1447 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1449 struct wined3d_shader_src_param src0_copy = ins->src[0];
1452 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1453 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1455 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1456 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1457 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1458 /* No modifiers supported on CMP */
1459 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1461 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1462 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1464 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1465 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1470 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1472 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1473 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1475 char src_name[3][50];
1478 shader_arb_get_dst_param(ins, dst, dst_name);
1480 /* Generate input register names (with modifiers) */
1481 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1482 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1483 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1485 /* No modifiers are supported on CMP */
1486 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1487 src_name[0], src_name[2], src_name[1]);
1489 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1491 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1492 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1496 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1497 * dst = dot2(src0, src1) + src2 */
1498 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1500 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1501 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1503 char src_name[3][50];
1504 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1506 shader_arb_get_dst_param(ins, dst, dst_name);
1507 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1508 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1510 if(ctx->target_version >= NV3)
1512 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1513 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1514 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1515 dst_name, src_name[0], src_name[1], src_name[2]);
1517 else if(ctx->target_version >= NV2)
1519 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1520 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1521 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1522 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1524 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1526 * .xyxy and other swizzles that we could get with this are not valid in
1527 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1529 struct wined3d_shader_src_param tmp_param = ins->src[1];
1530 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1531 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1533 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1535 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1536 dst_name, src_name[2], src_name[0], src_name[1]);
1540 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1541 /* 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]
1542 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1544 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1545 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1546 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1547 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1551 /* Map the opcode 1-to-1 to the GL code */
1552 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1554 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1555 const char *instruction;
1556 char arguments[256], dst_str[50];
1558 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1560 switch (ins->handler_idx)
1562 case WINED3DSIH_ABS: instruction = "ABS"; break;
1563 case WINED3DSIH_ADD: instruction = "ADD"; break;
1564 case WINED3DSIH_CRS: instruction = "XPD"; break;
1565 case WINED3DSIH_DP3: instruction = "DP3"; break;
1566 case WINED3DSIH_DP4: instruction = "DP4"; break;
1567 case WINED3DSIH_DST: instruction = "DST"; break;
1568 case WINED3DSIH_FRC: instruction = "FRC"; break;
1569 case WINED3DSIH_LIT: instruction = "LIT"; break;
1570 case WINED3DSIH_LRP: instruction = "LRP"; break;
1571 case WINED3DSIH_MAD: instruction = "MAD"; break;
1572 case WINED3DSIH_MAX: instruction = "MAX"; break;
1573 case WINED3DSIH_MIN: instruction = "MIN"; break;
1574 case WINED3DSIH_MOV: instruction = "MOV"; break;
1575 case WINED3DSIH_MUL: instruction = "MUL"; break;
1576 case WINED3DSIH_SGE: instruction = "SGE"; break;
1577 case WINED3DSIH_SLT: instruction = "SLT"; break;
1578 case WINED3DSIH_SUB: instruction = "SUB"; break;
1579 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1580 case WINED3DSIH_SGN: instruction = "SSG"; break;
1581 case WINED3DSIH_DSX: instruction = "DDX"; break;
1582 default: instruction = "";
1583 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1587 /* Note that shader_arb_add_dst_param() adds spaces. */
1588 arguments[0] = '\0';
1589 shader_arb_get_dst_param(ins, dst, dst_str);
1590 for (i = 0; i < ins->src_count; ++i)
1593 strcat(arguments, ", ");
1594 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1595 strcat(arguments, operand);
1597 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1600 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1602 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1603 shader_addline(buffer, "NOP;\n");
1606 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1608 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1609 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1610 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1612 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1613 char src0_param[256];
1615 if(ins->handler_idx == WINED3DSIH_MOVA) {
1618 if(ctx->target_version >= NV2) {
1619 shader_hw_map2gl(ins);
1622 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1623 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1625 /* This implements the mova formula used in GLSL. The first two instructions
1626 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1630 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1632 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1633 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1635 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1636 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1638 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1639 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1640 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1641 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1643 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1645 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1647 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1648 } else if (ins->ctx->reg_maps->shader_version.major == 1
1649 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1650 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1652 src0_param[0] = '\0';
1653 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1655 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1656 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1657 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1661 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1662 * with more than one component. Thus replicate the first source argument over all
1663 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1664 struct wined3d_shader_src_param tmp_src = ins->src[0];
1665 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1666 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1667 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1670 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1672 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1673 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1675 shader_addline(buffer, "#mov handled in srgb write code\n");
1678 shader_hw_map2gl(ins);
1682 shader_hw_map2gl(ins);
1686 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1688 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1689 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1692 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1693 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1695 shader_arb_get_dst_param(ins, dst, reg_dest);
1697 if (ins->ctx->reg_maps->shader_version.major >= 2)
1699 const char *kilsrc = "TA";
1702 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1703 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1709 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1710 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1711 * masked out components to 0(won't kill)
1713 char x = '0', y = '0', z = '0', w = '0';
1714 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1715 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1716 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1717 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1718 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1720 shader_addline(buffer, "KIL %s;\n", kilsrc);
1722 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1723 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1725 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1726 * or pass in any temporary register(in shader phase 2)
1728 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1729 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1731 shader_arb_get_dst_param(ins, dst, reg_dest);
1733 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1734 shader_addline(buffer, "KIL TA;\n");
1738 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1740 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1741 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1742 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1743 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1744 ins->ctx->reg_maps->shader_version.minor);
1745 struct wined3d_shader_src_param src;
1749 DWORD reg_sampler_code;
1752 /* All versions have a destination register */
1753 shader_arb_get_dst_param(ins, dst, reg_dest);
1755 /* 1.0-1.4: Use destination register number as texture code.
1756 2.0+: Use provided sampler number as texure code. */
1757 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1758 reg_sampler_code = dst->reg.idx;
1760 reg_sampler_code = ins->src[1].reg.idx;
1762 /* 1.0-1.3: Use the texcoord varying.
1763 1.4+: Use provided coordinate source register. */
1764 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1765 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1767 /* TEX is the only instruction that can handle DW and DZ natively */
1769 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1770 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1771 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1775 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1776 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1777 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1779 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1782 if(reg_sampler_code < MAX_TEXTURES) {
1783 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1785 if (flags & WINED3DTTFF_PROJECTED) {
1786 myflags |= TEX_PROJ;
1789 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1791 DWORD src_mod = ins->src[0].modifiers;
1792 if (src_mod == WINED3DSPSM_DZ) {
1793 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1794 * varying register, so we need a temp reg
1796 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1797 strcpy(reg_coord, "TA");
1798 myflags |= TEX_PROJ;
1799 } else if(src_mod == WINED3DSPSM_DW) {
1800 myflags |= TEX_PROJ;
1803 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1804 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1806 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1809 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1811 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1812 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1813 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1814 ins->ctx->reg_maps->shader_version.minor);
1817 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1819 DWORD reg = dst->reg.idx;
1821 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1822 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1826 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1827 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1828 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1832 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1834 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1835 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1836 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1839 DWORD reg1 = ins->dst[0].reg.idx;
1843 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1844 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1845 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1846 /* Move .x first in case src_str is "TA" */
1847 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1848 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1849 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1850 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1853 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1855 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1857 DWORD reg1 = ins->dst[0].reg.idx;
1861 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1862 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1863 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1864 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1865 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1866 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1869 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1871 DWORD reg1 = ins->dst[0].reg.idx;
1875 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1876 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1877 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1878 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1881 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1883 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1884 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1885 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1886 char reg_coord[40], dst_reg[50], src_reg[50];
1887 DWORD reg_dest_code;
1889 /* All versions have a destination register. The Tx where the texture coordinates come
1890 * from is the varying incarnation of the texture register
1892 reg_dest_code = dst->reg.idx;
1893 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1894 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1895 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1897 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1898 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1900 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1901 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1903 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1904 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1907 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1908 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1909 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1910 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1912 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1913 * so we can't let the GL handle this.
1915 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1916 & WINED3DTTFF_PROJECTED) {
1917 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1918 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1919 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1921 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1924 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1926 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1928 /* No src swizzles are allowed, so this is ok */
1929 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1930 src_reg, reg_dest_code, reg_dest_code);
1931 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1935 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1937 DWORD reg = ins->dst[0].reg.idx;
1938 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1939 char src0_name[50], dst_name[50];
1941 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1943 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1944 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1945 * T<reg+1> register. Use this register to store the calculated vector
1947 tmp_reg.idx = reg + 1;
1948 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1949 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1952 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1954 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1955 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1957 DWORD reg = ins->dst[0].reg.idx;
1958 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1964 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1965 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1967 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1968 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1969 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1970 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1971 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1974 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1976 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1977 DWORD reg = ins->dst[0].reg.idx;
1978 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1979 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1980 char src0_name[50], dst_name[50];
1981 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1984 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1985 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1986 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1988 tmp_reg.idx = reg + 2 - current_state->current_row;
1989 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1991 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1992 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1993 dst_name, 'x' + current_state->current_row, reg, src0_name);
1994 current_state->texcoord_w[current_state->current_row++] = reg;
1997 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1999 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2000 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2002 DWORD reg = ins->dst[0].reg.idx;
2003 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2004 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2006 char src0_name[50], dst_name[50];
2009 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2010 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2011 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2013 /* Sample the texture using the calculated coordinates */
2014 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2015 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2016 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2017 current_state->current_row = 0;
2020 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2022 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2023 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2025 DWORD reg = ins->dst[0].reg.idx;
2026 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2027 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2033 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2034 * components for temporary data storage
2036 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2037 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2038 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2040 /* Construct the eye-ray vector from w coordinates */
2041 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2042 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2043 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2045 /* Calculate reflection vector
2047 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2048 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2049 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2050 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2051 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2052 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2053 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2055 /* Sample the texture using the calculated coordinates */
2056 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2057 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2058 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2059 current_state->current_row = 0;
2062 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2064 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2065 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2067 DWORD reg = ins->dst[0].reg.idx;
2068 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2069 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2076 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2077 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2078 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2079 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2080 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2082 /* Calculate reflection vector.
