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;
128 DWORD bools; /* WORD is enough, use DWORD for alignment */
129 unsigned char loop_ctrl[MAX_CONST_I][3];
132 struct stb_const_desc
134 unsigned char texunit;
138 struct arb_ps_compiled_shader
140 struct arb_ps_compile_args args;
141 struct arb_ps_np2fixup_info np2fixup_info;
142 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
143 struct stb_const_desc luminanceconst[MAX_TEXTURES];
144 UINT int_consts[MAX_CONST_I];
147 unsigned char numbumpenvmatconsts;
151 struct arb_vs_compile_args
153 struct vs_compile_args super;
159 char clip_control[2];
161 DWORD boolclip_compare;
166 unsigned char vertex_samplers[4];
167 DWORD vertex_samplers_compare;
169 unsigned char loop_ctrl[MAX_CONST_I][3];
172 struct arb_vs_compiled_shader
174 struct arb_vs_compile_args args;
176 UINT int_consts[MAX_CONST_I];
178 char need_color_unclamp;
182 struct recorded_instruction
184 struct wined3d_shader_instruction ins;
188 struct shader_arb_ctx_priv
193 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
195 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
197 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
201 const struct arb_vs_compile_args *cur_vs_args;
202 const struct arb_ps_compile_args *cur_ps_args;
203 const struct arb_ps_compiled_shader *compiled_fprog;
204 const struct arb_vs_compiled_shader *compiled_vprog;
205 struct arb_ps_np2fixup_info *cur_np2fixup_info;
206 struct list control_frames;
210 unsigned int num_loops, loop_depth, num_ifcs;
213 unsigned int vs_clipplanes;
217 /* For 3.0 vertex shaders */
218 const char *vs_output[MAX_REG_OUTPUT];
219 /* For 2.x and earlier vertex shaders */
220 const char *texcrd_output[8], *color_output[2], *fog_output;
222 /* 3.0 pshader input for compatibility with fixed function */
223 const char *ps_input[MAX_REG_INPUT];
228 struct wined3d_shader_signature_element *sig;
230 struct wine_rb_entry entry;
233 struct arb_pshader_private {
234 struct arb_ps_compiled_shader *gl_shaders;
235 UINT num_gl_shaders, shader_array_size;
236 BOOL has_signature_idx;
237 DWORD input_signature_idx;
238 DWORD clipplane_emulation;
242 struct arb_vshader_private {
243 struct arb_vs_compiled_shader *gl_shaders;
244 UINT num_gl_shaders, shader_array_size;
247 struct shader_arb_priv
249 GLuint current_vprogram_id;
250 GLuint current_fprogram_id;
251 const struct arb_ps_compiled_shader *compiled_fprog;
252 const struct arb_vs_compiled_shader *compiled_vprog;
253 GLuint depth_blt_vprogram_id;
254 GLuint depth_blt_fprogram_id[tex_type_count];
255 BOOL use_arbfp_fixed_func;
256 struct wine_rb_tree fragment_shaders;
257 BOOL last_ps_const_clamped;
258 BOOL last_vs_color_unclamp;
260 struct wine_rb_tree signature_tree;
264 /********************************************************
265 * ARB_[vertex/fragment]_program helper functions follow
266 ********************************************************/
268 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
269 * When constant_list == NULL, it will load all the constants.
271 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
272 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
274 /* GL locking is done by the caller */
275 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
276 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
278 local_constant* lconst;
282 if (TRACE_ON(d3d_shader)) {
283 for(i = 0; i < max_constants; i++) {
284 if(!dirty_consts[i]) continue;
285 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
286 constants[i * 4 + 0], constants[i * 4 + 1],
287 constants[i * 4 + 2], constants[i * 4 + 3]);
290 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
291 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
294 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
295 * shaders, the first 8 constants are marked dirty for reload
297 for(; i < min(8, max_constants); i++) {
298 if(!dirty_consts[i]) continue;
302 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
303 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
304 else lcl_const[0] = constants[j + 0];
306 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
307 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
308 else lcl_const[1] = constants[j + 1];
310 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
311 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
312 else lcl_const[2] = constants[j + 2];
314 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
315 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
316 else lcl_const[3] = constants[j + 3];
318 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
321 /* If further constants are dirty, reload them without clamping.
323 * The alternative is not to touch them, but then we cannot reset the dirty constant count
324 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
325 * above would always re-check the first 8 constants since max_constant remains at the init
330 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
331 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
332 * or just reloading *all* constants at once
334 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
336 for(; i < max_constants; i++) {
337 if(!dirty_consts[i]) continue;
339 /* Find the next block of dirty constants */
342 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
346 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
349 for(; i < max_constants; i++) {
350 if(dirty_consts[i]) {
352 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
356 checkGLcall("glProgramEnvParameter4fvARB()");
358 /* Load immediate constants */
359 if(This->baseShader.load_local_constsF) {
360 if (TRACE_ON(d3d_shader)) {
361 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
362 GLfloat* values = (GLfloat*)lconst->value;
363 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
364 values[0], values[1], values[2], values[3]);
367 /* Immediate constants are clamped for 1.X shaders at loading times */
369 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
370 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
371 ret = max(ret, lconst->idx + 1);
372 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
374 checkGLcall("glProgramEnvParameter4fvARB()");
375 return ret; /* The loaded immediate constants need reloading for the next shader */
377 return 0; /* No constants are dirty now */
382 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
384 static void shader_arb_load_np2fixup_constants(
385 IWineD3DDevice* device,
387 char useVertexShader) {
389 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
390 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
391 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
392 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
394 if (!usePixelShader) {
395 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
399 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
400 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
402 WORD active = fixup->super.active;
403 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
405 for (i = 0; active; active >>= 1, ++i) {
406 const unsigned char idx = fixup->super.idx[i];
407 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
408 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
410 if (!(active & 1)) continue;
413 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
418 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
420 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
424 for (i = 0; i < fixup->super.num_consts; ++i) {
425 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
426 fixup->offset + i, &np2fixup_constants[i * 4]));
431 /* GL locking is done by the caller. */
432 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
434 const struct wined3d_context *context = context_get_current();
435 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
436 const struct wined3d_gl_info *gl_info = context->gl_info;
438 struct shader_arb_priv *priv = deviceImpl->shader_priv;
439 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
441 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
443 int texunit = gl_shader->bumpenvmatconst[i].texunit;
445 /* The state manager takes care that this function is always called if the bump env matrix changes */
446 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
447 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
449 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
451 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
452 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
453 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
454 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
456 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
457 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
460 checkGLcall("Load bumpmap consts");
462 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
464 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
465 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
470 val[0] = context->render_offscreen ? 0.0f
471 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
472 val[1] = context->render_offscreen ? 1.0f : -1.0f;
475 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
476 checkGLcall("y correction loading");
479 if(gl_shader->num_int_consts == 0) return;
481 for(i = 0; i < MAX_CONST_I; i++)
483 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
486 val[0] = stateBlock->pixelShaderConstantI[4 * i];
487 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
488 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
491 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
494 checkGLcall("Load ps int consts");
497 /* GL locking is done by the caller. */
498 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
500 IWineD3DStateBlockImpl* stateBlock;
501 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
503 struct shader_arb_priv *priv = deviceImpl->shader_priv;
504 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
506 /* Upload the position fixup */
507 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
509 if(gl_shader->num_int_consts == 0) return;
511 stateBlock = deviceImpl->stateBlock;
513 for(i = 0; i < MAX_CONST_I; i++)
515 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
518 val[0] = stateBlock->vertexShaderConstantI[4 * i];
519 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
520 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
523 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
526 checkGLcall("Load vs int consts");
530 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
532 * We only support float constants in ARB at the moment, so don't
533 * worry about the Integers or Booleans
535 /* GL locking is done by the caller (state handler) */
536 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
538 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
539 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
540 const struct wined3d_gl_info *gl_info = context->gl_info;
542 if (useVertexShader) {
543 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
545 /* Load DirectX 9 float constants for vertex shader */
546 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
547 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
548 shader_arb_vs_local_constants(device);
551 if (usePixelShader) {
552 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
554 /* Load DirectX 9 float constants for pixel shader */
555 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
556 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
557 shader_arb_ps_local_constants(device);
561 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
563 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
564 struct wined3d_context *context = context_get_current();
566 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
567 * context. On a context switch the old context will be fully dirtified */
568 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
570 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
571 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
574 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
576 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
577 struct wined3d_context *context = context_get_current();
579 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
580 * context. On a context switch the old context will be fully dirtified */
581 if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
583 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
584 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
587 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
591 const local_constant *lconst;
593 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
595 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
597 ERR("Out of memory\n");
601 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
602 ret[lconst->idx] = idx++;
607 /* Generate the variable & register declarations for the ARB_vertex_program output target */
608 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
609 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
610 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
612 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
613 DWORD i, next_local = 0;
614 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
615 unsigned max_constantsF;
616 const local_constant *lconst;
619 /* In pixel shaders, all private constants are program local, we don't need anything
620 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
621 * If we need a private constant the GL implementation will squeeze it in somewhere
623 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
624 * immediate values. The posFixup is loaded using program.env for now, so always
625 * subtract one from the number of constants. If the shader uses indirect addressing,
626 * account for the helper const too because we have to declare all availabke d3d constants
627 * and don't know which are actually used.
630 max_constantsF = GL_LIMITS(pshader_constantsF);
632 if(This->baseShader.reg_maps.usesrelconstF) {
633 DWORD highest_constf = 0, clip_limit;
634 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
635 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
637 for(i = 0; i < This->baseShader.limits.constant_float; i++)
640 DWORD shift = i & 0x1f;
641 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
644 clip_limit = GL_LIMITS(clipplanes);
645 if(ctx->target_version == ARB) clip_limit = min(clip_limit, 4);
646 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
647 max_constantsF -= *num_clipplanes;
648 if(*num_clipplanes < clip_limit)
650 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
655 if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
656 else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
657 max_constantsF = GL_LIMITS(vshader_constantsF);
661 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
663 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
666 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
668 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
671 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
673 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
675 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
679 /* Load local constants using the program-local space,
680 * this avoids reloading them each time the shader is used
683 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
684 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
685 lconst_map[lconst->idx]);
686 next_local = max(next_local, lconst_map[lconst->idx] + 1);
690 /* we use the array-based constants array if the local constants are marked for loading,
691 * because then we use indirect addressing, or when the local constant list is empty,
692 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
693 * local constants do not declare the loaded constants as an array because ARB compilers usually
694 * do not optimize unused constants away
696 if(This->baseShader.reg_maps.usesrelconstF) {
697 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
698 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
699 max_constantsF, max_constantsF - 1);
701 for(i = 0; i < max_constantsF; i++) {
704 mask = 1 << (i & 0x1f);
705 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
706 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
714 static const char * const shift_tab[] = {
715 "dummy", /* 0 (none) */
716 "coefmul.x", /* 1 (x2) */
717 "coefmul.y", /* 2 (x4) */
718 "coefmul.z", /* 3 (x8) */
719 "coefmul.w", /* 4 (x16) */
720 "dummy", /* 5 (x32) */
721 "dummy", /* 6 (x64) */
722 "dummy", /* 7 (x128) */
723 "dummy", /* 8 (d256) */
724 "dummy", /* 9 (d128) */
725 "dummy", /* 10 (d64) */
726 "dummy", /* 11 (d32) */
727 "coefdiv.w", /* 12 (d16) */
728 "coefdiv.z", /* 13 (d8) */
729 "coefdiv.y", /* 14 (d4) */
730 "coefdiv.x" /* 15 (d2) */
733 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
734 const struct wined3d_shader_dst_param *dst, char *write_mask)
736 char *ptr = write_mask;
738 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
741 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
742 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
743 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
744 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
750 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
752 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
753 * but addressed as "rgba". To fix this we need to swap the register's x
754 * and z components. */
755 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
756 char *ptr = swizzle_str;
758 /* swizzle bits fields: wwzzyyxx */
759 DWORD swizzle = param->swizzle;
760 DWORD swizzle_x = swizzle & 0x03;
761 DWORD swizzle_y = (swizzle >> 2) & 0x03;
762 DWORD swizzle_z = (swizzle >> 4) & 0x03;
763 DWORD swizzle_w = (swizzle >> 6) & 0x03;
765 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
766 * generate a swizzle string. Unless we need to our own swizzling. */
767 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
770 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
771 *ptr++ = swizzle_chars[swizzle_x];
773 *ptr++ = swizzle_chars[swizzle_x];
774 *ptr++ = swizzle_chars[swizzle_y];
775 *ptr++ = swizzle_chars[swizzle_z];
776 *ptr++ = swizzle_chars[swizzle_w];
783 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
785 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
786 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
788 if(strcmp(priv->addr_reg, src) == 0) return;
790 strcpy(priv->addr_reg, src);
791 shader_addline(buffer, "ARL A0.x, %s;\n", src);
794 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
795 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
797 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
798 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
800 /* oPos, oFog and oPts in D3D */
801 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
802 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
803 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
804 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
810 case WINED3DSPR_TEMP:
811 sprintf(register_name, "R%u", reg->idx);
814 case WINED3DSPR_INPUT:
817 if(This->baseShader.reg_maps.shader_version.major < 3)
819 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
820 else strcpy(register_name, "fragment.color.secondary");
827 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
829 if(strcmp(rel_reg, "**aL_emul**") == 0)
831 DWORD idx = ctx->aL + reg->idx;
832 if(idx < MAX_REG_INPUT)
834 strcpy(register_name, ctx->ps_input[idx]);
838 ERR("Pixel shader input register out of bounds: %u\n", idx);
839 sprintf(register_name, "out_of_bounds_%u", idx);
842 else if(This->baseShader.reg_maps.input_registers & 0x0300)
844 /* There are two ways basically:
846 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
847 * That means trouble if the loop also contains a breakc or if the control values
848 * aren't local constants.