2085 * dst_reg.xyz = 2 * --------- * N - E
2088 * Which normalizes the normal vector
2090 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2091 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2092 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2093 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2094 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2095 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2097 /* Sample the texture using the calculated coordinates */
2098 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2099 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2100 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2101 current_state->current_row = 0;
2104 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2106 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2107 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2110 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2111 * which is essentially an input, is the destination register because it is the first
2112 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2113 * here(writemasks/swizzles are not valid on texdepth)
2115 shader_arb_get_dst_param(ins, dst, dst_name);
2117 /* According to the msdn, the source register(must be r5) is unusable after
2118 * the texdepth instruction, so we're free to modify it
2120 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
2122 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2123 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2124 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2126 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2127 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2128 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2129 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2132 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2133 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2134 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2135 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2137 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2138 DWORD sampler_idx = ins->dst[0].reg.idx;
2142 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2143 shader_addline(buffer, "MOV TB, 0.0;\n");
2144 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2146 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2147 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2150 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2151 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2152 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2154 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2157 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2159 /* Handle output register */
2160 shader_arb_get_dst_param(ins, dst, dst_str);
2161 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2162 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2165 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2166 * Perform the 3rd row of a 3x3 matrix multiply */
2167 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2169 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2170 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2171 char dst_str[50], dst_name[50];
2175 shader_arb_get_dst_param(ins, dst, dst_str);
2176 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2177 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2178 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2179 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2182 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2183 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2184 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2185 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2187 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2189 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2190 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2191 char src0[50], dst_name[50];
2194 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2195 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2196 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2198 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2199 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2200 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2202 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2203 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2204 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2205 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2208 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2209 Vertex/Pixel shaders to ARB_vertex_program codes */
2210 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2213 int nComponents = 0;
2214 struct wined3d_shader_dst_param tmp_dst = {{0}};
2215 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2216 struct wined3d_shader_instruction tmp_ins;
2218 memset(&tmp_ins, 0, sizeof(tmp_ins));
2220 /* Set constants for the temporary argument */
2221 tmp_ins.ctx = ins->ctx;
2222 tmp_ins.dst_count = 1;
2223 tmp_ins.dst = &tmp_dst;
2224 tmp_ins.src_count = 2;
2225 tmp_ins.src = tmp_src;
2227 switch(ins->handler_idx)
2229 case WINED3DSIH_M4x4:
2231 tmp_ins.handler_idx = WINED3DSIH_DP4;
2233 case WINED3DSIH_M4x3:
2235 tmp_ins.handler_idx = WINED3DSIH_DP4;
2237 case WINED3DSIH_M3x4:
2239 tmp_ins.handler_idx = WINED3DSIH_DP3;
2241 case WINED3DSIH_M3x3:
2243 tmp_ins.handler_idx = WINED3DSIH_DP3;
2245 case WINED3DSIH_M3x2:
2247 tmp_ins.handler_idx = WINED3DSIH_DP3;
2250 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2254 tmp_dst = ins->dst[0];
2255 tmp_src[0] = ins->src[0];
2256 tmp_src[1] = ins->src[1];
2257 for (i = 0; i < nComponents; i++) {
2258 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2259 shader_hw_map2gl(&tmp_ins);
2260 ++tmp_src[1].reg.idx;
2264 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2266 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2267 const char *instruction;
2272 switch(ins->handler_idx)
2274 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2275 case WINED3DSIH_RCP: instruction = "RCP"; break;
2276 case WINED3DSIH_EXP: instruction = "EX2"; break;
2277 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2278 default: instruction = "";
2279 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2283 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2284 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2285 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2287 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2293 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2296 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2298 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2301 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2302 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2304 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2305 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2307 if(pshader && priv->target_version >= NV3)
2309 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2313 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2314 shader_addline(buffer, "RSQ TA, TA.x;\n");
2315 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2316 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2321 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2323 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2325 char src_name[3][50];
2327 /* ARB_fragment_program has a convenient LRP instruction */
2328 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2329 shader_hw_map2gl(ins);
2333 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2334 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2335 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2336 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2338 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2339 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2340 dst_name, src_name[0], src_name[2]);
2343 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2345 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2346 * must contain fixed constants. So we need a separate function to filter those constants and
2349 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2350 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2351 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2353 char src_name0[50], src_name1[50], src_name2[50];
2356 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2357 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2358 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2359 /* No modifiers are supported on SCS */
2360 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2362 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2364 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2365 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2367 } else if(priv->target_version >= NV2) {
2368 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2370 /* Sincos writemask must be .x, .y or .xy */
2371 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2372 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2373 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2374 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2376 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2377 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2379 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2380 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2382 * The constants we get are:
2384 * +1 +1, -1 -1 +1 +1 -1 -1
2385 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2386 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2388 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2392 * (x/2)^4 = x^4 / 16
2393 * (x/2)^5 = x^5 / 32
2396 * To get the final result:
2397 * sin(x) = 2 * sin(x/2) * cos(x/2)
2398 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2399 * (from sin(x+y) and cos(x+y) rules)
2401 * As per MSDN, dst.z is undefined after the operation, and so is
2402 * dst.x and dst.y if they're masked out by the writemask. Ie
2403 * sincos dst.y, src1, c0, c1
2404 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2405 * vsa.exe also stops with an error if the dest register is the same register as the source
2406 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2407 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2409 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2410 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2411 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2413 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2414 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2415 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2416 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2417 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2418 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2422 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2423 * properly merge that with MULs in the code above?
2424 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2425 * we can merge the sine and cosine MAD rows to calculate them together.
2427 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2428 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2429 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2430 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2433 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2434 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2435 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2437 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2439 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2440 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2442 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2444 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2445 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2450 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2452 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2455 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2457 /* SGN is only valid in vertex shaders */
2458 if(ctx->target_version == NV2) {
2459 shader_hw_map2gl(ins);
2462 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2463 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2465 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2466 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2468 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2469 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2471 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2472 * Then use TA, and calculate the final result
2474 * Not reading from TA? Store the first result in TA to avoid overwriting the
2475 * destination if src reg = dst reg
2477 if(strstr(src_name, "TA"))
2479 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2480 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2481 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2485 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2486 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2487 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2492 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2494 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2500 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2501 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2502 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2504 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2505 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2508 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2514 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2515 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2516 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2517 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2518 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2519 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2520 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2521 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2522 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2523 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2524 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2525 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2526 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2528 FIXME("Unknown modifier %u\n", mod);
2532 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2534 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2535 char src0[50], src1[50], dst[50];
2536 struct wined3d_shader_src_param src0_copy = ins->src[0];
2537 BOOL need_abs = FALSE;
2541 switch(ins->handler_idx)
2543 case WINED3DSIH_LOG: instr = "LG2"; break;
2544 case WINED3DSIH_LOGP: instr = "LOG"; break;
2545 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2547 ERR("Unexpected instruction %d\n", ins->handler_idx);
2551 /* LOG, LOGP and POW operate on the absolute value of the input */
2552 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2554 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2555 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2556 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2560 shader_addline(buffer, "ABS TA, %s;\n", src0);
2563 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2567 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2572 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2576 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2580 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2582 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2584 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2587 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2591 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2592 struct list *e = list_head(&priv->control_frames);
2593 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2595 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2596 /* The constant loader makes sure to load -1 into iX.w */
2597 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2598 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2599 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2603 shader_addline(buffer, "LOOP %s;\n", src_name);
2607 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2609 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2611 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2613 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2615 /* The constant loader makes sure to load -1 into iX.w */
2618 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2619 struct list *e = list_head(&priv->control_frames);
2620 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2622 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2624 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2625 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2626 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2630 shader_addline(buffer, "REP %s;\n", src_name);
2634 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2636 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2637 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2641 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2642 struct list *e = list_head(&priv->control_frames);
2643 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2645 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2646 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2647 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2649 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2653 shader_addline(buffer, "ENDLOOP;\n");
2657 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2659 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2660 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2664 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2665 struct list *e = list_head(&priv->control_frames);
2666 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2668 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2669 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2670 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2672 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2676 shader_addline(buffer, "ENDREP;\n");
2680 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2682 struct control_frame *control_frame;
2684 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2686 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2688 ERR("Could not find loop for break\n");
2692 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2694 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2695 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2696 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2700 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2704 shader_addline(buffer, "BRK;\n");
2708 static const char *get_compare(COMPARISON_TYPE flags)
2712 case COMPARISON_GT: return "GT";
2713 case COMPARISON_EQ: return "EQ";
2714 case COMPARISON_GE: return "GE";
2715 case COMPARISON_LT: return "LT";
2716 case COMPARISON_NE: return "NE";
2717 case COMPARISON_LE: return "LE";
2719 FIXME("Unrecognized comparison value: %u\n", flags);
2724 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2728 case COMPARISON_GT: return COMPARISON_LE;
2729 case COMPARISON_EQ: return COMPARISON_NE;
2730 case COMPARISON_GE: return COMPARISON_LT;
2731 case COMPARISON_LT: return COMPARISON_GE;
2732 case COMPARISON_NE: return COMPARISON_EQ;
2733 case COMPARISON_LE: return COMPARISON_GT;
2735 FIXME("Unrecognized comparison value: %u\n", flags);
2740 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2742 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2743 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2744 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2747 const char *comp = get_compare(ins->flags);
2749 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2750 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2754 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2755 * away the subtraction result
2757 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2758 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2762 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2763 shader_addline(buffer, "BRK (%s.x);\n", comp);
2767 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2769 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2770 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2771 struct list *e = list_head(&priv->control_frames);
2772 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2776 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2778 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2779 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2783 /* Invert the flag. We jump to the else label if the condition is NOT true */
2784 comp = get_compare(invert_compare(ins->flags));
2785 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2786 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->ifc_no, comp);
2790 comp = get_compare(ins->flags);
2791 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2792 shader_addline(buffer, "IF %s.x;\n", comp);
2796 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2798 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2799 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2800 struct list *e = list_head(&priv->control_frames);
2801 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2802 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2806 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2807 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2808 control_frame->had_else = TRUE;
2812 shader_addline(buffer, "ELSE;\n");
2816 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2818 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2819 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2820 struct list *e = list_head(&priv->control_frames);
2821 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2822 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2826 if(control_frame->had_else)
2828 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2832 shader_addline(buffer, "#No else branch. else is endif\n");
2833 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2838 shader_addline(buffer, "ENDIF;\n");
2842 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2844 DWORD sampler_idx = ins->src[1].reg.idx;
2846 char reg_src[3][40];
2847 DWORD flags = TEX_DERIV;
2849 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2850 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2851 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2852 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2854 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2855 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2857 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2860 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2862 DWORD sampler_idx = ins->src[1].reg.idx;
2865 DWORD flags = TEX_LOD;
2867 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2868 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2870 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2871 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2873 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2876 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
2878 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2879 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2881 priv->in_main_func = FALSE;
2882 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2883 * subroutine, don't generate a label that will make GL complain
2885 if(priv->target_version == ARB) return;
2887 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
2890 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
2891 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
2893 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2894 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2895 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2898 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2899 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2900 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2901 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2903 if(args->super.fog_src == VS_FOG_Z) {
2904 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2905 } else if (!reg_maps->fog) {
2906 /* posFixup.x is always 1.0, so we can savely use it */
2907 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2910 /* Write the final position.