849 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
850 * source dynamically. The trouble is that we cannot simply read aL.y because it
851 * is an ADDRESS register. We could however push it, load .zw with a value and use
852 * ADAC to load the condition code register and pop it again afterwards
854 FIXME("Relative input register addressing with more than 8 registers\n");
856 /* This is better than nothing for now */
857 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
859 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
861 /* This is problematic because we'd have to consult the ctx->ps_input strings
862 * for where to find the varying. Some may be "0.0", others can be texcoords or
863 * colors. This needs either a pipeline replacement to make the vertex shader feed
864 * proper varyings, or loop unrolling
866 * For now use the texcoords and hope for the best
868 FIXME("Non-vertex shader varying input with indirect addressing\n");
869 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
873 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
874 * pulls GL_NV_fragment_program2 in
876 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
881 if(reg->idx < MAX_REG_INPUT)
883 strcpy(register_name, ctx->ps_input[reg->idx]);
887 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
888 sprintf(register_name, "out_of_bounds_%u", reg->idx);
895 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
896 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
900 case WINED3DSPR_CONST:
901 if (!pshader && reg->rel_addr)
905 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
906 if(This->baseShader.reg_maps.shader_version.major < 2) {
907 sprintf(rel_reg, "A0.x");
909 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
910 if(ctx->target_version == ARB) {
911 if(strcmp(rel_reg, "**aL_emul**") == 0) {
914 shader_arb_request_a0(ins, rel_reg);
915 sprintf(rel_reg, "A0.x");
920 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
921 else if (reg->idx >= rel_offset)
922 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
924 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
928 if (This->baseShader.reg_maps.usesrelconstF)
929 sprintf(register_name, "C[%u]", reg->idx);
931 sprintf(register_name, "C%u", reg->idx);
935 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
937 if(This->baseShader.reg_maps.shader_version.major == 1 &&
938 This->baseShader.reg_maps.shader_version.minor <= 3) {
939 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
940 * and as source to most instructions. For some instructions it is the texcoord
941 * input. Those instructions know about the special use
943 sprintf(register_name, "T%u", reg->idx);
945 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
946 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
951 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
953 sprintf(register_name, "A%u", reg->idx);
957 sprintf(register_name, "A%u_SHADOW", reg->idx);
962 case WINED3DSPR_COLOROUT:
963 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
965 strcpy(register_name, "TMP_COLOR");
969 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
970 if(This->baseShader.reg_maps.highest_render_target > 0)
972 sprintf(register_name, "result.color[%u]", reg->idx);
976 strcpy(register_name, "result.color");
981 case WINED3DSPR_RASTOUT:
982 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
983 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
986 case WINED3DSPR_DEPTHOUT:
987 strcpy(register_name, "result.depth");
990 case WINED3DSPR_ATTROUT:
991 /* case WINED3DSPR_OUTPUT: */
992 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
993 else strcpy(register_name, ctx->color_output[reg->idx]);
996 case WINED3DSPR_TEXCRDOUT:
999 sprintf(register_name, "oT[%u]", reg->idx);
1003 if(This->baseShader.reg_maps.shader_version.major < 3)
1005 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1009 strcpy(register_name, ctx->vs_output[reg->idx]);
1014 case WINED3DSPR_LOOP:
1015 if(ctx->target_version >= NV2)
1017 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1018 if(pshader) sprintf(register_name, "A0.x");
1019 else sprintf(register_name, "aL.y");
1023 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1024 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1025 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1026 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1029 sprintf(register_name, "**aL_emul**");
1034 case WINED3DSPR_CONSTINT:
1035 sprintf(register_name, "I%u", reg->idx);
1038 case WINED3DSPR_MISCTYPE:
1041 sprintf(register_name, "vpos");
1043 else if(reg->idx == 1)
1045 sprintf(register_name, "fragment.facing.x");
1049 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1054 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1055 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1060 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1061 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1063 char register_name[255];
1067 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1068 strcpy(str, register_name);
1070 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1071 strcat(str, write_mask);
1074 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1076 switch(channel_source)
1078 case CHANNEL_SOURCE_ZERO: return "0";
1079 case CHANNEL_SOURCE_ONE: return "1";
1080 case CHANNEL_SOURCE_X: return "x";
1081 case CHANNEL_SOURCE_Y: return "y";
1082 case CHANNEL_SOURCE_Z: return "z";
1083 case CHANNEL_SOURCE_W: return "w";
1085 FIXME("Unhandled channel source %#x\n", channel_source);
1090 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1091 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1095 if (is_yuv_fixup(fixup))
1097 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1098 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1103 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1104 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1105 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1106 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1111 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1112 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1113 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1117 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1118 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1119 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1120 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1126 char *ptr = reg_mask;
1128 if (mask != WINED3DSP_WRITEMASK_ALL)
1131 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1132 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1133 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1134 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1138 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1142 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1145 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1146 if (!ins->dst_count) return "";
1148 mod = ins->dst[0].modifiers;
1150 /* Silently ignore PARTIALPRECISION if its not supported */
1151 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1153 if(mod & WINED3DSPDM_MSAMPCENTROID)
1155 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1156 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1161 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1164 case WINED3DSPDM_SATURATE:
1167 case WINED3DSPDM_PARTIALPRECISION:
1174 FIXME("Unknown modifiers 0x%08x\n", mod);
1179 #define TEX_PROJ 0x1
1180 #define TEX_BIAS 0x2
1182 #define TEX_DERIV 0x10
1184 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1185 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1187 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1188 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1189 const char *tex_type;
1190 BOOL np2_fixup = FALSE;
1191 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1192 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1193 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1195 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1197 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1198 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1200 switch(sampler_type) {
1206 if(device->stateBlock->textures[sampler_idx] &&
1207 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1212 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1214 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1216 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1217 else np2_fixup = TRUE;
1222 case WINED3DSTT_VOLUME:
1226 case WINED3DSTT_CUBE:
1231 ERR("Unexpected texture type %d\n", sampler_type);
1235 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1236 * so don't use shader_arb_get_modifier
1238 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1241 /* Fragment samplers always have indentity mapping */
1242 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1244 sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1247 if (flags & TEX_DERIV)
1249 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1250 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1251 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1252 dsx, dsy,sampler_idx, tex_type);
1254 else if(flags & TEX_LOD)
1256 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1257 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1258 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1259 sampler_idx, tex_type);
1261 else if (flags & TEX_BIAS)
1263 /* Shouldn't be possible, but let's check for it */
1264 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1265 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1266 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1268 else if (flags & TEX_PROJ)
1270 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1276 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1277 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1278 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1280 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1283 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1288 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1289 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1293 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1294 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1296 /* Generate a line that does the input modifier computation and return the input register to use */
1297 BOOL is_color = FALSE;
1301 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1302 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1304 /* Assume a new line will be added */
1307 /* Get register name */
1308 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1309 shader_arb_get_swizzle(src, is_color, swzstr);
1311 switch (src->modifiers)
1313 case WINED3DSPSM_NONE:
1314 sprintf(outregstr, "%s%s", regstr, swzstr);
1317 case WINED3DSPSM_NEG:
1318 sprintf(outregstr, "-%s%s", regstr, swzstr);
1321 case WINED3DSPSM_BIAS:
1322 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1324 case WINED3DSPSM_BIASNEG:
1325 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1327 case WINED3DSPSM_SIGN:
1328 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1330 case WINED3DSPSM_SIGNNEG:
1331 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1333 case WINED3DSPSM_COMP:
1334 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1336 case WINED3DSPSM_X2:
1337 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1339 case WINED3DSPSM_X2NEG:
1340 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1342 case WINED3DSPSM_DZ:
1343 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1344 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1346 case WINED3DSPSM_DW:
1347 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1348 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1350 case WINED3DSPSM_ABS:
1351 if(ctx->target_version >= NV2) {
1352 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1355 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1358 case WINED3DSPSM_ABSNEG:
1359 if(ctx->target_version >= NV2) {
1360 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1362 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1363 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1368 sprintf(outregstr, "%s%s", regstr, swzstr);
1372 /* Return modified or original register, with swizzle */
1374 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1377 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1379 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1380 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1382 char src_name[2][50];
1383 DWORD sampler_code = dst->reg.idx;
1385 shader_arb_get_dst_param(ins, dst, dst_name);
1387 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1389 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1390 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1393 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1394 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1395 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1396 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1397 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1399 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1400 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1403 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1408 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1409 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1410 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1411 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1412 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1413 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1414 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1415 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1416 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1417 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1418 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1419 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1420 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1422 FIXME("Unknown modifier %u\n", mod);
1426 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1428 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1429 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1431 char src_name[3][50];
1432 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1433 ins->ctx->reg_maps->shader_version.minor);
1436 shader_arb_get_dst_param(ins, dst, dst_name);
1437 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1439 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1440 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1442 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1444 struct wined3d_shader_src_param src0_copy = ins->src[0];
1447 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1448 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1450 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1451 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1452 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1453 /* No modifiers supported on CMP */
1454 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1456 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1457 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1459 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1460 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1465 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1467 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1468 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1470 char src_name[3][50];
1473 shader_arb_get_dst_param(ins, dst, dst_name);
1475 /* Generate input register names (with modifiers) */
1476 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1477 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1478 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1480 /* No modifiers are supported on CMP */
1481 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1482 src_name[0], src_name[2], src_name[1]);
1484 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1486 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1487 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1491 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1492 * dst = dot2(src0, src1) + src2 */
1493 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1495 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1496 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1498 char src_name[3][50];
1499 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1501 shader_arb_get_dst_param(ins, dst, dst_name);
1502 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1503 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1505 if(ctx->target_version >= NV3)
1507 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1508 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1509 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1510 dst_name, src_name[0], src_name[1], src_name[2]);
1512 else if(ctx->target_version >= NV2)
1514 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1515 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1516 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1517 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1519 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1521 * .xyxy and other swizzles that we could get with this are not valid in
1522 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1524 struct wined3d_shader_src_param tmp_param = ins->src[1];
1525 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1526 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1528 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1530 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1531 dst_name, src_name[2], src_name[0], src_name[1]);
1535 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1536 /* 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]
1537 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1539 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1540 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1541 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1542 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1546 /* Map the opcode 1-to-1 to the GL code */
1547 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1549 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1550 const char *instruction;
1551 char arguments[256], dst_str[50];
1553 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1555 switch (ins->handler_idx)
1557 case WINED3DSIH_ABS: instruction = "ABS"; break;
1558 case WINED3DSIH_ADD: instruction = "ADD"; break;
1559 case WINED3DSIH_CRS: instruction = "XPD"; break;
1560 case WINED3DSIH_DP3: instruction = "DP3"; break;
1561 case WINED3DSIH_DP4: instruction = "DP4"; break;
1562 case WINED3DSIH_DST: instruction = "DST"; break;
1563 case WINED3DSIH_FRC: instruction = "FRC"; break;
1564 case WINED3DSIH_LIT: instruction = "LIT"; break;
1565 case WINED3DSIH_LRP: instruction = "LRP"; break;
1566 case WINED3DSIH_MAD: instruction = "MAD"; break;
1567 case WINED3DSIH_MAX: instruction = "MAX"; break;
1568 case WINED3DSIH_MIN: instruction = "MIN"; break;
1569 case WINED3DSIH_MOV: instruction = "MOV"; break;
1570 case WINED3DSIH_MUL: instruction = "MUL"; break;
1571 case WINED3DSIH_SGE: instruction = "SGE"; break;
1572 case WINED3DSIH_SLT: instruction = "SLT"; break;
1573 case WINED3DSIH_SUB: instruction = "SUB"; break;
1574 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1575 case WINED3DSIH_SGN: instruction = "SSG"; break;
1576 case WINED3DSIH_DSX: instruction = "DDX"; break;
1577 default: instruction = "";
1578 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1582 /* Note that shader_arb_add_dst_param() adds spaces. */
1583 arguments[0] = '\0';
1584 shader_arb_get_dst_param(ins, dst, dst_str);
1585 for (i = 0; i < ins->src_count; ++i)
1588 strcat(arguments, ", ");
1589 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1590 strcat(arguments, operand);
1592 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1595 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1597 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1598 shader_addline(buffer, "NOP;\n");
1601 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1603 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1604 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1605 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1607 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1608 char src0_param[256];
1610 if(ins->handler_idx == WINED3DSIH_MOVA) {
1613 if(ctx->target_version >= NV2) {
1614 shader_hw_map2gl(ins);
1617 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1618 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1620 /* This implements the mova formula used in GLSL. The first two instructions
1621 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1625 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1627 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1628 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1630 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1631 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1633 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1634 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1635 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1636 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1638 shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
1640 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1642 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1643 } else if (ins->ctx->reg_maps->shader_version.major == 1
1644 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1645 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1647 src0_param[0] = '\0';
1648 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1650 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1651 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1652 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1656 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1657 * with more than one component. Thus replicate the first source argument over all
1658 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1659 struct wined3d_shader_src_param tmp_src = ins->src[0];
1660 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1661 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1662 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1665 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1667 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1668 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1670 shader_addline(buffer, "#mov handled in srgb write code\n");
1673 shader_hw_map2gl(ins);
1677 shader_hw_map2gl(ins);
1681 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1683 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1684 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1687 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1688 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1690 shader_arb_get_dst_param(ins, dst, reg_dest);
1692 if (ins->ctx->reg_maps->shader_version.major >= 2)
1694 const char *kilsrc = "TA";
1697 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1698 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1704 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1705 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1706 * masked out components to 0(won't kill)
1708 char x = '0', y = '0', z = '0', w = '0';
1709 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1710 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1711 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1712 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1713 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1715 shader_addline(buffer, "KIL %s;\n", kilsrc);
1717 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1718 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1720 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1721 * or pass in any temporary register(in shader phase 2)
1723 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1724 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1726 shader_arb_get_dst_param(ins, dst, reg_dest);
1728 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1729 shader_addline(buffer, "KIL TA;\n");
1733 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1735 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1736 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1737 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1738 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1739 ins->ctx->reg_maps->shader_version.minor);
1740 struct wined3d_shader_src_param src;
1744 DWORD reg_sampler_code;
1747 /* All versions have a destination register */
1748 shader_arb_get_dst_param(ins, dst, reg_dest);
1750 /* 1.0-1.4: Use destination register number as texture code.
1751 2.0+: Use provided sampler number as texure code. */
1752 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1753 reg_sampler_code = dst->reg.idx;
1755 reg_sampler_code = ins->src[1].reg.idx;
1757 /* 1.0-1.3: Use the texcoord varying.
1758 1.4+: Use provided coordinate source register. */
1759 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1760 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1762 /* TEX is the only instruction that can handle DW and DZ natively */
1764 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1765 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1766 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1770 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1771 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1772 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1774 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1777 if(reg_sampler_code < MAX_TEXTURES) {
1778 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1780 if (flags & WINED3DTTFF_PROJECTED) {
1781 myflags |= TEX_PROJ;
1784 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1786 DWORD src_mod = ins->src[0].modifiers;
1787 if (src_mod == WINED3DSPSM_DZ) {
1788 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1789 * varying register, so we need a temp reg
1791 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1792 strcpy(reg_coord, "TA");
1793 myflags |= TEX_PROJ;
1794 } else if(src_mod == WINED3DSPSM_DW) {
1795 myflags |= TEX_PROJ;
1798 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1799 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1801 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1804 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1806 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1807 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1808 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1809 ins->ctx->reg_maps->shader_version.minor);
1812 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1814 DWORD reg = dst->reg.idx;
1816 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1817 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1821 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1822 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1823 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1827 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1829 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1830 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1831 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1834 DWORD reg1 = ins->dst[0].reg.idx;
1838 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1839 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1840 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1841 /* Move .x first in case src_str is "TA" */
1842 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1843 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1844 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1845 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1848 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1850 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1852 DWORD reg1 = ins->dst[0].reg.idx;
1856 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1857 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1858 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1859 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1860 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1861 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1864 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1866 DWORD reg1 = ins->dst[0].reg.idx;
1870 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1871 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1872 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1873 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1876 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1878 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1879 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1880 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1881 char reg_coord[40], dst_reg[50], src_reg[50];
1882 DWORD reg_dest_code;
1884 /* All versions have a destination register. The Tx where the texture coordinates come
1885 * from is the varying incarnation of the texture register
1887 reg_dest_code = dst->reg.idx;
1888 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1889 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1890 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1892 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1893 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1895 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1896 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1898 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1899 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1902 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1903 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1904 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1905 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1907 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1908 * so we can't let the GL handle this.
1910 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1911 & WINED3DTTFF_PROJECTED) {
1912 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1913 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1914 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1916 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1919 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1921 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1923 /* No src swizzles are allowed, so this is ok */
1924 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1925 src_reg, reg_dest_code, reg_dest_code);
1926 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1930 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1932 DWORD reg = ins->dst[0].reg.idx;
1933 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1934 char src0_name[50], dst_name[50];
1936 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1938 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1939 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1940 * T<reg+1> register. Use this register to store the calculated vector
1942 tmp_reg.idx = reg + 1;
1943 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1944 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1947 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1949 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1950 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1952 DWORD reg = ins->dst[0].reg.idx;
1953 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1959 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1960 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1962 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1963 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1964 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1965 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1966 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1969 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1971 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1972 DWORD reg = ins->dst[0].reg.idx;
1973 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1974 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1975 char src0_name[50], dst_name[50];
1976 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1979 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1980 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1981 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1983 tmp_reg.idx = reg + 2 - current_state->current_row;
1984 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1986 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1987 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1988 dst_name, 'x' + current_state->current_row, reg, src0_name);
1989 current_state->texcoord_w[current_state->current_row++] = reg;
1992 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1994 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1995 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1997 DWORD reg = ins->dst[0].reg.idx;
1998 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1999 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2001 char src0_name[50], dst_name[50];
2004 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2005 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2006 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2008 /* Sample the texture using the calculated coordinates */
2009 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2010 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2011 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2012 current_state->current_row = 0;
2015 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2017 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2018 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2020 DWORD reg = ins->dst[0].reg.idx;
2021 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2022 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2028 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2029 * components for temporary data storage
2031 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2032 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2033 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2035 /* Construct the eye-ray vector from w coordinates */
2036 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2037 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2038 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2040 /* Calculate reflection vector
2042 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2043 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2044 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2045 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2046 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2047 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2048 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2050 /* Sample the texture using the calculated coordinates */
2051 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2052 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2053 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2054 current_state->current_row = 0;
2057 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2059 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2060 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2062 DWORD reg = ins->dst[0].reg.idx;
2063 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2064 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2071 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2072 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2073 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2074 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2075 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2077 /* Calculate reflection vector.
2080 * dst_reg.xyz = 2 * --------- * N - E
2083 * Which normalizes the normal vector
2085 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2086 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2087 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2088 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2089 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2090 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2092 /* Sample the texture using the calculated coordinates */
2093 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2094 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2095 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2096 current_state->current_row = 0;
2099 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2101 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2102 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2105 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2106 * which is essentially an input, is the destination register because it is the first
2107 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2108 * here(writemasks/swizzles are not valid on texdepth)
2110 shader_arb_get_dst_param(ins, dst, dst_name);
2112 /* According to the msdn, the source register(must be r5) is unusable after
2113 * the texdepth instruction, so we're free to modify it
2115 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
2117 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2118 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2119 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2121 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2122 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2123 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
2124 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
2127 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2128 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2129 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2130 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2132 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2133 DWORD sampler_idx = ins->dst[0].reg.idx;
2137 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2138 shader_addline(buffer, "MOV TB, 0.0;\n");
2139 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2141 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2142 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2145 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2146 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2147 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2149 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2152 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2154 /* Handle output register */
2155 shader_arb_get_dst_param(ins, dst, dst_str);
2156 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2157 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2160 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2161 * Perform the 3rd row of a 3x3 matrix multiply */
2162 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2164 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2165 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2166 char dst_str[50], dst_name[50];
2170 shader_arb_get_dst_param(ins, dst, dst_str);
2171 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2172 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2173 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2174 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2177 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2178 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2179 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2180 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2182 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2184 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2185 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2186 char src0[50], dst_name[50];
2189 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2190 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2191 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2193 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2194 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2195 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2197 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2198 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2199 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2200 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2203 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2204 Vertex/Pixel shaders to ARB_vertex_program codes */
2205 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2208 int nComponents = 0;
2209 struct wined3d_shader_dst_param tmp_dst = {{0}};
2210 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2211 struct wined3d_shader_instruction tmp_ins;
2213 memset(&tmp_ins, 0, sizeof(tmp_ins));
2215 /* Set constants for the temporary argument */
2216 tmp_ins.ctx = ins->ctx;
2217 tmp_ins.dst_count = 1;
2218 tmp_ins.dst = &tmp_dst;
2219 tmp_ins.src_count = 2;
2220 tmp_ins.src = tmp_src;
2222 switch(ins->handler_idx)
2224 case WINED3DSIH_M4x4:
2226 tmp_ins.handler_idx = WINED3DSIH_DP4;
2228 case WINED3DSIH_M4x3:
2230 tmp_ins.handler_idx = WINED3DSIH_DP4;
2232 case WINED3DSIH_M3x4:
2234 tmp_ins.handler_idx = WINED3DSIH_DP3;
2236 case WINED3DSIH_M3x3:
2238 tmp_ins.handler_idx = WINED3DSIH_DP3;
2240 case WINED3DSIH_M3x2:
2242 tmp_ins.handler_idx = WINED3DSIH_DP3;
2245 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2249 tmp_dst = ins->dst[0];
2250 tmp_src[0] = ins->src[0];
2251 tmp_src[1] = ins->src[1];
2252 for (i = 0; i < nComponents; i++) {
2253 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2254 shader_hw_map2gl(&tmp_ins);
2255 ++tmp_src[1].reg.idx;
2259 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2261 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2262 const char *instruction;
2267 switch(ins->handler_idx)
2269 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2270 case WINED3DSIH_RCP: instruction = "RCP"; break;
2271 case WINED3DSIH_EXP: instruction = "EX2"; break;
2272 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2273 default: instruction = "";
2274 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2278 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2279 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2280 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2282 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2288 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2291 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2293 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2296 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2297 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2299 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2300 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2302 if(pshader && priv->target_version >= NV3)
2304 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2308 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2309 shader_addline(buffer, "RSQ TA, TA.x;\n");
2310 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2311 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2316 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2318 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2320 char src_name[3][50];
2322 /* ARB_fragment_program has a convenient LRP instruction */
2323 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2324 shader_hw_map2gl(ins);
2328 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2329 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2330 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2331 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2333 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2334 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2335 dst_name, src_name[0], src_name[2]);
2338 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2340 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2341 * must contain fixed constants. So we need a separate function to filter those constants and
2344 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2345 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2346 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2348 char src_name0[50], src_name1[50], src_name2[50];
2351 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2352 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2353 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2354 /* No modifiers are supported on SCS */
2355 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2357 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2359 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2360 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2362 } else if(priv->target_version >= NV2) {
2363 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2365 /* Sincos writemask must be .x, .y or .xy */
2366 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2367 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2368 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2369 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2371 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2372 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2374 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2375 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2377 * The constants we get are:
2379 * +1 +1, -1 -1 +1 +1 -1 -1
2380 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2381 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2383 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2387 * (x/2)^4 = x^4 / 16
2388 * (x/2)^5 = x^5 / 32
2391 * To get the final result:
2392 * sin(x) = 2 * sin(x/2) * cos(x/2)
2393 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2394 * (from sin(x+y) and cos(x+y) rules)
2396 * As per MSDN, dst.z is undefined after the operation, and so is
2397 * dst.x and dst.y if they're masked out by the writemask. Ie
2398 * sincos dst.y, src1, c0, c1
2399 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2400 * vsa.exe also stops with an error if the dest register is the same register as the source
2401 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2402 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2404 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2405 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2406 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2408 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2409 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2410 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2411 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2412 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2413 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2417 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2418 * properly merge that with MULs in the code above?