2912 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2913 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2914 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2915 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2917 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2918 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2919 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2921 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
2923 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
2925 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2928 else if(args->boolclip.clip_control[0])
2930 unsigned int cur_clip = 0;
2931 char component[4] = {'x', 'y', 'z', 'w'};
2933 for(i = 0; i < GL_LIMITS(clipplanes); i++)
2935 if(args->boolclip.clip_control[1] & (1 << i))
2937 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
2938 component[cur_clip++], i);
2944 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
2947 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
2950 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
2953 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
2956 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
2957 args->boolclip.clip_control[0] - 1);
2960 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2961 * and the glsl equivalent
2963 if(need_helper_const(gl_info)) {
2964 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2966 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2967 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2970 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2972 priv_ctx->footer_written = TRUE;
2975 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
2977 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2978 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2979 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
2980 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2982 if(priv->target_version == ARB) return;
2986 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
2989 shader_addline(buffer, "RET;\n");
2992 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
2994 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2995 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
2998 /* GL locking is done by the caller */
2999 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3001 GLuint program_id = 0;
3004 const char *blt_vprogram =
3006 "PARAM c[1] = { { 1, 0.5 } };\n"
3007 "MOV result.position, vertex.position;\n"
3008 "MOV result.color, c[0].x;\n"
3009 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3012 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3013 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3014 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3015 strlen(blt_vprogram), blt_vprogram));
3016 checkGLcall("glProgramStringARB()");
3018 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3021 FIXME("Vertex program error at position %d: %s\n", pos,
3022 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3028 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3029 checkGLcall("glGetProgramivARB()");
3030 if (!native) WARN("Program exceeds native resource limits.\n");
3036 /* GL locking is done by the caller */
3037 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
3039 GLuint program_id = 0;
3042 static const char * const blt_fprograms[tex_type_count] =
3049 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3050 "MOV result.depth.z, R0.x;\n"
3057 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3058 "MOV result.depth.z, R0.x;\n"
3063 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3064 "MOV result.depth.z, R0.x;\n"
3068 if (!blt_fprograms[tex_type])
3070 FIXME("tex_type %#x not supported\n", tex_type);
3074 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3075 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3076 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3077 strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
3078 checkGLcall("glProgramStringARB()");
3080 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3083 FIXME("Fragment program error at position %d: %s\n", pos,
3084 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3090 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3091 checkGLcall("glGetProgramivARB()");
3092 if (!native) WARN("Program exceeds native resource limits.\n");
3098 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3099 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3101 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3105 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3106 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3107 /* Calculate the > 0.0031308 case */
3108 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3109 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3110 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3111 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3112 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3113 /* Calculate the < case */
3114 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3118 /* Calculate the > 0.0031308 case */
3119 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3120 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3121 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3122 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3123 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3124 /* Calculate the < case */
3125 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3126 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3127 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3128 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3129 /* Store the components > 0.0031308 in the destination */
3130 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3131 /* Add the components that are < 0.0031308 */
3132 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3133 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3134 * result.color writes(.rgb first, then .a), or handle overwriting already written
3135 * components. The assembler uses a temporary register in this case, which is usually
3136 * not allocated from one of our registers that were used earlier.
3139 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3140 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3143 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3145 const local_constant *constant;
3147 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3149 if (constant->idx == idx)
3151 return constant->value;
3157 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3158 struct shader_arb_ctx_priv *priv)
3160 const char *texcoords[8] =
3162 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3163 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3166 const struct wined3d_shader_signature_element *sig = This->input_signature;
3167 const char *semantic_name;
3170 switch(args->super.vp_mode)
3172 case pretransformed:
3174 /* The pixelshader has to collect the varyings on its own. In any case properly load
3175 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3176 * other attribs to 0.0.
3178 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3179 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3180 * load the texcoord attrib pointers to match the pixel shader signature
3182 for(i = 0; i < MAX_REG_INPUT; i++)
3184 semantic_name = sig[i].semantic_name;
3185 semantic_idx = sig[i].semantic_idx;
3186 if(semantic_name == NULL) continue;
3188 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3190 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
3191 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3192 else priv->ps_input[i] = "0.0";
3194 else if(args->super.vp_mode == fixedfunction)
3196 priv->ps_input[i] = "0.0";
3198 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3200 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3201 else priv->ps_input[i] = "0.0";
3203 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3205 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
3206 else priv->ps_input[i] = "0.0";
3210 priv->ps_input[i] = "0.0";
3213 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3218 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3221 for(i = 0; i < 8; i++)
3223 priv->ps_input[i] = texcoords[i];
3225 priv->ps_input[8] = "fragment.color.primary";
3226 priv->ps_input[9] = "fragment.color.secondary";
3231 /* GL locking is done by the caller */
3232 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3233 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3235 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3236 CONST DWORD *function = This->baseShader.function;
3237 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3238 const local_constant *lconst;
3241 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3242 struct shader_arb_ctx_priv priv_ctx;
3243 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
3244 BOOL want_nv_prog = FALSE;
3245 struct arb_pshader_private *shader_priv = This->backend_priv;
3250 unsigned int i, found = 0;
3252 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3255 || (This->color0_mov && i == This->color0_reg)
3256 || (reg_maps->shader_version.major < 2 && i == 0))
3259 sprintf(srgbtmp[found], "R%u", i);
3261 if (found == 4) break;
3265 case 4: dcl_tmp = FALSE; break;
3267 sprintf(srgbtmp[0], "TA");
3268 sprintf(srgbtmp[1], "TB");
3269 sprintf(srgbtmp[2], "TC");
3270 sprintf(srgbtmp[3], "TD");
3274 sprintf(srgbtmp[1], "TA");
3275 sprintf(srgbtmp[2], "TB");
3276 sprintf(srgbtmp[3], "TC");
3279 sprintf(srgbtmp[2], "TA");
3280 sprintf(srgbtmp[3], "TB");
3283 sprintf(srgbtmp[3], "TA");
3287 /* Create the hw ARB shader */
3288 memset(&priv_ctx, 0, sizeof(priv_ctx));
3289 priv_ctx.cur_ps_args = args;
3290 priv_ctx.compiled_fprog = compiled;
3291 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3292 init_ps_input(This, args, &priv_ctx);
3293 list_init(&priv_ctx.control_frames);
3295 /* Avoid enabling NV_fragment_program* if we do not need it.
3297 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3298 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3299 * is faster than what we gain from using higher native instructions. There are some things though
3300 * that cannot be emulated. In that case enable the extensions.
3301 * If the extension is enabled, instruction handlers that support both ways will use it.
3303 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3304 * So enable the best we can get.
3306 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3307 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3309 want_nv_prog = TRUE;
3312 shader_addline(buffer, "!!ARBfp1.0\n");
3313 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
3314 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3315 priv_ctx.target_version = NV3;
3316 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
3317 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3318 priv_ctx.target_version = NV2;
3322 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3325 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3328 priv_ctx.target_version = ARB;
3331 if(This->baseShader.reg_maps.highest_render_target > 0)
3333 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3336 if (reg_maps->shader_version.major < 3)
3338 switch(args->super.fog) {
3342 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3345 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3348 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3353 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3354 * unused temps away(but occupies them for the whole shader if they're used once). Always
3355 * declaring them avoids tricky bookkeeping work
3357 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3358 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3359 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3360 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3361 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3362 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3363 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3365 if (reg_maps->shader_version.major < 2)
3367 strcpy(fragcolor, "R0");
3369 if(args->super.srgb_correction) {
3370 if(This->color0_mov) {
3371 sprintf(fragcolor, "R%u", This->color0_reg);
3373 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3374 strcpy(fragcolor, "TMP_COLOR");
3377 strcpy(fragcolor, "result.color");
3381 if(args->super.srgb_correction) {
3382 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3383 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3384 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3385 srgb_sub_high, 0.0, 0.0, 0.0);
3388 /* Base Declarations */
3389 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3390 lconst_map, NULL, &priv_ctx);
3392 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3394 if (!(map & 1)) continue;
3396 cur = compiled->numbumpenvmatconsts;
3397 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3398 compiled->bumpenvmatconst[cur].texunit = i;
3399 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3400 compiled->luminanceconst[cur].texunit = i;
3402 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3403 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3404 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3405 * textures due to conditional NP2 restrictions)
3407 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3408 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3409 * their location is shader dependent anyway and they cannot be loaded globally.
3411 compiled->bumpenvmatconst[cur].const_num = next_local++;
3412 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3413 i, compiled->bumpenvmatconst[cur].const_num);
3414 compiled->numbumpenvmatconsts = cur + 1;
3416 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3418 compiled->luminanceconst[cur].const_num = next_local++;
3419 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3420 i, compiled->luminanceconst[cur].const_num);
3423 for(i = 0; i < MAX_CONST_I; i++)
3425 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3426 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3428 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3432 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3433 control_values[0], control_values[1], control_values[2]);
3437 compiled->int_consts[i] = next_local;
3438 compiled->num_int_consts++;
3439 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3444 if(reg_maps->vpos || reg_maps->usesdsy)
3446 compiled->ycorrection = next_local;
3447 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3451 shader_addline(buffer, "TEMP vpos;\n");
3452 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3453 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3454 * ycorrection.z: 1.0
3455 * ycorrection.w: 0.0
3457 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3458 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3463 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3466 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3467 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3468 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3469 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3470 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3471 * shader compilation errors and the subsequent errors when drawing with this shader. */
3472 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3474 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3475 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3476 const UINT max_lconsts = gl_info->ps_arb_max_local_constants;
3478 fixup->offset = next_local;
3479 fixup->super.active = 0;
3482 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3483 if (!(map & (1 << i))) continue;
3485 if (fixup->offset + (cur >> 1) < max_lconsts) {
3486 fixup->super.active |= (1 << i);
3487 fixup->super.idx[i] = cur++;
3489 FIXME("No free constant found to load NP2 fixup data into shader. "
3490 "Sampling from this texture will probably look wrong.\n");
3495 fixup->super.num_consts = (cur + 1) >> 1;
3496 if (fixup->super.num_consts) {
3497 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3498 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3501 next_local += fixup->super.num_consts;
3504 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3506 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3509 /* Base Shader Body */
3510 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3512 if(args->super.srgb_correction) {
3513 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3514 priv_ctx.target_version >= NV2);
3515 } else if(reg_maps->shader_version.major < 2) {
3516 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3518 shader_addline(buffer, "END\n");
3520 /* TODO: change to resource.glObjectHandle or something like that */
3521 GL_EXTCALL(glGenProgramsARB(1, &retval));
3523 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3524 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3526 TRACE("Created hw pixel shader, prg=%d\n", retval);
3527 /* Create the program and check for errors */
3528 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3529 buffer->bsize, buffer->buffer));
3530 checkGLcall("glProgramStringARB()");
3532 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3535 FIXME("HW PixelShader Error at position %d: %s\n",
3536 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3543 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3544 checkGLcall("glGetProgramivARB()");
3545 if (!native) WARN("Program exceeds native resource limits.\n");
3548 /* Load immediate constants */
3550 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3551 const float *value = (const float *)lconst->value;
3552 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3553 checkGLcall("glProgramLocalParameter4fvARB");
3555 HeapFree(GetProcessHeap(), 0, lconst_map);
3561 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3566 for(i = 0; i < MAX_REG_INPUT; i++)
3568 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3570 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3571 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3575 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3576 if(ret != 0) return ret;
3577 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3578 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3579 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3580 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3581 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3586 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3588 struct wined3d_shader_signature_element *new;
3592 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3593 for(i = 0; i < MAX_REG_INPUT; i++)
3595 if(sig[i].semantic_name == NULL)
3601 /* Clone the semantic string */
3602 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3603 strcpy(name, sig[i].semantic_name);
3604 new[i].semantic_name = name;
3609 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3611 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3612 struct ps_signature *found_sig;
3616 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3617 TRACE("Found existing signature %u\n", found_sig->idx);
3618 return found_sig->idx;
3620 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3621 found_sig->sig = clone_sig(sig);
3622 found_sig->idx = priv->ps_sig_number++;
3623 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3624 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3626 ERR("Failed to insert program entry.\n");
3628 return found_sig->idx;
3631 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3632 struct arb_vs_compiled_shader *compiled)
3635 static const char *texcoords[8] =
3637 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3638 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3640 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3641 const struct wined3d_shader_signature_element *sig;
3642 const char *semantic_name;
3643 DWORD semantic_idx, reg_idx;
3645 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3646 * and varying 9 to result.color.secondary
3648 const char *decl_idx_to_string[MAX_REG_INPUT] =
3650 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3651 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3652 "result.color.primary", "result.color.secondary"
3657 TRACE("Pixel shader uses builtin varyings\n");
3658 /* Map builtins to builtins */
3659 for(i = 0; i < 8; i++)
3661 priv_ctx->texcrd_output[i] = texcoords[i];
3663 priv_ctx->color_output[0] = "result.color.primary";
3664 priv_ctx->color_output[1] = "result.color.secondary";
3665 priv_ctx->fog_output = "result.fogcoord";
3667 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3668 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3670 semantic_name = shader->output_signature[i].semantic_name;
3671 if(semantic_name == NULL) continue;
3673 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3675 TRACE("o%u is TMP_OUT\n", i);
3676 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3677 else priv_ctx->vs_output[i] = "TA";
3679 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3681 TRACE("o%u is result.pointsize\n", i);
3682 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3683 else priv_ctx->vs_output[i] = "TA";
3685 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3687 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3688 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
3689 else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
3690 else priv_ctx->vs_output[i] = "TA";
3692 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3694 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3695 if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3696 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3698 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3700 TRACE("o%u is result.fogcoord\n", i);
3701 if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3702 else priv_ctx->vs_output[i] = "result.fogcoord";
3706 priv_ctx->vs_output[i] = "TA";
3712 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3713 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3715 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
3716 TRACE("Pixel shader uses declared varyings\n");
3718 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3719 for(i = 0; i < 8; i++)
3721 priv_ctx->texcrd_output[i] = "TA";
3723 priv_ctx->color_output[0] = "TA";
3724 priv_ctx->color_output[1] = "TA";
3725 priv_ctx->fog_output = "TA";
3727 for(i = 0; i < MAX_REG_INPUT; i++)
3729 semantic_name = sig[i].semantic_name;
3730 semantic_idx = sig[i].semantic_idx;
3731 reg_idx = sig[i].register_idx;
3732 if(semantic_name == NULL) continue;
3734 /* If a declared input register is not written by builtin arguments, don't write to it.