2419 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2420 * we can merge the sine and cosine MAD rows to calculate them together.
2422 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2423 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2424 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2425 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2428 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2429 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2430 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2432 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2434 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2435 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2437 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2439 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2440 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2445 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2447 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2450 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2452 /* SGN is only valid in vertex shaders */
2453 if(ctx->target_version == NV2) {
2454 shader_hw_map2gl(ins);
2457 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2458 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2460 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2461 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2463 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2464 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2466 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2467 * Then use TA, and calculate the final result
2469 * Not reading from TA? Store the first result in TA to avoid overwriting the
2470 * destination if src reg = dst reg
2472 if(strstr(src_name, "TA"))
2474 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2475 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2476 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2480 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2481 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2482 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2487 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2489 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2495 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2496 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2497 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2499 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2500 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2503 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2509 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2510 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2511 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2512 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2513 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2514 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2515 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2516 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2517 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2518 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2519 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2520 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2521 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2523 FIXME("Unknown modifier %u\n", mod);
2527 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2529 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2530 char src0[50], src1[50], dst[50];
2531 struct wined3d_shader_src_param src0_copy = ins->src[0];
2532 BOOL need_abs = FALSE;
2536 switch(ins->handler_idx)
2538 case WINED3DSIH_LOG: instr = "LG2"; break;
2539 case WINED3DSIH_LOGP: instr = "LOG"; break;
2540 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2542 ERR("Unexpected instruction %d\n", ins->handler_idx);
2546 /* LOG, LOGP and POW operate on the absolute value of the input */
2547 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2549 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2550 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2551 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2555 shader_addline(buffer, "ABS TA, %s;\n", src0);
2558 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2562 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2567 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2571 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2575 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2577 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2579 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2582 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2586 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2587 struct list *e = list_head(&priv->control_frames);
2588 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2590 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2591 /* The constant loader makes sure to load -1 into iX.w */
2592 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2593 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2594 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2598 shader_addline(buffer, "LOOP %s;\n", src_name);
2602 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2604 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2606 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2608 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2610 /* The constant loader makes sure to load -1 into iX.w */
2613 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2614 struct list *e = list_head(&priv->control_frames);
2615 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2617 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2619 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2620 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2621 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2625 shader_addline(buffer, "REP %s;\n", src_name);
2629 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2631 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2632 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2636 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2637 struct list *e = list_head(&priv->control_frames);
2638 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2640 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2641 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2642 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2644 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2648 shader_addline(buffer, "ENDLOOP;\n");
2652 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2654 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2655 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2659 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2660 struct list *e = list_head(&priv->control_frames);
2661 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2663 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2664 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2665 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2667 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2671 shader_addline(buffer, "ENDREP;\n");
2675 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2677 struct control_frame *control_frame;
2679 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2681 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2683 ERR("Could not find loop for break\n");
2687 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2689 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2690 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2691 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2695 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2699 shader_addline(buffer, "BRK;\n");
2703 static const char *get_compare(COMPARISON_TYPE flags)
2707 case COMPARISON_GT: return "GT";
2708 case COMPARISON_EQ: return "EQ";
2709 case COMPARISON_GE: return "GE";
2710 case COMPARISON_LT: return "LT";
2711 case COMPARISON_NE: return "NE";
2712 case COMPARISON_LE: return "LE";
2714 FIXME("Unrecognized comparison value: %u\n", flags);
2719 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2723 case COMPARISON_GT: return COMPARISON_LE;
2724 case COMPARISON_EQ: return COMPARISON_NE;
2725 case COMPARISON_GE: return COMPARISON_LT;
2726 case COMPARISON_LT: return COMPARISON_GE;
2727 case COMPARISON_NE: return COMPARISON_EQ;
2728 case COMPARISON_LE: return COMPARISON_GT;
2730 FIXME("Unrecognized comparison value: %u\n", flags);
2735 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2737 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2738 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2739 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2742 const char *comp = get_compare(ins->flags);
2744 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2745 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2749 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2750 * away the subtraction result
2752 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2753 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2757 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2758 shader_addline(buffer, "BRK (%s.x);\n", comp);
2762 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2764 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2765 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2766 struct list *e = list_head(&priv->control_frames);
2767 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2771 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2773 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2774 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2778 /* Invert the flag. We jump to the else label if the condition is NOT true */
2779 comp = get_compare(invert_compare(ins->flags));
2780 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2781 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->ifc_no, comp);
2785 comp = get_compare(ins->flags);
2786 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2787 shader_addline(buffer, "IF %s.x;\n", comp);
2791 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2793 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2794 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2795 struct list *e = list_head(&priv->control_frames);
2796 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2797 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2801 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2802 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2803 control_frame->had_else = TRUE;
2807 shader_addline(buffer, "ELSE;\n");
2811 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2813 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2814 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2815 struct list *e = list_head(&priv->control_frames);
2816 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2817 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2821 if(control_frame->had_else)
2823 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2827 shader_addline(buffer, "#No else branch. else is endif\n");
2828 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2833 shader_addline(buffer, "ENDIF;\n");
2837 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2839 DWORD sampler_idx = ins->src[1].reg.idx;
2841 char reg_src[3][40];
2842 DWORD flags = TEX_DERIV;
2844 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2845 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2846 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2847 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2849 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2850 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2852 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2855 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2857 DWORD sampler_idx = ins->src[1].reg.idx;
2860 DWORD flags = TEX_LOD;
2862 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2863 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2865 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2866 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2868 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2871 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
2873 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2874 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2876 priv->in_main_func = FALSE;
2877 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2878 * subroutine, don't generate a label that will make GL complain
2880 if(priv->target_version == ARB) return;
2882 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
2885 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
2886 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
2888 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2889 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2890 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2893 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2894 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2895 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2896 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2898 if(args->super.fog_src == VS_FOG_Z) {
2899 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2900 } else if (!reg_maps->fog) {
2901 /* posFixup.x is always 1.0, so we can savely use it */
2902 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2905 /* Write the final position.
2907 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2908 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2909 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2910 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2912 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2913 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2914 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2916 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
2918 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
2920 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2923 else if(args->boolclip.clip_control[0])
2925 unsigned int cur_clip = 0;
2926 char component[4] = {'x', 'y', 'z', 'w'};
2928 for(i = 0; i < GL_LIMITS(clipplanes); i++)
2930 if(args->boolclip.clip_control[1] & (1 << i))
2932 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
2933 component[cur_clip++], i);
2939 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
2942 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
2945 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
2948 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
2951 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
2952 args->boolclip.clip_control[0] - 1);
2955 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2956 * and the glsl equivalent
2958 if(need_helper_const(gl_info)) {
2959 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2961 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2962 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2965 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2967 priv_ctx->footer_written = TRUE;
2970 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
2972 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2973 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2974 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
2975 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2977 if(priv->target_version == ARB) return;
2981 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
2984 shader_addline(buffer, "RET;\n");
2987 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
2989 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2990 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
2993 /* GL locking is done by the caller */
2994 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
2996 GLuint program_id = 0;
2997 const char *blt_vprogram =
2999 "PARAM c[1] = { { 1, 0.5 } };\n"
3000 "MOV result.position, vertex.position;\n"
3001 "MOV result.color, c[0].x;\n"
3002 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3005 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3006 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3007 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
3009 if (glGetError() == GL_INVALID_OPERATION) {
3011 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3012 FIXME("Vertex program error at position %d: %s\n", pos,
3013 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3019 /* GL locking is done by the caller */
3020 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
3022 GLuint program_id = 0;
3023 static const char * const blt_fprograms[tex_type_count] =
3030 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3031 "MOV result.depth.z, R0.x;\n"
3038 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3039 "MOV result.depth.z, R0.x;\n"
3044 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3045 "MOV result.depth.z, R0.x;\n"
3049 if (!blt_fprograms[tex_type])
3051 FIXME("tex_type %#x not supported\n", tex_type);
3055 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3056 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3057 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
3059 if (glGetError() == GL_INVALID_OPERATION) {
3061 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3062 FIXME("Fragment program error at position %d: %s\n", pos,
3063 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3069 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3070 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3072 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3076 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3077 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3078 /* Calculate the > 0.0031308 case */
3079 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3080 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3081 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3082 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3083 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3084 /* Calculate the < case */
3085 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3089 /* Calculate the > 0.0031308 case */
3090 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3091 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3092 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3093 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3094 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3095 /* Calculate the < case */
3096 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3097 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3098 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3099 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3100 /* Store the components > 0.0031308 in the destination */
3101 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3102 /* Add the components that are < 0.0031308 */
3103 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3104 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3105 * result.color writes(.rgb first, then .a), or handle overwriting already written
3106 * components. The assembler uses a temporary register in this case, which is usually
3107 * not allocated from one of our registers that were used earlier.
3110 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3111 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3114 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3116 const local_constant *constant;
3118 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3120 if (constant->idx == idx)
3122 return constant->value;
3128 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3129 struct shader_arb_ctx_priv *priv)
3131 const char *texcoords[8] =
3133 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3134 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3137 const struct wined3d_shader_signature_element *sig = This->input_signature;
3138 const char *semantic_name;
3141 switch(args->super.vp_mode)
3143 case pretransformed:
3145 /* The pixelshader has to collect the varyings on its own. In any case properly load
3146 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3147 * other attribs to 0.0.
3149 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3150 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3151 * load the texcoord attrib pointers to match the pixel shader signature
3153 for(i = 0; i < MAX_REG_INPUT; i++)
3155 semantic_name = sig[i].semantic_name;
3156 semantic_idx = sig[i].semantic_idx;
3157 if(semantic_name == NULL) continue;
3159 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3161 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
3162 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3163 else priv->ps_input[i] = "0.0";
3165 else if(args->super.vp_mode == fixedfunction)
3167 priv->ps_input[i] = "0.0";
3169 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3171 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3172 else priv->ps_input[i] = "0.0";
3174 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3176 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
3177 else priv->ps_input[i] = "0.0";
3181 priv->ps_input[i] = "0.0";
3184 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3189 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3192 for(i = 0; i < 8; i++)
3194 priv->ps_input[i] = texcoords[i];
3196 priv->ps_input[8] = "fragment.color.primary";
3197 priv->ps_input[9] = "fragment.color.secondary";
3202 /* GL locking is done by the caller */
3203 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3204 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3206 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3207 CONST DWORD *function = This->baseShader.function;
3208 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3209 const local_constant *lconst;
3212 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3213 struct shader_arb_ctx_priv priv_ctx;
3214 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
3215 BOOL want_nv_prog = FALSE;
3216 struct arb_pshader_private *shader_priv = This->backend_priv;
3220 unsigned int i, found = 0;
3222 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3225 || (This->color0_mov && i == This->color0_reg)
3226 || (reg_maps->shader_version.major < 2 && i == 0))
3229 sprintf(srgbtmp[found], "R%u", i);
3231 if (found == 4) break;
3235 case 4: dcl_tmp = FALSE; break;
3237 sprintf(srgbtmp[0], "TA");
3238 sprintf(srgbtmp[1], "TB");
3239 sprintf(srgbtmp[2], "TC");
3240 sprintf(srgbtmp[3], "TD");
3244 sprintf(srgbtmp[1], "TA");
3245 sprintf(srgbtmp[2], "TB");
3246 sprintf(srgbtmp[3], "TC");
3249 sprintf(srgbtmp[2], "TA");
3250 sprintf(srgbtmp[3], "TB");
3253 sprintf(srgbtmp[3], "TA");
3257 /* Create the hw ARB shader */
3258 memset(&priv_ctx, 0, sizeof(priv_ctx));
3259 priv_ctx.cur_ps_args = args;
3260 priv_ctx.compiled_fprog = compiled;
3261 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3262 init_ps_input(This, args, &priv_ctx);
3263 list_init(&priv_ctx.control_frames);
3265 /* Avoid enabling NV_fragment_program* if we do not need it.