3735 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3737 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3738 * to TMP_OUT in any case
3740 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3742 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3744 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3746 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3748 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3750 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3757 if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
3758 strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
3760 compiled->need_color_unclamp = TRUE;
3764 /* Map declared to declared */
3765 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3767 /* Write unread output to TA to throw them away */
3768 priv_ctx->vs_output[i] = "TA";
3769 semantic_name = shader->output_signature[i].semantic_name;
3770 if(semantic_name == NULL)
3775 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
3776 shader->output_signature[i].semantic_idx == 0)
3778 priv_ctx->vs_output[i] = "TMP_OUT";
3781 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
3782 shader->output_signature[i].semantic_idx == 0)
3784 priv_ctx->vs_output[i] = "result.pointsize";
3788 for(j = 0; j < MAX_REG_INPUT; j++)
3790 if(sig[j].semantic_name == NULL)
3795 if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
3796 sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
3798 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3800 if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
3801 strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
3803 compiled->need_color_unclamp = TRUE;
3810 /* GL locking is done by the caller */
3811 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3812 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3814 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3815 CONST DWORD *function = This->baseShader.function;
3816 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3817 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3818 const local_constant *lconst;
3820 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3821 struct shader_arb_ctx_priv priv_ctx;
3825 memset(&priv_ctx, 0, sizeof(priv_ctx));
3826 priv_ctx.cur_vs_args = args;
3827 list_init(&priv_ctx.control_frames);
3828 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
3830 /* Create the hw ARB shader */
3831 shader_addline(buffer, "!!ARBvp1.0\n");
3833 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3834 * mesurable performance penalty, and we can always make use of it for clipplanes.
3836 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
3837 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3838 priv_ctx.target_version = NV3;
3839 shader_addline(buffer, "ADDRESS aL;\n");
3840 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
3841 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3842 priv_ctx.target_version = NV2;
3843 shader_addline(buffer, "ADDRESS aL;\n");
3845 priv_ctx.target_version = ARB;
3848 shader_addline(buffer, "TEMP TMP_OUT;\n");
3849 if(need_helper_const(gl_info)) {
3850 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3852 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3853 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3854 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3857 shader_addline(buffer, "TEMP TA;\n");
3859 /* Base Declarations */
3860 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3861 lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
3863 for(i = 0; i < MAX_CONST_I; i++)
3865 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3866 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3868 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3872 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3873 control_values[0], control_values[1], control_values[2]);
3877 compiled->int_consts[i] = next_local;
3878 compiled->num_int_consts++;
3879 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3884 /* We need a constant to fixup the final position */
3885 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
3886 compiled->pos_fixup = next_local++;
3888 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3889 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3890 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3891 * a replacement shader depend on the texcoord.w being set properly.
3893 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3894 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3895 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3896 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3897 * this can eat a number of instructions, so skip it unless this cap is set as well
3899 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
3900 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3902 if ((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
3905 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3906 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3907 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3908 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3914 /* The shader starts with the main function */
3915 priv_ctx.in_main_func = TRUE;
3916 /* Base Shader Body */
3917 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3919 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
3921 shader_addline(buffer, "END\n");
3923 /* TODO: change to resource.glObjectHandle or something like that */
3924 GL_EXTCALL(glGenProgramsARB(1, &ret));
3926 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3927 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3929 TRACE("Created hw vertex shader, prg=%d\n", ret);
3930 /* Create the program and check for errors */
3931 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3932 buffer->bsize, buffer->buffer));
3933 checkGLcall("glProgramStringARB()");
3935 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3938 FIXME("HW VertexShader Error at position %d: %s\n",
3939 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3946 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3947 checkGLcall("glGetProgramivARB()");
3948 if (!native) WARN("Program exceeds native resource limits.\n");
3950 /* Load immediate constants */
3952 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3953 const float *value = (const float *)lconst->value;
3954 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3958 HeapFree(GetProcessHeap(), 0, lconst_map);
3963 /* GL locking is done by the caller */
3964 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3968 struct arb_ps_compiled_shader *new_array;
3969 struct wined3d_shader_buffer buffer;
3970 struct arb_pshader_private *shader_data;
3973 if(!shader->backend_priv) {
3974 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3975 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3976 struct shader_arb_priv *priv = device->shader_priv;
3978 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3979 shader_data = shader->backend_priv;
3980 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
3982 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
3983 else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
3985 shader_data->has_signature_idx = TRUE;
3986 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
3988 if (!device->vs_clipping)
3989 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
3990 GL_LIMITS(texture_stages) - 1);
3992 shader_data->clipplane_emulation = ~0U;
3994 shader_data = shader->backend_priv;
3996 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3997 * so a linear search is more performant than a hashmap or a binary search
3998 * (cache coherency etc)
4000 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4001 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4002 return &shader_data->gl_shaders[i];
4006 TRACE("No matching GL shader found, compiling a new shader\n");
4007 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4008 if (shader_data->num_gl_shaders)
4010 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4011 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4012 new_size * sizeof(*shader_data->gl_shaders));
4014 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4019 ERR("Out of memory\n");
4022 shader_data->gl_shaders = new_array;
4023 shader_data->shader_array_size = new_size;
4026 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4028 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4029 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4031 if (!shader_buffer_init(&buffer))
4033 ERR("Failed to initialize shader buffer.\n");
4037 ret = shader_arb_generate_pshader(shader, &buffer, args,
4038 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4039 shader_buffer_free(&buffer);
4040 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4042 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4045 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4046 const DWORD use_map, BOOL skip_int) {
4047 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4048 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4049 if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
4050 if(stored->ps_signature != new->ps_signature) return FALSE;
4051 if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
4052 if(skip_int) return TRUE;
4054 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
4057 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4061 struct arb_vs_compiled_shader *new_array;
4062 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4063 struct wined3d_shader_buffer buffer;
4064 struct arb_vshader_private *shader_data;
4066 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4068 if(!shader->backend_priv) {
4069 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4071 shader_data = shader->backend_priv;
4073 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4074 * so a linear search is more performant than a hashmap or a binary search
4075 * (cache coherency etc)
4077 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4078 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
4079 return &shader_data->gl_shaders[i];
4083 TRACE("No matching GL shader found, compiling a new shader\n");
4085 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4086 if (shader_data->num_gl_shaders)
4088 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4089 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4090 new_size * sizeof(*shader_data->gl_shaders));
4092 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4097 ERR("Out of memory\n");
4100 shader_data->gl_shaders = new_array;
4101 shader_data->shader_array_size = new_size;
4104 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4106 if (!shader_buffer_init(&buffer))
4108 ERR("Failed to initialize shader buffer.\n");
4112 ret = shader_arb_generate_vshader(shader, &buffer, args,
4113 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4114 shader_buffer_free(&buffer);
4115 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4117 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4120 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4121 struct arb_ps_compile_args *args)
4125 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4126 find_ps_compile_args(shader, stateblock, &args->super);
4128 /* This forces all local boolean constants to 1 to make them stateblock independent */
4129 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4131 for(i = 0; i < MAX_CONST_B; i++)
4133 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4136 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4137 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4138 * duplicate the shader than have a no-op KIL instruction in every shader
4140 if((!((IWineD3DDeviceImpl *) shader->baseShader.device)->vs_clipping) && use_vs(stateblock) &&
4141 stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE])
4150 /* Skip if unused or local, or supported natively */
4151 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4152 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
4154 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4158 for(i = 0; i < MAX_CONST_I; i++)
4160 if(int_skip & (1 << i))
4162 args->loop_ctrl[i][0] = 0;
4163 args->loop_ctrl[i][1] = 0;
4164 args->loop_ctrl[i][2] = 0;
4168 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4169 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4170 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4175 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4176 struct arb_vs_compile_args *args)
4180 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4181 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4182 find_vs_compile_args(shader, stateblock, &args->super);
4184 args->boolclip_compare = 0;
4185 if(use_ps(stateblock))
4187 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4188 struct arb_pshader_private *shader_priv = ps->backend_priv;
4189 args->ps_signature = shader_priv->input_signature_idx;
4191 args->boolclip.clip_control[0] = shader_priv->clipplane_emulation + 1;
4195 args->ps_signature = ~0;
4196 if(!dev->vs_clipping)
4198 args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
4200 /* Otherwise: Setting boolclip_compare set clip_control[0] to 0 */
4203 if(args->boolclip.clip_control[0])
4205 if(stateblock->renderState[WINED3DRS_CLIPPING])
4207 args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
4209 /* clip_control[1] was set to 0 by setting boolclip_compare to 0 */
4212 /* This forces all local boolean constants to 1 to make them stateblock independent */
4213 args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4214 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4215 for(i = 0; i < MAX_CONST_B; i++)
4217 if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
4220 args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4221 args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4222 args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4223 args->vertex_samplers[3] = 0;
4225 /* Skip if unused or local */
4226 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4227 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) /* This is about flow control, not clipping */
4229 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4233 for(i = 0; i < MAX_CONST_I; i++)
4235 if(int_skip & (1 << i))
4237 args->loop_ctrl[i][0] = 0;
4238 args->loop_ctrl[i][1] = 0;
4239 args->loop_ctrl[i][2] = 0;
4243 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4244 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4245 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4250 /* GL locking is done by the caller */
4251 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4253 IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4254 struct shader_arb_priv *priv = This->shader_priv;
4255 const struct wined3d_gl_info *gl_info = context->gl_info;
4258 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4260 struct arb_ps_compile_args compile_args;
4261 struct arb_ps_compiled_shader *compiled;
4262 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4264 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4265 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4266 compiled = find_arb_pshader(ps, &compile_args);
4267 priv->current_fprogram_id = compiled->prgId;
4268 priv->compiled_fprog = compiled;
4270 /* Bind the fragment program */
4271 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4272 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4274 if(!priv->use_arbfp_fixed_func) {
4275 /* Enable OpenGL fragment programs */
4276 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4277 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4279 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4281 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4282 * a 1.x and newer shader, reload the first 8 constants
4284 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts)
4286 priv->last_ps_const_clamped = ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts;
4287 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4288 for(i = 0; i < 8; i++)
4290 context->pshader_const_dirty[i] = 1;
4292 /* Also takes care of loading local constants */
4293 shader_arb_load_constants(context, TRUE, FALSE);
4297 shader_arb_ps_local_constants(This);
4300 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4301 if (compiled->np2fixup_info.super.active)
4302 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4303 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
4304 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4305 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4306 * replacement shader
4308 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4309 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4310 priv->current_fprogram_id = 0;
4314 struct arb_vs_compile_args compile_args;
4315 struct arb_vs_compiled_shader *compiled;
4316 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4318 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4319 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4320 compiled = find_arb_vshader(vs, &compile_args);
4321 priv->current_vprogram_id = compiled->prgId;
4322 priv->compiled_vprog = compiled;
4324 /* Bind the vertex program */
4325 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4326 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4328 /* Enable OpenGL vertex programs */
4329 glEnable(GL_VERTEX_PROGRAM_ARB);
4330 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4331 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4332 shader_arb_vs_local_constants(This);
4334 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4335 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4337 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4338 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4339 checkGLcall("glClampColorARB");
4341 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4344 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4345 priv->current_vprogram_id = 0;
4346 glDisable(GL_VERTEX_PROGRAM_ARB);
4347 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4351 /* GL locking is done by the caller */
4352 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4353 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4354 struct shader_arb_priv *priv = This->shader_priv;
4355 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
4356 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4358 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4359 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4360 glEnable(GL_VERTEX_PROGRAM_ARB);
4362 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
4363 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4364 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4367 /* GL locking is done by the caller */
4368 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4369 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4370 struct shader_arb_priv *priv = This->shader_priv;
4371 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4373 if (priv->current_vprogram_id) {
4374 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4375 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4377 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4379 glDisable(GL_VERTEX_PROGRAM_ARB);