3267 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3268 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3269 * is faster than what we gain from using higher native instructions. There are some things though
3270 * that cannot be emulated. In that case enable the extensions.
3271 * If the extension is enabled, instruction handlers that support both ways will use it.
3273 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3274 * So enable the best we can get.
3276 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3277 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3279 want_nv_prog = TRUE;
3282 shader_addline(buffer, "!!ARBfp1.0\n");
3283 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
3284 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3285 priv_ctx.target_version = NV3;
3286 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
3287 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3288 priv_ctx.target_version = NV2;
3292 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3295 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3298 priv_ctx.target_version = ARB;
3301 if(This->baseShader.reg_maps.highest_render_target > 0)
3303 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3306 if (reg_maps->shader_version.major < 3)
3308 switch(args->super.fog) {
3312 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3315 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3318 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3323 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3324 * unused temps away(but occupies them for the whole shader if they're used once). Always
3325 * declaring them avoids tricky bookkeeping work
3327 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3328 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3329 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3330 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3331 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3332 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3333 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3335 if (reg_maps->shader_version.major < 2)
3337 strcpy(fragcolor, "R0");
3339 if(args->super.srgb_correction) {
3340 if(This->color0_mov) {
3341 sprintf(fragcolor, "R%u", This->color0_reg);
3343 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3344 strcpy(fragcolor, "TMP_COLOR");
3347 strcpy(fragcolor, "result.color");
3351 if(args->super.srgb_correction) {
3352 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3353 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3354 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3355 srgb_sub_high, 0.0, 0.0, 0.0);
3358 /* Base Declarations */
3359 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3360 lconst_map, NULL, &priv_ctx);
3362 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3364 if (!(map & 1)) continue;
3366 cur = compiled->numbumpenvmatconsts;
3367 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3368 compiled->bumpenvmatconst[cur].texunit = i;
3369 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3370 compiled->luminanceconst[cur].texunit = i;
3372 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3373 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3374 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3375 * textures due to conditional NP2 restrictions)
3377 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3378 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3379 * their location is shader dependent anyway and they cannot be loaded globally.
3381 compiled->bumpenvmatconst[cur].const_num = next_local++;
3382 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3383 i, compiled->bumpenvmatconst[cur].const_num);
3384 compiled->numbumpenvmatconsts = cur + 1;
3386 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3388 compiled->luminanceconst[cur].const_num = next_local++;
3389 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3390 i, compiled->luminanceconst[cur].const_num);
3393 for(i = 0; i < MAX_CONST_I; i++)
3395 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3396 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3398 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3402 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3403 control_values[0], control_values[1], control_values[2]);
3407 compiled->int_consts[i] = next_local;
3408 compiled->num_int_consts++;
3409 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3414 if(reg_maps->vpos || reg_maps->usesdsy)
3416 compiled->ycorrection = next_local;
3417 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3421 shader_addline(buffer, "TEMP vpos;\n");
3422 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3423 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3424 * ycorrection.z: 1.0
3425 * ycorrection.w: 0.0
3427 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3428 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3433 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3436 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3437 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3438 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3439 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3440 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3441 * shader compilation errors and the subsequent errors when drawing with this shader. */
3442 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3444 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3445 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3446 const UINT max_lconsts = gl_info->ps_arb_max_local_constants;
3448 fixup->offset = next_local;
3449 fixup->super.active = 0;
3452 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3453 if (!(map & (1 << i))) continue;
3455 if (fixup->offset + (cur >> 1) < max_lconsts) {
3456 fixup->super.active |= (1 << i);
3457 fixup->super.idx[i] = cur++;
3459 FIXME("No free constant found to load NP2 fixup data into shader. "
3460 "Sampling from this texture will probably look wrong.\n");
3465 fixup->super.num_consts = (cur + 1) >> 1;
3466 if (fixup->super.num_consts) {
3467 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3468 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3471 next_local += fixup->super.num_consts;
3474 if (shader_priv->clipplane_emulation != ~0U)
3476 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3479 /* Base Shader Body */
3480 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3482 if(args->super.srgb_correction) {
3483 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3484 priv_ctx.target_version >= NV2);
3485 } else if(reg_maps->shader_version.major < 2) {
3486 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3488 shader_addline(buffer, "END\n");
3490 /* TODO: change to resource.glObjectHandle or something like that */
3491 GL_EXTCALL(glGenProgramsARB(1, &retval));
3493 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3494 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3496 TRACE("Created hw pixel shader, prg=%d\n", retval);
3497 /* Create the program and check for errors */
3498 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3499 buffer->bsize, buffer->buffer));
3501 if (glGetError() == GL_INVALID_OPERATION) {
3503 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3504 FIXME("HW PixelShader Error at position %d: %s\n",
3505 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3509 /* Load immediate constants */
3511 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3512 const float *value = (const float *)lconst->value;
3513 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3514 checkGLcall("glProgramLocalParameter4fvARB");
3516 HeapFree(GetProcessHeap(), 0, lconst_map);
3522 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3527 for(i = 0; i < MAX_REG_INPUT; i++)
3529 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3531 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3532 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3536 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3537 if(ret != 0) return ret;
3538 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3539 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3540 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3541 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3542 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3547 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3549 struct wined3d_shader_signature_element *new;
3553 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3554 for(i = 0; i < MAX_REG_INPUT; i++)
3556 if(sig[i].semantic_name == NULL)
3562 /* Clone the semantic string */
3563 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3564 strcpy(name, sig[i].semantic_name);
3565 new[i].semantic_name = name;
3570 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3572 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3573 struct ps_signature *found_sig;
3577 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3578 TRACE("Found existing signature %u\n", found_sig->idx);
3579 return found_sig->idx;
3581 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3582 found_sig->sig = clone_sig(sig);
3583 found_sig->idx = priv->ps_sig_number++;
3584 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3585 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3587 ERR("Failed to insert program entry.\n");
3589 return found_sig->idx;
3592 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3593 struct arb_vs_compiled_shader *compiled)
3596 static const char *texcoords[8] =
3598 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3599 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3601 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3602 const struct wined3d_shader_signature_element *sig;
3603 const char *semantic_name;
3604 DWORD semantic_idx, reg_idx;
3606 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3607 * and varying 9 to result.color.secondary
3609 const char *decl_idx_to_string[MAX_REG_INPUT] =
3611 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3612 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3613 "result.color.primary", "result.color.secondary"
3618 TRACE("Pixel shader uses builtin varyings\n");
3619 /* Map builtins to builtins */
3620 for(i = 0; i < 8; i++)
3622 priv_ctx->texcrd_output[i] = texcoords[i];
3624 priv_ctx->color_output[0] = "result.color.primary";
3625 priv_ctx->color_output[1] = "result.color.secondary";
3626 priv_ctx->fog_output = "result.fogcoord";
3628 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3629 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3631 semantic_name = shader->output_signature[i].semantic_name;
3632 if(semantic_name == NULL) continue;
3634 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3636 TRACE("o%u is TMP_OUT\n", i);
3637 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3638 else priv_ctx->vs_output[i] = "TA";
3640 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3642 TRACE("o%u is result.pointsize\n", i);
3643 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3644 else priv_ctx->vs_output[i] = "TA";
3646 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3648 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3649 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
3650 else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
3651 else priv_ctx->vs_output[i] = "TA";
3653 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3655 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3656 if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3657 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3659 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3661 TRACE("o%u is result.fogcoord\n", i);
3662 if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3663 else priv_ctx->vs_output[i] = "result.fogcoord";
3667 priv_ctx->vs_output[i] = "TA";
3673 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3674 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3676 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
3677 TRACE("Pixel shader uses declared varyings\n");
3679 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3680 for(i = 0; i < 8; i++)
3682 priv_ctx->texcrd_output[i] = "TA";
3684 priv_ctx->color_output[0] = "TA";
3685 priv_ctx->color_output[1] = "TA";
3686 priv_ctx->fog_output = "TA";
3688 for(i = 0; i < MAX_REG_INPUT; i++)
3690 semantic_name = sig[i].semantic_name;
3691 semantic_idx = sig[i].semantic_idx;
3692 reg_idx = sig[i].register_idx;
3693 if(semantic_name == NULL) continue;
3695 /* If a declared input register is not written by builtin arguments, don't write to it.
3696 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3698 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3699 * to TMP_OUT in any case
3701 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3703 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3705 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3707 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3709 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3711 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3718 if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
3719 strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
3721 compiled->need_color_unclamp = TRUE;
3725 /* Map declared to declared */
3726 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3728 /* Write unread output to TA to throw them away */
3729 priv_ctx->vs_output[i] = "TA";
3730 semantic_name = shader->output_signature[i].semantic_name;
3731 if(semantic_name == NULL)
3736 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
3737 shader->output_signature[i].semantic_idx == 0)
3739 priv_ctx->vs_output[i] = "TMP_OUT";
3742 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
3743 shader->output_signature[i].semantic_idx == 0)
3745 priv_ctx->vs_output[i] = "result.pointsize";
3749 for(j = 0; j < MAX_REG_INPUT; j++)
3751 if(sig[j].semantic_name == NULL)
3756 if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
3757 sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
3759 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3761 if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
3762 strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
3764 compiled->need_color_unclamp = TRUE;
3771 /* GL locking is done by the caller */
3772 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3773 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3775 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3776 CONST DWORD *function = This->baseShader.function;
3777 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3778 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3779 const local_constant *lconst;
3781 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3782 struct shader_arb_ctx_priv priv_ctx;
3785 memset(&priv_ctx, 0, sizeof(priv_ctx));
3786 priv_ctx.cur_vs_args = args;
3787 list_init(&priv_ctx.control_frames);
3788 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
3790 /* Create the hw ARB shader */
3791 shader_addline(buffer, "!!ARBvp1.0\n");
3793 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3794 * mesurable performance penalty, and we can always make use of it for clipplanes.
3796 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
3797 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3798 priv_ctx.target_version = NV3;
3799 shader_addline(buffer, "ADDRESS aL;\n");
3800 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
3801 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3802 priv_ctx.target_version = NV2;
3803 shader_addline(buffer, "ADDRESS aL;\n");
3805 priv_ctx.target_version = ARB;
3808 shader_addline(buffer, "TEMP TMP_OUT;\n");
3809 if(need_helper_const(gl_info)) {
3810 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3812 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3813 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3814 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3817 shader_addline(buffer, "TEMP TA;\n");
3819 /* Base Declarations */
3820 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3821 lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
3823 for(i = 0; i < MAX_CONST_I; i++)
3825 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3826 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3828 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3832 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3833 control_values[0], control_values[1], control_values[2]);
3837 compiled->int_consts[i] = next_local;
3838 compiled->num_int_consts++;
3839 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3844 /* We need a constant to fixup the final position */
3845 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
3846 compiled->pos_fixup = next_local++;
3848 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3849 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3850 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3851 * a replacement shader depend on the texcoord.w being set properly.