4380 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4383 if (priv->current_fprogram_id) {
4384 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4385 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4387 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4388 } else if(!priv->use_arbfp_fixed_func) {
4389 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4390 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4394 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4395 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4396 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4397 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4399 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4401 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
4402 struct arb_pshader_private *shader_data = This->backend_priv;
4405 if(!shader_data) return; /* This can happen if a shader was never compiled */
4408 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4410 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4411 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4412 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4415 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4416 HeapFree(GetProcessHeap(), 0, shader_data);
4417 This->backend_priv = NULL;
4419 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
4420 struct arb_vshader_private *shader_data = This->backend_priv;
4423 if(!shader_data) return; /* This can happen if a shader was never compiled */
4426 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4428 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4429 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4430 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4433 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4434 HeapFree(GetProcessHeap(), 0, shader_data);
4435 This->backend_priv = NULL;
4439 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4441 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4442 return compare_sig(key, e->sig);
4445 static const struct wine_rb_functions sig_tree_functions =
4453 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4454 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4455 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4456 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4458 ERR("RB tree init failed\n");
4459 HeapFree(GetProcessHeap(), 0, priv);
4460 return E_OUTOFMEMORY;
4462 This->shader_priv = priv;
4466 static void release_signature(struct wine_rb_entry *entry, void *context)
4468 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4470 for(i = 0; i < MAX_REG_INPUT; i++)
4472 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4474 HeapFree(GetProcessHeap(), 0, sig->sig);
4475 HeapFree(GetProcessHeap(), 0, sig);
4478 /* Context activation is done by the caller. */
4479 static void shader_arb_free(IWineD3DDevice *iface) {
4480 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4481 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4482 struct shader_arb_priv *priv = This->shader_priv;
4486 if(priv->depth_blt_vprogram_id) {
4487 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4489 for (i = 0; i < tex_type_count; ++i) {
4490 if (priv->depth_blt_fprogram_id[i]) {
4491 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
4496 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4497 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4500 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4504 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info,
4505 struct shader_caps *pCaps)
4507 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4508 * then overwrite the shader specific ones
4510 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
4512 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4513 if(GL_SUPPORT(NV_VERTEX_PROGRAM3))
4515 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4516 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4518 else if(GL_LIMITS(vshader_constantsF) >= 256)
4520 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4521 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4522 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4526 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4527 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4529 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4532 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
4533 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2))
4535 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4536 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4538 else if(GL_LIMITS(pshader_constantsF) >= 32)
4540 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4541 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4542 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4546 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4547 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4549 pCaps->PixelShader1xMaxValue = 8.0f;
4550 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4553 pCaps->VSClipping = use_nv_clip(gl_info);
4556 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4558 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4560 TRACE("Checking support for color_fixup:\n");
4561 dump_color_fixup_desc(fixup);
4564 /* We support everything except YUV conversions. */
4565 if (!is_yuv_fixup(fixup))
4571 TRACE("[FAILED]\n");
4575 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4577 char write_mask[20], regstr[50];
4578 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4579 BOOL is_color = FALSE;
4580 const struct wined3d_shader_dst_param *dst;
4582 if (!ins->dst_count) return;
4586 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4588 shader_arb_get_write_mask(ins, dst, write_mask);
4589 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4591 /* Generate a line that does the output modifier computation
4592 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4593 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4595 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4596 regstr, write_mask, regstr, shift_tab[shift]);
4599 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4601 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4602 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4603 /* WINED3DSIH_BEM */ pshader_hw_bem,
4604 /* WINED3DSIH_BREAK */ shader_hw_break,
4605 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4606 /* WINED3DSIH_BREAKP */ NULL,
4607 /* WINED3DSIH_CALL */ shader_hw_call,
4608 /* WINED3DSIH_CALLNZ */ NULL,
4609 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4610 /* WINED3DSIH_CND */ pshader_hw_cnd,
4611 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4612 /* WINED3DSIH_DCL */ NULL,
4613 /* WINED3DSIH_DEF */ NULL,
4614 /* WINED3DSIH_DEFB */ NULL,
4615 /* WINED3DSIH_DEFI */ NULL,
4616 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4617 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4618 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4619 /* WINED3DSIH_DST */ shader_hw_map2gl,
4620 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4621 /* WINED3DSIH_DSY */ shader_hw_dsy,
4622 /* WINED3DSIH_ELSE */ shader_hw_else,
4623 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4624 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4625 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4626 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4627 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4628 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4629 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4630 /* WINED3DSIH_IFC */ shader_hw_ifc,
4631 /* WINED3DSIH_LABEL */ shader_hw_label,
4632 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4633 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4634 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4635 /* WINED3DSIH_LOOP */ shader_hw_loop,
4636 /* WINED3DSIH_LRP */ shader_hw_lrp,
4637 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4638 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4639 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4640 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4641 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4642 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4643 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4644 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4645 /* WINED3DSIH_MOV */ shader_hw_mov,
4646 /* WINED3DSIH_MOVA */ shader_hw_mov,
4647 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4648 /* WINED3DSIH_NOP */ shader_hw_nop,
4649 /* WINED3DSIH_NRM */ shader_hw_nrm,
4650 /* WINED3DSIH_PHASE */ NULL,
4651 /* WINED3DSIH_POW */ shader_hw_log_pow,
4652 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
4653 /* WINED3DSIH_REP */ shader_hw_rep,
4654 /* WINED3DSIH_RET */ shader_hw_ret,
4655 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4656 /* WINED3DSIH_SETP */ NULL,
4657 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4658 /* WINED3DSIH_SGN */ shader_hw_sgn,
4659 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4660 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4661 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4662 /* WINED3DSIH_TEX */ pshader_hw_tex,
4663 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4664 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4665 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4666 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4667 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4668 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4669 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4670 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4671 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4672 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4673 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4674 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4675 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4676 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4677 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4678 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4679 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4680 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4681 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4682 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4683 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4686 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4688 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4690 WORD flag = (1 << idx);
4691 const local_constant *constant;
4692 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4694 if(This->baseShader.reg_maps.local_bool_consts & flag)
4696 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4697 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4699 if (constant->idx == idx)
4701 return constant->value[0];
4704 ERR("Local constant not found\n");
4709 if(vshader) bools = priv->cur_vs_args->boolclip.bools;
4710 else bools = priv->cur_ps_args->bools;
4711 return bools & flag;
4715 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
4716 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
4718 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4720 /* Integer constants can either be a local constant, or they can be stored in the shader
4721 * type specific compile args. */
4722 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4724 const local_constant *constant;
4726 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4728 if (constant->idx == idx)
4730 loop_control->count = constant->value[0];
4731 loop_control->start = constant->value[1];
4732 /* Step is signed. */
4733 loop_control->step = (int)constant->value[2];
4737 /* If this happens the flag was set incorrectly */
4738 ERR("Local constant not found\n");
4739 loop_control->count = 0;
4740 loop_control->start = 0;
4741 loop_control->step = 0;
4745 switch (This->baseShader.reg_maps.shader_version.type)
4747 case WINED3D_SHADER_TYPE_VERTEX:
4748 /* Count and aL start value are unsigned */
4749 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
4750 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
4751 /* Step is signed. */
4752 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
4755 case WINED3D_SHADER_TYPE_PIXEL:
4756 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
4757 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
4758 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
4762 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
4767 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4770 struct wined3d_shader_dst_param *dst_param = NULL;
4771 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4772 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4775 ERR("Out of memory\n");
4780 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4781 if(!dst_param) goto free;
4782 *dst_param = *ins->dst;
4783 if(ins->dst->reg.rel_addr)
4785 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4786 if(!rel_addr) goto free;
4787 *rel_addr = *ins->dst->reg.rel_addr;
4788 dst_param->reg.rel_addr = rel_addr;
4790 rec->ins.dst = dst_param;
4792 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4793 if(!src_param) goto free;
4794 for(i = 0; i < ins->src_count; i++)
4796 src_param[i] = ins->src[i];
4797 if(ins->src[i].reg.rel_addr)
4799 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4800 if(!rel_addr) goto free;
4801 *rel_addr = *ins->src[i].reg.rel_addr;
4802 src_param[i].reg.rel_addr = rel_addr;
4805 rec->ins.src = src_param;
4806 list_add_tail(list, &rec->entry);
4810 ERR("Out of memory\n");
4813 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4814 HeapFree(GetProcessHeap(), 0, dst_param);
4818 for(i = 0; i < ins->src_count; i++)
4820 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4822 HeapFree(GetProcessHeap(), 0, src_param);
4824 HeapFree(GetProcessHeap(), 0, rec);
4827 static void free_recorded_instruction(struct list *list)
4829 struct recorded_instruction *rec_ins, *entry2;
4832 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4834 list_remove(&rec_ins->entry);
4835 if(rec_ins->ins.dst)
4837 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4838 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4840 if(rec_ins->ins.src)
4842 for(i = 0; i < rec_ins->ins.src_count; i++)
4844 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4846 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4848 HeapFree(GetProcessHeap(), 0, rec_ins);
4852 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4853 SHADER_HANDLER hw_fct;
4854 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4855 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4856 struct control_frame *control_frame;
4857 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4860 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4862 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4863 list_add_head(&priv->control_frames, &control_frame->entry);
4865 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4866 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4868 if(priv->target_version >= NV2)
4870 control_frame->loop_no = priv->num_loops++;
4875 /* Don't bother recording when we're in a not used if branch */
4881 if(!priv->recording)
4883 list_init(&priv->record);
4884 priv->recording = TRUE;
4885 control_frame->outer_loop = TRUE;
4886 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
4887 return; /* Instruction is handled */
4889 /* Record this loop in the outer loop's recording */
4892 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4894 if(priv->target_version >= NV2)
4896 /* Nothing to do. The control frame is popped after the HW instr handler */
4900 struct list *e = list_head(&priv->control_frames);
4901 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4902 list_remove(&control_frame->entry);
4904 if(control_frame->outer_loop)
4906 int iteration, aL = 0;
4909 /* Turn off recording before playback */
4910 priv->recording = FALSE;
4912 /* Move the recorded instructions to a separate list and get them out of the private data
4913 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4914 * be recorded again, thus priv->record might be overwritten
4917 list_move_tail(©, &priv->record);
4918 list_init(&priv->record);
4920 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4922 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4923 control_frame->loop_control.count, control_frame->loop_control.start,
4924 control_frame->loop_control.step);
4925 aL = control_frame->loop_control.start;
4929 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
4932 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
4934 struct recorded_instruction *rec_ins;
4935 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4938 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4942 shader_addline(buffer, "#Iteration %d\n", iteration);
4945 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
4947 shader_arb_handle_instruction(&rec_ins->ins);
4950 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4952 aL += control_frame->loop_control.step;
4955 shader_addline(buffer, "#end loop/rep\n");
4957 free_recorded_instruction(©);
4958 HeapFree(GetProcessHeap(), 0, control_frame);
4959 return; /* Instruction is handled */
4963 /* This is a nested loop. Proceed to the normal recording function */
4964 HeapFree(GetProcessHeap(), 0, control_frame);
4971 record_instruction(&priv->record, ins);
4976 if(ins->handler_idx == WINED3DSIH_IF)
4978 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4979 list_add_head(&priv->control_frames, &control_frame->entry);
4980 control_frame->type = IF;
4982 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
4983 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
4984 if(!priv->muted && bool_const == FALSE)
4986 shader_addline(buffer, "#if(FALSE){\n");
4988 control_frame->muting = TRUE;
4990 else shader_addline(buffer, "#if(TRUE) {\n");
4992 return; /* Instruction is handled */
4994 else if(ins->handler_idx == WINED3DSIH_IFC)
4996 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
4997 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4998 control_frame->type = IFC;
4999 control_frame->ifc_no = priv->num_ifcs++;
5000 list_add_head(&priv->control_frames, &control_frame->entry);
5002 else if(ins->handler_idx == WINED3DSIH_ELSE)
5004 struct list *e = list_head(&priv->control_frames);
5005 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5007 if(control_frame->type == IF)
5009 shader_addline(buffer, "#} else {\n");
5010 if(!priv->muted && !control_frame->muting)
5013 control_frame->muting = TRUE;
5015 else if(control_frame->muting) priv->muted = FALSE;
5016 return; /* Instruction is handled. */
5018 /* In case of an ifc, generate a HW shader instruction */
5020 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5022 struct list *e = list_head(&priv->control_frames);
5023 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5025 if(control_frame->type == IF)
5027 shader_addline(buffer, "#} endif\n");
5028 if(control_frame->muting) priv->muted = FALSE;