3853 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3854 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3855 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3856 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3857 * this can eat a number of instructions, so skip it unless this cap is set as well
3859 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
3860 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3862 if ((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
3865 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3866 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3867 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3868 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3874 /* The shader starts with the main function */
3875 priv_ctx.in_main_func = TRUE;
3876 /* Base Shader Body */
3877 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3879 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
3881 shader_addline(buffer, "END\n");
3883 /* TODO: change to resource.glObjectHandle or something like that */
3884 GL_EXTCALL(glGenProgramsARB(1, &ret));
3886 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3887 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3889 TRACE("Created hw vertex shader, prg=%d\n", ret);
3890 /* Create the program and check for errors */
3891 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3892 buffer->bsize, buffer->buffer));
3894 if (glGetError() == GL_INVALID_OPERATION) {
3896 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3897 FIXME("HW VertexShader Error at position %d: %s\n",
3898 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3901 /* Load immediate constants */
3903 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3904 const float *value = (const float *)lconst->value;
3905 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3909 HeapFree(GetProcessHeap(), 0, lconst_map);
3914 /* GL locking is done by the caller */
3915 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3919 struct arb_ps_compiled_shader *new_array;
3920 struct wined3d_shader_buffer buffer;
3921 struct arb_pshader_private *shader_data;
3924 if(!shader->backend_priv) {
3925 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3926 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3927 struct shader_arb_priv *priv = device->shader_priv;
3929 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3930 shader_data = shader->backend_priv;
3931 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
3933 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
3934 else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
3936 shader_data->has_signature_idx = TRUE;
3937 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
3939 if (!device->vs_clipping)
3940 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
3941 GL_LIMITS(texture_stages) - 1);
3943 shader_data->clipplane_emulation = ~0U;
3945 shader_data = shader->backend_priv;
3947 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3948 * so a linear search is more performant than a hashmap or a binary search
3949 * (cache coherency etc)
3951 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3952 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3953 return &shader_data->gl_shaders[i];
3957 TRACE("No matching GL shader found, compiling a new shader\n");
3958 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3959 if (shader_data->num_gl_shaders)
3961 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3962 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3963 new_size * sizeof(*shader_data->gl_shaders));
3965 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3970 ERR("Out of memory\n");
3973 shader_data->gl_shaders = new_array;
3974 shader_data->shader_array_size = new_size;
3977 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3979 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3980 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3982 if (!shader_buffer_init(&buffer))
3984 ERR("Failed to initialize shader buffer.\n");
3988 ret = shader_arb_generate_pshader(shader, &buffer, args,
3989 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3990 shader_buffer_free(&buffer);
3991 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3993 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3996 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
3997 const DWORD use_map, BOOL skip_int) {
3998 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
3999 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4000 if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
4001 if(stored->ps_signature != new->ps_signature) return FALSE;
4002 if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
4003 if(skip_int) return TRUE;
4005 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
4008 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4012 struct arb_vs_compiled_shader *new_array;
4013 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4014 struct wined3d_shader_buffer buffer;
4015 struct arb_vshader_private *shader_data;
4017 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4019 if(!shader->backend_priv) {
4020 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4022 shader_data = shader->backend_priv;
4024 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4025 * so a linear search is more performant than a hashmap or a binary search
4026 * (cache coherency etc)
4028 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4029 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
4030 return &shader_data->gl_shaders[i];
4034 TRACE("No matching GL shader found, compiling a new shader\n");
4036 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4037 if (shader_data->num_gl_shaders)
4039 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4040 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4041 new_size * sizeof(*shader_data->gl_shaders));
4043 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4048 ERR("Out of memory\n");
4051 shader_data->gl_shaders = new_array;
4052 shader_data->shader_array_size = new_size;
4055 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4057 if (!shader_buffer_init(&buffer))
4059 ERR("Failed to initialize shader buffer.\n");
4063 ret = shader_arb_generate_vshader(shader, &buffer, args,
4064 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4065 shader_buffer_free(&buffer);
4066 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4068 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4071 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4072 struct arb_ps_compile_args *args)
4076 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4077 find_ps_compile_args(shader, stateblock, &args->super);
4079 /* This forces all local boolean constants to 1 to make them stateblock independent */
4080 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4082 for(i = 0; i < MAX_CONST_B; i++)
4084 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4087 /* Skip if unused or local, or supported natively */
4088 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4089 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
4091 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4095 for(i = 0; i < MAX_CONST_I; i++)
4097 if(int_skip & (1 << i))
4099 args->loop_ctrl[i][0] = 0;
4100 args->loop_ctrl[i][1] = 0;
4101 args->loop_ctrl[i][2] = 0;
4105 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4106 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4107 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4112 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4113 struct arb_vs_compile_args *args)
4117 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4118 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4119 find_vs_compile_args(shader, stateblock, &args->super);
4121 args->boolclip_compare = 0;
4122 if(use_ps(stateblock))
4124 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4125 struct arb_pshader_private *shader_priv = ps->backend_priv;
4126 args->ps_signature = shader_priv->input_signature_idx;
4128 args->boolclip.clip_control[0] = shader_priv->clipplane_emulation + 1;
4132 args->ps_signature = ~0;
4133 if(!dev->vs_clipping)
4135 args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
4137 /* Otherwise: Setting boolclip_compare set clip_control[0] to 0 */
4140 if(args->boolclip.clip_control[0])
4142 if(stateblock->renderState[WINED3DRS_CLIPPING])
4144 args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
4146 /* clip_control[1] was set to 0 by setting boolclip_compare to 0 */
4149 /* This forces all local boolean constants to 1 to make them stateblock independent */
4150 args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4151 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4152 for(i = 0; i < MAX_CONST_B; i++)
4154 if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
4157 args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4158 args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4159 args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4160 args->vertex_samplers[3] = 0;
4162 /* Skip if unused or local */
4163 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4164 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) /* This is about flow control, not clipping */
4166 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4170 for(i = 0; i < MAX_CONST_I; i++)
4172 if(int_skip & (1 << i))
4174 args->loop_ctrl[i][0] = 0;
4175 args->loop_ctrl[i][1] = 0;
4176 args->loop_ctrl[i][2] = 0;
4180 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4181 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4182 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4187 /* GL locking is done by the caller */
4188 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4190 IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4191 struct shader_arb_priv *priv = This->shader_priv;
4192 const struct wined3d_gl_info *gl_info = context->gl_info;
4195 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4197 struct arb_ps_compile_args compile_args;
4198 struct arb_ps_compiled_shader *compiled;
4199 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4201 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4202 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4203 compiled = find_arb_pshader(ps, &compile_args);
4204 priv->current_fprogram_id = compiled->prgId;
4205 priv->compiled_fprog = compiled;
4207 /* Bind the fragment program */
4208 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4209 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4211 if(!priv->use_arbfp_fixed_func) {
4212 /* Enable OpenGL fragment programs */
4213 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4214 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4216 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4218 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4219 * a 1.x and newer shader, reload the first 8 constants
4221 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts)
4223 priv->last_ps_const_clamped = ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts;
4224 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4225 for(i = 0; i < 8; i++)
4227 context->pshader_const_dirty[i] = 1;
4229 /* Also takes care of loading local constants */
4230 shader_arb_load_constants(context, TRUE, FALSE);
4234 shader_arb_ps_local_constants(This);
4237 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4238 if (compiled->np2fixup_info.super.active)
4239 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4240 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
4241 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4242 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4243 * replacement shader
4245 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4246 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4247 priv->current_fprogram_id = 0;
4251 struct arb_vs_compile_args compile_args;
4252 struct arb_vs_compiled_shader *compiled;
4253 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4255 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4256 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4257 compiled = find_arb_vshader(vs, &compile_args);
4258 priv->current_vprogram_id = compiled->prgId;
4259 priv->compiled_vprog = compiled;
4261 /* Bind the vertex program */
4262 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4263 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4265 /* Enable OpenGL vertex programs */
4266 glEnable(GL_VERTEX_PROGRAM_ARB);
4267 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4268 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4269 shader_arb_vs_local_constants(This);
4271 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4272 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4274 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4275 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4276 checkGLcall("glClampColorARB");
4278 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4281 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4282 priv->current_vprogram_id = 0;
4283 glDisable(GL_VERTEX_PROGRAM_ARB);
4284 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4288 /* GL locking is done by the caller */
4289 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4290 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4291 struct shader_arb_priv *priv = This->shader_priv;
4292 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
4293 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4295 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4296 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4297 glEnable(GL_VERTEX_PROGRAM_ARB);
4299 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
4300 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4301 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4304 /* GL locking is done by the caller */
4305 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4306 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4307 struct shader_arb_priv *priv = This->shader_priv;
4308 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4310 if (priv->current_vprogram_id) {
4311 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4312 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4314 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4316 glDisable(GL_VERTEX_PROGRAM_ARB);
4317 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4320 if (priv->current_fprogram_id) {
4321 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4322 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4324 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4325 } else if(!priv->use_arbfp_fixed_func) {
4326 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4327 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4331 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4332 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4333 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4334 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4336 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4338 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
4339 struct arb_pshader_private *shader_data = This->backend_priv;
4342 if(!shader_data) return; /* This can happen if a shader was never compiled */
4345 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4347 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4348 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4349 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4352 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4353 HeapFree(GetProcessHeap(), 0, shader_data);
4354 This->backend_priv = NULL;
4356 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
4357 struct arb_vshader_private *shader_data = This->backend_priv;
4360 if(!shader_data) return; /* This can happen if a shader was never compiled */
4363 if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4365 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4366 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4367 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4370 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4371 HeapFree(GetProcessHeap(), 0, shader_data);
4372 This->backend_priv = NULL;
4376 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4378 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4379 return compare_sig(key, e->sig);
4382 struct wine_rb_functions sig_tree_functions =
4390 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4391 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4392 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4393 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4395 ERR("RB tree init failed\n");
4396 HeapFree(GetProcessHeap(), 0, priv);
4397 return E_OUTOFMEMORY;
4399 This->shader_priv = priv;
4403 static void release_signature(struct wine_rb_entry *entry, void *context)
4405 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4407 for(i = 0; i < MAX_REG_INPUT; i++)
4409 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4411 HeapFree(GetProcessHeap(), 0, sig->sig);
4412 HeapFree(GetProcessHeap(), 0, sig);
4415 /* Context activation is done by the caller. */
4416 static void shader_arb_free(IWineD3DDevice *iface) {
4417 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4418 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4419 struct shader_arb_priv *priv = This->shader_priv;
4423 if(priv->depth_blt_vprogram_id) {
4424 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4426 for (i = 0; i < tex_type_count; ++i) {
4427 if (priv->depth_blt_fprogram_id[i]) {
4428 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
4433 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4434 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4437 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4441 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info,
4442 struct shader_caps *pCaps)
4444 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4445 * then overwrite the shader specific ones
4447 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
4449 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4450 if(GL_SUPPORT(NV_VERTEX_PROGRAM3))
4452 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4453 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4455 else if(GL_LIMITS(vshader_constantsF) >= 256)
4457 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4458 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4459 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4463 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4464 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4466 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4469 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
4470 if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2))
4472 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4473 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4475 else if(GL_LIMITS(pshader_constantsF) >= 32)
4477 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4478 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4479 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4483 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4484 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4486 pCaps->PixelShader1xMaxValue = 8.0f;
4487 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4490 pCaps->VSClipping = use_nv_clip(gl_info);
4493 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4495 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4497 TRACE("Checking support for color_fixup:\n");
4498 dump_color_fixup_desc(fixup);
4501 /* We support everything except YUV conversions. */
4502 if (!is_yuv_fixup(fixup))
4508 TRACE("[FAILED]\n");
4512 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4514 char write_mask[20], regstr[50];
4515 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4516 BOOL is_color = FALSE;
4517 const struct wined3d_shader_dst_param *dst;
4519 if (!ins->dst_count) return;
4523 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4525 shader_arb_get_write_mask(ins, dst, write_mask);
4526 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4528 /* Generate a line that does the output modifier computation