5029 list_remove(&control_frame->entry);
5030 HeapFree(GetProcessHeap(), 0, control_frame);
5031 return; /* Instruction is handled */
5035 if(priv->muted) return;
5037 /* Select handler */
5038 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5040 /* Unhandled opcode */
5043 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5048 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5050 struct list *e = list_head(&priv->control_frames);
5051 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5052 list_remove(&control_frame->entry);
5053 HeapFree(GetProcessHeap(), 0, control_frame);
5056 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5058 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5059 struct list *e = list_head(&priv->control_frames);
5060 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5061 list_remove(&control_frame->entry);
5062 HeapFree(GetProcessHeap(), 0, control_frame);
5066 shader_arb_add_instruction_modifiers(ins);
5069 const shader_backend_t arb_program_shader_backend = {
5070 shader_arb_handle_instruction,
5072 shader_arb_select_depth_blt,
5073 shader_arb_deselect_depth_blt,
5074 shader_arb_update_float_vertex_constants,
5075 shader_arb_update_float_pixel_constants,
5076 shader_arb_load_constants,
5077 shader_arb_load_np2fixup_constants,
5081 shader_arb_dirty_const,
5082 shader_arb_get_caps,
5083 shader_arb_color_fixup_supported,
5086 /* ARB_fragment_program fixed function pipeline replacement definitions */
5087 #define ARB_FFP_CONST_TFACTOR 0
5088 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5089 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5090 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5091 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5093 struct arbfp_ffp_desc
5095 struct ffp_frag_desc parent;
5097 unsigned int num_textures_used;
5100 /* Context activation is done by the caller. */
5101 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5104 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5105 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5107 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5108 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5113 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5114 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5115 struct shader_arb_priv *priv;
5116 /* Share private data between the shader backend and the pipeline replacement, if both
5117 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5118 * if no pixel shader is bound or not
5120 if(This->shader_backend == &arb_program_shader_backend) {
5121 This->fragment_priv = This->shader_priv;
5123 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5124 if(!This->fragment_priv) return E_OUTOFMEMORY;
5126 priv = This->fragment_priv;
5127 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5129 ERR("Failed to initialize rbtree.\n");
5130 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5131 return E_OUTOFMEMORY;
5133 priv->use_arbfp_fixed_func = TRUE;
5137 /* Context activation is done by the caller. */
5138 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5140 const struct wined3d_gl_info *gl_info = context;
5141 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5144 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5145 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5146 HeapFree(GetProcessHeap(), 0, entry_arb);
5150 /* Context activation is done by the caller. */
5151 static void arbfp_free(IWineD3DDevice *iface) {
5152 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5153 struct shader_arb_priv *priv = This->fragment_priv;
5155 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5156 priv->use_arbfp_fixed_func = FALSE;
5158 if(This->shader_backend != &arb_program_shader_backend) {
5159 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5163 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5165 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5166 WINED3DTEXOPCAPS_SELECTARG1 |
5167 WINED3DTEXOPCAPS_SELECTARG2 |
5168 WINED3DTEXOPCAPS_MODULATE4X |
5169 WINED3DTEXOPCAPS_MODULATE2X |
5170 WINED3DTEXOPCAPS_MODULATE |
5171 WINED3DTEXOPCAPS_ADDSIGNED2X |
5172 WINED3DTEXOPCAPS_ADDSIGNED |
5173 WINED3DTEXOPCAPS_ADD |
5174 WINED3DTEXOPCAPS_SUBTRACT |
5175 WINED3DTEXOPCAPS_ADDSMOOTH |
5176 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5177 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5178 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5179 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5180 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5181 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5182 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5183 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5184 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5185 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5186 WINED3DTEXOPCAPS_MULTIPLYADD |
5187 WINED3DTEXOPCAPS_LERP |
5188 WINED3DTEXOPCAPS_BUMPENVMAP |
5189 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5191 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5193 caps->MaxTextureBlendStages = 8;
5194 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
5196 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
5198 #undef GLINFO_LOCATION
5200 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
5201 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5204 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5206 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5207 * application provided constants
5209 if(device->shader_backend == &arb_program_shader_backend) {
5210 if (use_ps(stateblock)) return;
5212 device = stateblock->wineD3DDevice;
5213 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5214 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5217 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
5218 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5219 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5223 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5226 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5228 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5229 * application provided constants
5231 if(device->shader_backend == &arb_program_shader_backend) {
5232 if (use_ps(stateblock)) return;
5234 device = stateblock->wineD3DDevice;
5235 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5236 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5239 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
5240 /* The specular color has no alpha */
5241 col[0] = 1.0f; col[1] = 1.0f;
5242 col[2] = 1.0f; col[3] = 0.0f;
5244 col[0] = 0.0f; col[1] = 0.0f;
5245 col[2] = 0.0f; col[3] = 0.0f;
5247 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5248 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5251 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5253 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5254 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5257 if (use_ps(stateblock))
5260 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
5262 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5265 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5266 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5270 if(device->shader_backend == &arb_program_shader_backend) {
5271 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5274 } else if(device->shader_backend == &arb_program_shader_backend) {
5275 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5276 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5279 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5280 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5281 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5282 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5284 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5285 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5288 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5290 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5291 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5294 if (use_ps(stateblock))
5297 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
5299 /* The pixel shader has to know the luminance offset. Do a constants update if it
5300 * isn't scheduled anyway
5302 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5303 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5307 if(device->shader_backend == &arb_program_shader_backend) {
5308 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5311 } else if(device->shader_backend == &arb_program_shader_backend) {
5312 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5313 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5316 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
5317 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
5321 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5322 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5325 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5329 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5331 switch(arg & WINED3DTA_SELECTMASK) {
5332 case WINED3DTA_DIFFUSE:
5333 ret = "fragment.color.primary"; break;
5335 case WINED3DTA_CURRENT:
5336 if(stage == 0) ret = "fragment.color.primary";
5340 case WINED3DTA_TEXTURE:
5342 case 0: ret = "tex0"; break;
5343 case 1: ret = "tex1"; break;
5344 case 2: ret = "tex2"; break;
5345 case 3: ret = "tex3"; break;
5346 case 4: ret = "tex4"; break;
5347 case 5: ret = "tex5"; break;
5348 case 6: ret = "tex6"; break;
5349 case 7: ret = "tex7"; break;
5350 default: ret = "unknown texture";
5354 case WINED3DTA_TFACTOR:
5355 ret = "tfactor"; break;
5357 case WINED3DTA_SPECULAR:
5358 ret = "fragment.color.secondary"; break;
5360 case WINED3DTA_TEMP:
5361 ret = "tempreg"; break;
5363 case WINED3DTA_CONSTANT:
5364 FIXME("Implement perstage constants\n");
5366 case 0: ret = "const0"; break;
5367 case 1: ret = "const1"; break;
5368 case 2: ret = "const2"; break;
5369 case 3: ret = "const3"; break;
5370 case 4: ret = "const4"; break;
5371 case 5: ret = "const5"; break;
5372 case 6: ret = "const6"; break;
5373 case 7: ret = "const7"; break;
5374 default: ret = "unknown constant";
5382 if(arg & WINED3DTA_COMPLEMENT) {
5383 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5384 if(argnum == 0) ret = "arg0";
5385 if(argnum == 1) ret = "arg1";
5386 if(argnum == 2) ret = "arg2";
5388 if(arg & WINED3DTA_ALPHAREPLICATE) {
5389 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5390 if(argnum == 0) ret = "arg0";
5391 if(argnum == 1) ret = "arg1";
5392 if(argnum == 2) ret = "arg2";
5397 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5398 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5400 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5401 unsigned int mul = 1;
5402 BOOL mul_final_dest = FALSE;
5404 if(color && alpha) dstmask = "";
5405 else if(color) dstmask = ".xyz";
5406 else dstmask = ".w";
5408 if(dst == tempreg) dstreg = "tempreg";
5409 else dstreg = "ret";
5411 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5412 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5413 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5416 case WINED3DTOP_DISABLE:
5417 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5420 case WINED3DTOP_SELECTARG2:
5422 case WINED3DTOP_SELECTARG1:
5423 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5426 case WINED3DTOP_MODULATE4X:
5428 case WINED3DTOP_MODULATE2X:
5430 if(strcmp(dstreg, "result.color") == 0) {
5432 mul_final_dest = TRUE;
5434 case WINED3DTOP_MODULATE:
5435 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5438 case WINED3DTOP_ADDSIGNED2X:
5440 if(strcmp(dstreg, "result.color") == 0) {
5442 mul_final_dest = TRUE;
5444 case WINED3DTOP_ADDSIGNED:
5445 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5447 case WINED3DTOP_ADD:
5448 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5451 case WINED3DTOP_SUBTRACT:
5452 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5455 case WINED3DTOP_ADDSMOOTH:
5456 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5457 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5460 case WINED3DTOP_BLENDCURRENTALPHA:
5461 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5462 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5464 case WINED3DTOP_BLENDFACTORALPHA:
5465 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5466 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5468 case WINED3DTOP_BLENDTEXTUREALPHA:
5469 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5470 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5472 case WINED3DTOP_BLENDDIFFUSEALPHA:
5473 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5474 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5477 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5478 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5479 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5480 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5483 /* D3DTOP_PREMODULATE ???? */
5485 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5486 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5487 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5489 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5490 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5492 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5493 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5494 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5496 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5497 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5500 case WINED3DTOP_DOTPRODUCT3:
5502 if(strcmp(dstreg, "result.color") == 0) {
5504 mul_final_dest = TRUE;
5506 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5507 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5508 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5511 case WINED3DTOP_MULTIPLYADD:
5512 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5515 case WINED3DTOP_LERP:
5516 /* The msdn is not quite right here */
5517 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5520 case WINED3DTOP_BUMPENVMAP:
5521 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5522 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5526 FIXME("Unhandled texture op %08x\n", op);
5530 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5531 } else if(mul == 4) {
5532 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5536 /* The stateblock is passed for GLINFO_LOCATION */
5537 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5540 struct wined3d_shader_buffer buffer;
5541 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5542 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5543 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5544 const char *textype;
5545 const char *instr, *sat;
5546 char colorcor_dst[8];
5548 DWORD arg0, arg1, arg2;
5549 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5551 const char *final_combiner_src = "ret";
5554 /* Find out which textures are read */
5555 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5556 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5557 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5558 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5559 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5560 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5561 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5562 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5564 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5565 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5566 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5567 bump_used[stage] = TRUE;
5568 tex_read[stage] = TRUE;
5570 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5571 bump_used[stage] = TRUE;
5572 tex_read[stage] = TRUE;
5573 luminance_used[stage] = TRUE;
5574 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5575 tfactor_used = TRUE;
5578 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5579 tfactor_used = TRUE;
5582 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5583 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5584 tempreg_used = TRUE;
5587 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5588 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5589 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5590 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5591 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5592 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5593 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5595 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5596 tempreg_used = TRUE;
5598 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5599 tfactor_used = TRUE;
5604 if (!shader_buffer_init(&buffer))
5606 ERR("Failed to initialize shader buffer.\n");
5610 shader_addline(&buffer, "!!ARBfp1.0\n");
5612 switch(settings->fog) {
5613 case FOG_OFF: break;
5614 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5615 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5616 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5617 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5620 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5621 shader_addline(&buffer, "TEMP TMP;\n");
5622 shader_addline(&buffer, "TEMP ret;\n");
5623 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5624 shader_addline(&buffer, "TEMP arg0;\n");
5625 shader_addline(&buffer, "TEMP arg1;\n");
5626 shader_addline(&buffer, "TEMP arg2;\n");
5627 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5628 if(!tex_read[stage]) continue;
5629 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5630 if(!bump_used[stage]) continue;
5631 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5632 if(!luminance_used[stage]) continue;
5633 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5636 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5638 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5640 if(settings->sRGB_write) {
5641 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5642 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5643 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5644 srgb_sub_high, 0.0, 0.0, 0.0);
5647 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5649 /* Generate texture sampling instructions) */
5650 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5651 if(!tex_read[stage]) continue;
5653 switch(settings->op[stage].tex_type) {
5654 case tex_1d: textype = "1D"; break;
5655 case tex_2d: textype = "2D"; break;
5656 case tex_3d: textype = "3D"; break;
5657 case tex_cube: textype = "CUBE"; break;
5658 case tex_rect: textype = "RECT"; break;
5659 default: textype = "unexpected_textype"; break;
5662 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5663 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5669 if(settings->op[stage].projected == proj_none) {
5671 } else if(settings->op[stage].projected == proj_count4 ||
5672 settings->op[stage].projected == proj_count3) {
5675 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5680 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5681 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5682 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5683 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5684 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5685 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5687 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5688 * so multiply the displacement with the dividing parameter before passing it to TXP
5690 if (settings->op[stage].projected != proj_none) {
5691 if(settings->op[stage].projected == proj_count4) {
5692 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5693 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5695 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5696 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5699 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5702 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5703 instr, sat, stage, stage, textype);
5704 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5705 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5706 stage - 1, stage - 1, stage - 1);
5707 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5709 } else if(settings->op[stage].projected == proj_count3) {
5710 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5711 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5712 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5713 instr, sat, stage, stage, textype);
5715 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5716 instr, sat, stage, stage, stage, textype);
5719 sprintf(colorcor_dst, "tex%u", stage);
5720 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5721 settings->op[stage].color_fixup);
5724 /* Generate the main shader */
5725 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5726 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5728 final_combiner_src = "fragment.color.primary";
5733 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5734 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5735 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5736 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5737 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5738 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5739 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5740 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5741 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5742 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5743 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5744 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5746 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5747 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5748 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5749 settings->op[stage].carg2 == settings->op[stage].aarg2;
5752 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5753 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5754 settings->op[stage].cop, settings->op[stage].carg0,
5755 settings->op[stage].carg1, settings->op[stage].carg2);
5757 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5759 } else if(op_equal) {
5760 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5761 settings->op[stage].cop, settings->op[stage].carg0,
5762 settings->op[stage].carg1, settings->op[stage].carg2);
5764 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5765 settings->op[stage].cop, settings->op[stage].carg0,
5766 settings->op[stage].carg1, settings->op[stage].carg2);
5767 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5768 settings->op[stage].aop, settings->op[stage].aarg0,
5769 settings->op[stage].aarg1, settings->op[stage].aarg2);
5773 if(settings->sRGB_write) {
5774 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5775 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5777 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5781 shader_addline(&buffer, "END\n");
5783 /* Generate the shader */
5784 GL_EXTCALL(glGenProgramsARB(1, &ret));
5785 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5786 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
5787 strlen(buffer.buffer), buffer.buffer));
5788 checkGLcall("glProgramStringARB()");
5790 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5793 FIXME("Fragment program error at position %d: %s\n", pos,
5794 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5800 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
5801 checkGLcall("glGetProgramivARB()");
5802 if (!native) WARN("Program exceeds native resource limits.\n");
5805 shader_buffer_free(&buffer);
5809 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5811 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5812 struct shader_arb_priv *priv = device->fragment_priv;
5813 BOOL use_pshader = use_ps(stateblock);
5814 BOOL use_vshader = use_vs(stateblock);
5815 struct ffp_frag_settings settings;
5816 const struct arbfp_ffp_desc *desc;
5819 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5821 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5822 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5823 /* Reload fixed function constants since they collide with the pixel shader constants */
5824 for(i = 0; i < MAX_TEXTURES; i++) {
5825 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5827 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5828 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5829 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5830 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5836 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5837 gen_ffp_frag_op(stateblock, &settings, FALSE);
5838 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5840 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5843 ERR("Out of memory\n");
5846 new_desc->num_textures_used = 0;
5847 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
5848 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5849 new_desc->num_textures_used = i;
5852 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5853 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5854 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5855 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5859 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5860 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5863 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5864 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5865 priv->current_fprogram_id = desc->shader;
5867 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5868 /* Reload fixed function constants since they collide with the pixel shader constants */
5869 for(i = 0; i < MAX_TEXTURES; i++) {
5870 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5872 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5873 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5875 context->last_was_pshader = FALSE;
5877 context->last_was_pshader = TRUE;
5880 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5881 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5882 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5883 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5884 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5886 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5889 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5890 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5892 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
5893 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
5897 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5901 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5902 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5903 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5904 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5905 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5907 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5909 enum fogsource new_source;
5911 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5913 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5914 fragment_prog_arbfp(state, stateblock, context);
5917 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
5919 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
5920 if(use_vs(stateblock)) {
5921 new_source = FOGSOURCE_VS;
5923 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5924 new_source = FOGSOURCE_COORD;
5926 new_source = FOGSOURCE_FFP;
5930 new_source = FOGSOURCE_FFP;
5932 if(new_source != context->fog_source) {
5933 context->fog_source = new_source;
5934 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
5938 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5940 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5941 fragment_prog_arbfp(state, stateblock, context);
5945 #undef GLINFO_LOCATION
5947 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
5948 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
5949 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5950 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5951 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5952 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5953 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5954 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5955 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5956 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5957 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5958 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5959 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5960 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5961 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5962 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5963 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5964 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5965 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5966 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5967 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5968 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5969 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5970 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5971 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5972 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5973 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5974 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5975 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5976 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5977 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5978 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5979 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5980 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5981 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5982 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5983 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5984 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5985 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5986 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5987 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5988 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5989 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5990 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5991 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5992 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5993 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5994 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5995 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5996 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5997 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5998 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5999 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6000 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6001 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6002 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6003 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6004 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6005 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6006 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6007 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6008 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6009 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6010 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6011 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6012 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6013 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6014 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6015 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6016 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6017 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6018 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6019 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6020 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6021 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6022 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6023 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6024 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6025 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6026 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6027 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6028 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6029 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6030 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6031 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6032 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6033 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6034 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6035 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6036 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6037 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6038 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6039 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6040 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6041 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6042 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6043 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6044 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6045 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6046 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6047 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6048 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6049 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6050 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6051 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6052 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6053 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6054 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6055 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6056 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6057 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6058 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6059 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6060 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6061 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6062 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6063 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6064 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6065 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6066 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6067 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6068 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6069 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6070 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6071 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6072 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6073 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6074 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6075 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6076 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6077 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6078 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6079 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6080 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6081 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6082 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6083 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6084 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6085 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6086 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6087 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6088 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6089 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6090 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6091 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6092 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6093 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6094 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6095 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6098 const struct fragment_pipeline arbfp_fragment_pipeline = {
6103 shader_arb_color_fixup_supported,
6104 arbfp_fragmentstate_template,
6105 TRUE /* We can disable projected textures */
6108 #define GLINFO_LOCATION device->adapter->gl_info
6110 struct arbfp_blit_priv {
6111 GLenum yuy2_rect_shader, yuy2_2d_shader;
6112 GLenum uyvy_rect_shader, uyvy_2d_shader;
6113 GLenum yv12_rect_shader, yv12_2d_shader;
6116 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6117 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6118 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6119 if(!device->blit_priv) {
6120 ERR("Out of memory\n");
6121 return E_OUTOFMEMORY;
6126 /* Context activation is done by the caller. */
6127 static void arbfp_blit_free(IWineD3DDevice *iface) {
6128 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6129 struct arbfp_blit_priv *priv = device->blit_priv;
6132 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6133 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6134 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6135 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6136 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6137 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6138 checkGLcall("Delete yuv programs");
6142 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum yuv_fixup yuv_fixup,
6143 GLenum textype, char *luminance)
6146 const char *tex, *texinstr;
6148 if (yuv_fixup == YUV_FIXUP_UYVY) {
6156 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6157 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6159 /* This is more tricky than just replacing the texture type - we have to navigate
6160 * properly in the texture to find the correct chroma values
6162 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6166 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6167 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6168 * filtering when we sample the texture.