4529 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4530 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4532 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4533 regstr, write_mask, regstr, shift_tab[shift]);
4536 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4538 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4539 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4540 /* WINED3DSIH_BEM */ pshader_hw_bem,
4541 /* WINED3DSIH_BREAK */ shader_hw_break,
4542 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4543 /* WINED3DSIH_BREAKP */ NULL,
4544 /* WINED3DSIH_CALL */ shader_hw_call,
4545 /* WINED3DSIH_CALLNZ */ NULL,
4546 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4547 /* WINED3DSIH_CND */ pshader_hw_cnd,
4548 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4549 /* WINED3DSIH_DCL */ NULL,
4550 /* WINED3DSIH_DEF */ NULL,
4551 /* WINED3DSIH_DEFB */ NULL,
4552 /* WINED3DSIH_DEFI */ NULL,
4553 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4554 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4555 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4556 /* WINED3DSIH_DST */ shader_hw_map2gl,
4557 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4558 /* WINED3DSIH_DSY */ shader_hw_dsy,
4559 /* WINED3DSIH_ELSE */ shader_hw_else,
4560 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4561 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4562 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4563 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4564 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4565 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4566 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4567 /* WINED3DSIH_IFC */ shader_hw_ifc,
4568 /* WINED3DSIH_LABEL */ shader_hw_label,
4569 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4570 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4571 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4572 /* WINED3DSIH_LOOP */ shader_hw_loop,
4573 /* WINED3DSIH_LRP */ shader_hw_lrp,
4574 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4575 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4576 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4577 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4578 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4579 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4580 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4581 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4582 /* WINED3DSIH_MOV */ shader_hw_mov,
4583 /* WINED3DSIH_MOVA */ shader_hw_mov,
4584 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4585 /* WINED3DSIH_NOP */ shader_hw_nop,
4586 /* WINED3DSIH_NRM */ shader_hw_nrm,
4587 /* WINED3DSIH_PHASE */ NULL,
4588 /* WINED3DSIH_POW */ shader_hw_log_pow,
4589 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
4590 /* WINED3DSIH_REP */ shader_hw_rep,
4591 /* WINED3DSIH_RET */ shader_hw_ret,
4592 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4593 /* WINED3DSIH_SETP */ NULL,
4594 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4595 /* WINED3DSIH_SGN */ shader_hw_sgn,
4596 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4597 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4598 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4599 /* WINED3DSIH_TEX */ pshader_hw_tex,
4600 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4601 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4602 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4603 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4604 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4605 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4606 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4607 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4608 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4609 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4610 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4611 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4612 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4613 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4614 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4615 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4616 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4617 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4618 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4619 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4620 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4623 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4625 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4627 WORD flag = (1 << idx);
4628 const local_constant *constant;
4629 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4631 if(This->baseShader.reg_maps.local_bool_consts & flag)
4633 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4634 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4636 if (constant->idx == idx)
4638 return constant->value[0];
4641 ERR("Local constant not found\n");
4646 if(vshader) bools = priv->cur_vs_args->boolclip.bools;
4647 else bools = priv->cur_ps_args->bools;
4648 return bools & flag;
4652 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
4653 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
4655 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4657 /* Integer constants can either be a local constant, or they can be stored in the shader
4658 * type specific compile args. */
4659 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4661 const local_constant *constant;
4663 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4665 if (constant->idx == idx)
4667 loop_control->count = constant->value[0];
4668 loop_control->start = constant->value[1];
4669 /* Step is signed. */
4670 loop_control->step = (int)constant->value[2];
4674 /* If this happens the flag was set incorrectly */
4675 ERR("Local constant not found\n");
4676 loop_control->count = 0;
4677 loop_control->start = 0;
4678 loop_control->step = 0;
4682 switch (This->baseShader.reg_maps.shader_version.type)
4684 case WINED3D_SHADER_TYPE_VERTEX:
4685 /* Count and aL start value are unsigned */
4686 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
4687 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
4688 /* Step is signed. */
4689 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
4692 case WINED3D_SHADER_TYPE_PIXEL:
4693 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
4694 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
4695 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
4699 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
4704 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4707 struct wined3d_shader_dst_param *dst_param = NULL;
4708 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4709 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4712 ERR("Out of memory\n");
4717 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4718 if(!dst_param) goto free;
4719 *dst_param = *ins->dst;
4720 if(ins->dst->reg.rel_addr)
4722 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4723 if(!rel_addr) goto free;
4724 *rel_addr = *ins->dst->reg.rel_addr;
4725 dst_param->reg.rel_addr = rel_addr;
4727 rec->ins.dst = dst_param;
4729 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4730 if(!src_param) goto free;
4731 for(i = 0; i < ins->src_count; i++)
4733 src_param[i] = ins->src[i];
4734 if(ins->src[i].reg.rel_addr)
4736 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4737 if(!rel_addr) goto free;
4738 *rel_addr = *ins->src[i].reg.rel_addr;
4739 src_param[i].reg.rel_addr = rel_addr;
4742 rec->ins.src = src_param;
4743 list_add_tail(list, &rec->entry);
4747 ERR("Out of memory\n");
4750 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4751 HeapFree(GetProcessHeap(), 0, dst_param);
4755 for(i = 0; i < ins->src_count; i++)
4757 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4759 HeapFree(GetProcessHeap(), 0, src_param);
4761 HeapFree(GetProcessHeap(), 0, rec);
4764 static void free_recorded_instruction(struct list *list)
4766 struct recorded_instruction *rec_ins, *entry2;
4769 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4771 list_remove(&rec_ins->entry);
4772 if(rec_ins->ins.dst)
4774 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4775 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4777 if(rec_ins->ins.src)
4779 for(i = 0; i < rec_ins->ins.src_count; i++)
4781 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4783 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4785 HeapFree(GetProcessHeap(), 0, rec_ins);
4789 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4790 SHADER_HANDLER hw_fct;
4791 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4792 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4793 struct control_frame *control_frame;
4794 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4797 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4799 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4800 list_add_head(&priv->control_frames, &control_frame->entry);
4802 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4803 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4805 if(priv->target_version >= NV2)
4807 control_frame->loop_no = priv->num_loops++;
4812 /* Don't bother recording when we're in a not used if branch */
4818 if(!priv->recording)
4820 list_init(&priv->record);
4821 priv->recording = TRUE;
4822 control_frame->outer_loop = TRUE;
4823 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
4824 return; /* Instruction is handled */
4826 /* Record this loop in the outer loop's recording */
4829 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4831 if(priv->target_version >= NV2)
4833 /* Nothing to do. The control frame is popped after the HW instr handler */
4837 struct list *e = list_head(&priv->control_frames);
4838 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4839 list_remove(&control_frame->entry);
4841 if(control_frame->outer_loop)
4843 int iteration, aL = 0;
4846 /* Turn off recording before playback */
4847 priv->recording = FALSE;
4849 /* Move the recorded instructions to a separate list and get them out of the private data
4850 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4851 * be recorded again, thus priv->record might be overwritten
4854 list_move_tail(©, &priv->record);
4855 list_init(&priv->record);
4857 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4859 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
4860 control_frame->loop_control.count, control_frame->loop_control.start,
4861 control_frame->loop_control.step);
4862 aL = control_frame->loop_control.start;
4866 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
4869 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
4871 struct recorded_instruction *rec_ins;
4872 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4875 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4879 shader_addline(buffer, "#Iteration %d\n", iteration);
4882 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
4884 shader_arb_handle_instruction(&rec_ins->ins);
4887 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4889 aL += control_frame->loop_control.step;
4892 shader_addline(buffer, "#end loop/rep\n");
4894 free_recorded_instruction(©);
4895 HeapFree(GetProcessHeap(), 0, control_frame);
4896 return; /* Instruction is handled */
4900 /* This is a nested loop. Proceed to the normal recording function */
4901 HeapFree(GetProcessHeap(), 0, control_frame);
4908 record_instruction(&priv->record, ins);
4913 if(ins->handler_idx == WINED3DSIH_IF)
4915 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4916 list_add_head(&priv->control_frames, &control_frame->entry);
4917 control_frame->type = IF;
4919 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
4920 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
4921 if(!priv->muted && bool_const == FALSE)
4923 shader_addline(buffer, "#if(FALSE){\n");
4925 control_frame->muting = TRUE;
4927 else shader_addline(buffer, "#if(TRUE) {\n");
4929 return; /* Instruction is handled */
4931 else if(ins->handler_idx == WINED3DSIH_IFC)
4933 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
4934 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4935 control_frame->type = IFC;
4936 control_frame->ifc_no = priv->num_ifcs++;
4937 list_add_head(&priv->control_frames, &control_frame->entry);
4939 else if(ins->handler_idx == WINED3DSIH_ELSE)
4941 struct list *e = list_head(&priv->control_frames);
4942 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4944 if(control_frame->type == IF)
4946 shader_addline(buffer, "#} else {\n");
4947 if(!priv->muted && !control_frame->muting)
4950 control_frame->muting = TRUE;
4952 else if(control_frame->muting) priv->muted = FALSE;
4953 return; /* Instruction is handled. */
4955 /* In case of an ifc, generate a HW shader instruction */
4957 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4959 struct list *e = list_head(&priv->control_frames);
4960 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4962 if(control_frame->type == IF)
4964 shader_addline(buffer, "#} endif\n");
4965 if(control_frame->muting) priv->muted = FALSE;
4966 list_remove(&control_frame->entry);
4967 HeapFree(GetProcessHeap(), 0, control_frame);
4968 return; /* Instruction is handled */
4972 if(priv->muted) return;
4974 /* Select handler */
4975 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
4977 /* Unhandled opcode */
4980 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4985 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4987 struct list *e = list_head(&priv->control_frames);
4988 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4989 list_remove(&control_frame->entry);
4990 HeapFree(GetProcessHeap(), 0, control_frame);
4993 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4995 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
4996 struct list *e = list_head(&priv->control_frames);
4997 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4998 list_remove(&control_frame->entry);
4999 HeapFree(GetProcessHeap(), 0, control_frame);
5003 shader_arb_add_instruction_modifiers(ins);
5006 const shader_backend_t arb_program_shader_backend = {
5007 shader_arb_handle_instruction,
5009 shader_arb_select_depth_blt,
5010 shader_arb_deselect_depth_blt,
5011 shader_arb_update_float_vertex_constants,
5012 shader_arb_update_float_pixel_constants,
5013 shader_arb_load_constants,
5014 shader_arb_load_np2fixup_constants,
5018 shader_arb_dirty_const,
5019 shader_arb_get_caps,
5020 shader_arb_color_fixup_supported,
5023 /* ARB_fragment_program fixed function pipeline replacement definitions */
5024 #define ARB_FFP_CONST_TFACTOR 0
5025 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5026 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5027 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5028 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5030 struct arbfp_ffp_desc
5032 struct ffp_frag_desc parent;
5034 unsigned int num_textures_used;
5037 /* Context activation is done by the caller. */
5038 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5041 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5042 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5044 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5045 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5050 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5051 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5052 struct shader_arb_priv *priv;
5053 /* Share private data between the shader backend and the pipeline replacement, if both
5054 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5055 * if no pixel shader is bound or not
5057 if(This->shader_backend == &arb_program_shader_backend) {
5058 This->fragment_priv = This->shader_priv;
5060 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5061 if(!This->fragment_priv) return E_OUTOFMEMORY;
5063 priv = This->fragment_priv;
5064 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5066 ERR("Failed to initialize rbtree.\n");
5067 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5068 return E_OUTOFMEMORY;
5070 priv->use_arbfp_fixed_func = TRUE;
5074 /* Context activation is done by the caller. */
5075 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5077 const struct wined3d_gl_info *gl_info = context;
5078 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5081 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5082 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5083 HeapFree(GetProcessHeap(), 0, entry_arb);
5087 /* Context activation is done by the caller. */
5088 static void arbfp_free(IWineD3DDevice *iface) {
5089 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5090 struct shader_arb_priv *priv = This->fragment_priv;
5092 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5093 priv->use_arbfp_fixed_func = FALSE;
5095 if(This->shader_backend != &arb_program_shader_backend) {
5096 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5100 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5102 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5103 WINED3DTEXOPCAPS_SELECTARG1 |
5104 WINED3DTEXOPCAPS_SELECTARG2 |
5105 WINED3DTEXOPCAPS_MODULATE4X |
5106 WINED3DTEXOPCAPS_MODULATE2X |
5107 WINED3DTEXOPCAPS_MODULATE |
5108 WINED3DTEXOPCAPS_ADDSIGNED2X |
5109 WINED3DTEXOPCAPS_ADDSIGNED |
5110 WINED3DTEXOPCAPS_ADD |
5111 WINED3DTEXOPCAPS_SUBTRACT |
5112 WINED3DTEXOPCAPS_ADDSMOOTH |
5113 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5114 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5115 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5116 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5117 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5118 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5119 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5120 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5121 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5122 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5123 WINED3DTEXOPCAPS_MULTIPLYADD |
5124 WINED3DTEXOPCAPS_LERP |
5125 WINED3DTEXOPCAPS_BUMPENVMAP |
5126 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5128 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5130 caps->MaxTextureBlendStages = 8;
5131 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
5133 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
5135 #undef GLINFO_LOCATION
5137 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
5138 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5141 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5143 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5144 * application provided constants
5146 if(device->shader_backend == &arb_program_shader_backend) {
5147 if (use_ps(stateblock)) return;
5149 device = stateblock->wineD3DDevice;
5150 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5151 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5154 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
5155 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5156 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5160 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5163 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5165 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5166 * application provided constants
5168 if(device->shader_backend == &arb_program_shader_backend) {
5169 if (use_ps(stateblock)) return;
5171 device = stateblock->wineD3DDevice;
5172 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5173 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5176 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
5177 /* The specular color has no alpha */
5178 col[0] = 1.0f; col[1] = 1.0f;
5179 col[2] = 1.0f; col[3] = 0.0f;
5181 col[0] = 0.0f; col[1] = 0.0f;
5182 col[2] = 0.0f; col[3] = 0.0f;
5184 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5185 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5188 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5190 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5191 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5194 if (use_ps(stateblock))