6170 * These are the rules for reading the chroma:
6176 * So we have to get the sampling x position in non-normalized coordinates in integers
6178 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6179 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6180 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6182 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6184 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6185 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6188 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6189 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6191 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6192 * even and odd pixels respectively
6194 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6195 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6197 /* Sample Pixel 1 */
6198 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6200 /* Put the value into either of the chroma values */
6201 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6202 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6203 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6204 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6206 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6207 * the pixel right to the current one. Otherwise, sample the left pixel.
6208 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6210 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6211 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6212 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6214 /* Put the value into the other chroma */
6215 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6216 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6217 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6218 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6220 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6221 * the current one and lerp the two U and V values
6224 /* This gives the correctly filtered luminance value */
6225 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6230 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6235 case GL_TEXTURE_2D: tex = "2D"; break;
6236 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6238 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6242 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6243 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6244 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6245 * pitch of the luminance plane, the packing into the gl texture is a bit
6246 * unfortunate. If the whole texture is interpreted as luminance data it looks
6247 * approximately like this:
6249 * +----------------------------------+----
6261 * +----------------+-----------------+----
6263 * | U even rows | U odd rows |
6265 * +----------------+------------------ -
6267 * | V even rows | V odd rows |
6269 * +----------------+-----------------+----
6273 * So it appears as if there are 4 chroma images, but in fact the odd rows
6274 * in the chroma images are in the same row as the even ones. So its is
6275 * kinda tricky to read
6277 * When reading from rectangle textures, keep in mind that the input y coordinates
6278 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6280 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6281 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6283 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6284 /* the chroma planes have only half the width */
6285 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6287 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6288 * the coordinate. Also read the right side of the image when reading odd lines
6290 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6293 if(textype == GL_TEXTURE_2D) {
6295 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6297 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6299 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6300 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6302 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6303 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6304 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6305 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6306 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6308 /* clamp, keep the half pixel origin in mind */
6309 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6310 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6311 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6312 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6314 /* Read from [size - size+size/4] */
6315 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6316 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6318 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6319 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6320 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6321 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6322 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6323 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6325 /* Make sure to read exactly from the pixel center */
6326 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6327 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6330 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6331 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6332 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6333 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6334 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6336 /* Read the texture, put the result into the output register */
6337 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6338 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6340 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6341 * No need to clamp because we're just reusing the already clamped value from above
6343 if(textype == GL_TEXTURE_2D) {
6344 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6346 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6348 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6349 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6351 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6352 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6353 * values due to filtering
6355 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6356 if(textype == GL_TEXTURE_2D) {
6357 /* Multiply the y coordinate by 2/3 and clamp it */
6358 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6359 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6360 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6361 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6363 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6364 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6367 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6368 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6369 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6376 /* Context activation is done by the caller. */
6377 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
6380 struct wined3d_shader_buffer buffer;
6381 char luminance_component;
6382 struct arbfp_blit_priv *priv = device->blit_priv;
6386 if (!shader_buffer_init(&buffer))
6388 ERR("Failed to initialize shader buffer.\n");
6393 GL_EXTCALL(glGenProgramsARB(1, &shader));
6394 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6395 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6396 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6399 shader_buffer_free(&buffer);
6403 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6404 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6405 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6406 * each single pixel it contains, and one U and one V value shared between both
6409 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6410 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6411 * take the format into account when generating the read swizzles
6413 * Reading the Y value is straightforward - just sample the texture. The hardware
6414 * takes care of filtering in the horizontal and vertical direction.
6416 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6417 * because that would mix the U and V values of one pixel or two adjacent pixels.
6418 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6419 * regardless of the filtering setting. Vertical filtering works automatically
6420 * though - the U and V values of two rows are mixed nicely.
6422 * Appart of avoiding filtering issues, the code has to know which value it just
6423 * read, and where it can find the other one. To determine this, it checks if
6424 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6426 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6427 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6429 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6430 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6431 * in an unfiltered situation. Finding the luminance on the other hand requires
6432 * finding out if it is an odd or even pixel. The real drawback of this approach
6433 * is filtering. This would have to be emulated completely in the shader, reading
6434 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6435 * vertically. Beyond that it would require adjustments to the texture handling
6436 * code to deal with the width scaling
6438 shader_addline(&buffer, "!!ARBfp1.0\n");
6439 shader_addline(&buffer, "TEMP luminance;\n");
6440 shader_addline(&buffer, "TEMP temp;\n");
6441 shader_addline(&buffer, "TEMP chroma;\n");
6442 shader_addline(&buffer, "TEMP texcrd;\n");
6443 shader_addline(&buffer, "TEMP texcrd2;\n");
6444 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6445 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6446 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6450 case YUV_FIXUP_UYVY:
6451 case YUV_FIXUP_YUY2:
6452 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6454 shader_buffer_free(&buffer);
6459 case YUV_FIXUP_YV12:
6460 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6462 shader_buffer_free(&buffer);
6468 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6469 shader_buffer_free(&buffer);
6473 /* Calculate the final result. Formula is taken from
6474 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6475 * ranges from -0.5 to 0.5
6477 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6479 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6480 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6481 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6482 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6483 shader_addline(&buffer, "END\n");
6486 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6487 strlen(buffer.buffer), buffer.buffer));
6488 checkGLcall("glProgramStringARB()");
6490 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6493 FIXME("Fragment program error at position %d: %s\n", pos,
6494 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6500 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6501 checkGLcall("glGetProgramivARB()");
6502 if (!native) WARN("Program exceeds native resource limits.\n");
6505 shader_buffer_free(&buffer);
6510 case YUV_FIXUP_YUY2:
6511 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6512 else priv->yuy2_2d_shader = shader;
6515 case YUV_FIXUP_UYVY:
6516 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6517 else priv->uyvy_2d_shader = shader;
6520 case YUV_FIXUP_YV12:
6521 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6522 else priv->yv12_2d_shader = shader;
6529 /* Context activation is done by the caller. */
6530 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
6531 GLenum textype, UINT width, UINT height)
6534 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6535 float size[4] = {width, height, 1, 1};
6536 struct arbfp_blit_priv *priv = device->blit_priv;
6537 enum yuv_fixup yuv_fixup;
6539 if (!is_yuv_fixup(format_desc->color_fixup))
6542 dump_color_fixup_desc(format_desc->color_fixup);
6543 /* Don't bother setting up a shader for unconverted formats */
6546 checkGLcall("glEnable(textype)");
6551 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
6555 case YUV_FIXUP_YUY2:
6556 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6559 case YUV_FIXUP_UYVY:
6560 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6563 case YUV_FIXUP_YV12:
6564 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6568 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
6571 checkGLcall("glEnable(textype)");
6576 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
6579 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6580 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6581 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6582 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6584 checkGLcall("glProgramLocalParameter4fvARB");
6590 /* Context activation is done by the caller. */
6591 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6592 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6595 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6596 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6597 glDisable(GL_TEXTURE_2D);
6598 checkGLcall("glDisable(GL_TEXTURE_2D)");
6599 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
6600 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6601 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6603 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
6604 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6605 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6610 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
6612 enum yuv_fixup yuv_fixup;
6614 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6616 TRACE("Checking support for fixup:\n");
6617 dump_color_fixup_desc(fixup);
6620 if (is_identity_fixup(fixup))
6626 /* We only support YUV conversions. */
6627 if (!is_yuv_fixup(fixup))
6629 TRACE("[FAILED]\n");
6633 yuv_fixup = get_yuv_fixup(fixup);
6636 case YUV_FIXUP_YUY2:
6637 case YUV_FIXUP_UYVY:
6638 case YUV_FIXUP_YV12:
6643 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6644 TRACE("[FAILED]\n");
6649 const struct blit_shader arbfp_blit = {
6654 arbfp_blit_color_fixup_supported,
6657 #undef GLINFO_LOCATION