5197 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
5199 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5202 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5203 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5207 if(device->shader_backend == &arb_program_shader_backend) {
5208 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5211 } else if(device->shader_backend == &arb_program_shader_backend) {
5212 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5213 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5216 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5217 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5218 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5219 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5221 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5222 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5225 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5227 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5228 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5231 if (use_ps(stateblock))
5234 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
5236 /* The pixel shader has to know the luminance offset. Do a constants update if it
5237 * isn't scheduled anyway
5239 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
5240 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5244 if(device->shader_backend == &arb_program_shader_backend) {
5245 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5248 } else if(device->shader_backend == &arb_program_shader_backend) {
5249 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5250 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5253 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
5254 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
5258 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5259 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5262 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5266 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5268 switch(arg & WINED3DTA_SELECTMASK) {
5269 case WINED3DTA_DIFFUSE:
5270 ret = "fragment.color.primary"; break;
5272 case WINED3DTA_CURRENT:
5273 if(stage == 0) ret = "fragment.color.primary";
5277 case WINED3DTA_TEXTURE:
5279 case 0: ret = "tex0"; break;
5280 case 1: ret = "tex1"; break;
5281 case 2: ret = "tex2"; break;
5282 case 3: ret = "tex3"; break;
5283 case 4: ret = "tex4"; break;
5284 case 5: ret = "tex5"; break;
5285 case 6: ret = "tex6"; break;
5286 case 7: ret = "tex7"; break;
5287 default: ret = "unknown texture";
5291 case WINED3DTA_TFACTOR:
5292 ret = "tfactor"; break;
5294 case WINED3DTA_SPECULAR:
5295 ret = "fragment.color.secondary"; break;
5297 case WINED3DTA_TEMP:
5298 ret = "tempreg"; break;
5300 case WINED3DTA_CONSTANT:
5301 FIXME("Implement perstage constants\n");
5303 case 0: ret = "const0"; break;
5304 case 1: ret = "const1"; break;
5305 case 2: ret = "const2"; break;
5306 case 3: ret = "const3"; break;
5307 case 4: ret = "const4"; break;
5308 case 5: ret = "const5"; break;
5309 case 6: ret = "const6"; break;
5310 case 7: ret = "const7"; break;
5311 default: ret = "unknown constant";
5319 if(arg & WINED3DTA_COMPLEMENT) {
5320 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5321 if(argnum == 0) ret = "arg0";
5322 if(argnum == 1) ret = "arg1";
5323 if(argnum == 2) ret = "arg2";
5325 if(arg & WINED3DTA_ALPHAREPLICATE) {
5326 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5327 if(argnum == 0) ret = "arg0";
5328 if(argnum == 1) ret = "arg1";
5329 if(argnum == 2) ret = "arg2";
5334 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5335 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5337 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5338 unsigned int mul = 1;
5339 BOOL mul_final_dest = FALSE;
5341 if(color && alpha) dstmask = "";
5342 else if(color) dstmask = ".xyz";
5343 else dstmask = ".w";
5345 if(dst == tempreg) dstreg = "tempreg";
5346 else dstreg = "ret";
5348 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5349 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5350 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5353 case WINED3DTOP_DISABLE:
5354 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5357 case WINED3DTOP_SELECTARG2:
5359 case WINED3DTOP_SELECTARG1:
5360 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5363 case WINED3DTOP_MODULATE4X:
5365 case WINED3DTOP_MODULATE2X:
5367 if(strcmp(dstreg, "result.color") == 0) {
5369 mul_final_dest = TRUE;
5371 case WINED3DTOP_MODULATE:
5372 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5375 case WINED3DTOP_ADDSIGNED2X:
5377 if(strcmp(dstreg, "result.color") == 0) {
5379 mul_final_dest = TRUE;
5381 case WINED3DTOP_ADDSIGNED:
5382 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5384 case WINED3DTOP_ADD:
5385 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5388 case WINED3DTOP_SUBTRACT:
5389 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5392 case WINED3DTOP_ADDSMOOTH:
5393 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5394 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5397 case WINED3DTOP_BLENDCURRENTALPHA:
5398 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5399 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5401 case WINED3DTOP_BLENDFACTORALPHA:
5402 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5403 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5405 case WINED3DTOP_BLENDTEXTUREALPHA:
5406 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5407 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5409 case WINED3DTOP_BLENDDIFFUSEALPHA:
5410 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5411 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5414 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5415 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5416 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5417 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5420 /* D3DTOP_PREMODULATE ???? */
5422 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5423 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5424 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5426 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5427 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5429 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5430 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5431 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5433 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5434 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5437 case WINED3DTOP_DOTPRODUCT3:
5439 if(strcmp(dstreg, "result.color") == 0) {
5441 mul_final_dest = TRUE;
5443 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5444 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5445 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5448 case WINED3DTOP_MULTIPLYADD:
5449 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5452 case WINED3DTOP_LERP:
5453 /* The msdn is not quite right here */
5454 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5457 case WINED3DTOP_BUMPENVMAP:
5458 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5459 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5463 FIXME("Unhandled texture op %08x\n", op);
5467 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5468 } else if(mul == 4) {
5469 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5473 /* The stateblock is passed for GLINFO_LOCATION */
5474 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5477 struct wined3d_shader_buffer buffer;
5478 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5479 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5480 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5481 const char *textype;
5482 const char *instr, *sat;
5483 char colorcor_dst[8];
5485 DWORD arg0, arg1, arg2;
5486 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5488 const char *final_combiner_src = "ret";
5490 /* Find out which textures are read */
5491 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5492 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5493 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5494 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5495 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5496 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5497 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5498 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5500 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5501 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5502 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5503 bump_used[stage] = TRUE;
5504 tex_read[stage] = TRUE;
5506 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5507 bump_used[stage] = TRUE;
5508 tex_read[stage] = TRUE;
5509 luminance_used[stage] = TRUE;
5510 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5511 tfactor_used = TRUE;
5514 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5515 tfactor_used = TRUE;
5518 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5519 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5520 tempreg_used = TRUE;
5523 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5524 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5525 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5526 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5527 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5528 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5529 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5531 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5532 tempreg_used = TRUE;
5534 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5535 tfactor_used = TRUE;
5540 if (!shader_buffer_init(&buffer))
5542 ERR("Failed to initialize shader buffer.\n");
5546 shader_addline(&buffer, "!!ARBfp1.0\n");
5548 switch(settings->fog) {
5549 case FOG_OFF: break;
5550 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5551 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5552 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5553 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5556 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5557 shader_addline(&buffer, "TEMP TMP;\n");
5558 shader_addline(&buffer, "TEMP ret;\n");
5559 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5560 shader_addline(&buffer, "TEMP arg0;\n");
5561 shader_addline(&buffer, "TEMP arg1;\n");
5562 shader_addline(&buffer, "TEMP arg2;\n");
5563 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5564 if(!tex_read[stage]) continue;
5565 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5566 if(!bump_used[stage]) continue;
5567 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5568 if(!luminance_used[stage]) continue;
5569 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5572 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5574 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5576 if(settings->sRGB_write) {
5577 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5578 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5579 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5580 srgb_sub_high, 0.0, 0.0, 0.0);
5583 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5585 /* Generate texture sampling instructions) */
5586 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5587 if(!tex_read[stage]) continue;
5589 switch(settings->op[stage].tex_type) {
5590 case tex_1d: textype = "1D"; break;
5591 case tex_2d: textype = "2D"; break;
5592 case tex_3d: textype = "3D"; break;
5593 case tex_cube: textype = "CUBE"; break;
5594 case tex_rect: textype = "RECT"; break;
5595 default: textype = "unexpected_textype"; break;
5598 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5599 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5605 if(settings->op[stage].projected == proj_none) {
5607 } else if(settings->op[stage].projected == proj_count4 ||
5608 settings->op[stage].projected == proj_count3) {
5611 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5616 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5617 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5618 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5619 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5620 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5621 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5623 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5624 * so multiply the displacement with the dividing parameter before passing it to TXP
5626 if (settings->op[stage].projected != proj_none) {
5627 if(settings->op[stage].projected == proj_count4) {
5628 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5629 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5631 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5632 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5635 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5638 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5639 instr, sat, stage, stage, textype);
5640 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5641 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5642 stage - 1, stage - 1, stage - 1);
5643 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5645 } else if(settings->op[stage].projected == proj_count3) {
5646 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5647 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5648 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5649 instr, sat, stage, stage, textype);
5651 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5652 instr, sat, stage, stage, stage, textype);
5655 sprintf(colorcor_dst, "tex%u", stage);
5656 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5657 settings->op[stage].color_fixup);
5660 /* Generate the main shader */
5661 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5662 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5664 final_combiner_src = "fragment.color.primary";
5669 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5670 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5671 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5672 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5673 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5674 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5675 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5676 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5677 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5678 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5679 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5680 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5682 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5683 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5684 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5685 settings->op[stage].carg2 == settings->op[stage].aarg2;
5688 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5689 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5690 settings->op[stage].cop, settings->op[stage].carg0,
5691 settings->op[stage].carg1, settings->op[stage].carg2);
5693 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5695 } else if(op_equal) {
5696 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5697 settings->op[stage].cop, settings->op[stage].carg0,
5698 settings->op[stage].carg1, settings->op[stage].carg2);
5700 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5701 settings->op[stage].cop, settings->op[stage].carg0,
5702 settings->op[stage].carg1, settings->op[stage].carg2);
5703 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5704 settings->op[stage].aop, settings->op[stage].aarg0,
5705 settings->op[stage].aarg1, settings->op[stage].aarg2);
5709 if(settings->sRGB_write) {
5710 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5711 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5713 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5717 shader_addline(&buffer, "END\n");
5719 /* Generate the shader */
5720 GL_EXTCALL(glGenProgramsARB(1, &ret));
5721 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5722 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5724 if (glGetError() == GL_INVALID_OPERATION) {
5726 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5727 FIXME("Fragment program error at position %d: %s\n", pos,
5728 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5730 shader_buffer_free(&buffer);
5734 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5736 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5737 struct shader_arb_priv *priv = device->fragment_priv;
5738 BOOL use_pshader = use_ps(stateblock);
5739 BOOL use_vshader = use_vs(stateblock);
5740 struct ffp_frag_settings settings;
5741 const struct arbfp_ffp_desc *desc;
5744 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5746 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5747 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5748 /* Reload fixed function constants since they collide with the pixel shader constants */
5749 for(i = 0; i < MAX_TEXTURES; i++) {
5750 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5752 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5753 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5754 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5755 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5761 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5762 gen_ffp_frag_op(stateblock, &settings, FALSE);
5763 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5765 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5768 ERR("Out of memory\n");
5771 new_desc->num_textures_used = 0;
5772 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
5773 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5774 new_desc->num_textures_used = i;
5777 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5778 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5779 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5780 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5784 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5785 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5788 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5789 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5790 priv->current_fprogram_id = desc->shader;
5792 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5793 /* Reload fixed function constants since they collide with the pixel shader constants */
5794 for(i = 0; i < MAX_TEXTURES; i++) {
5795 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5797 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5798 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5800 context->last_was_pshader = FALSE;
5802 context->last_was_pshader = TRUE;
5805 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5806 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5807 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5808 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5809 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5811 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5814 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5815 device->shader_backend->shader_select(context, use_pshader, use_vshader);
5817 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
5818 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
5822 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5826 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5827 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5828 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5829 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5830 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5832 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5834 enum fogsource new_source;
5836 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5838 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5839 fragment_prog_arbfp(state, stateblock, context);
5842 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
5844 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
5845 if(use_vs(stateblock)) {
5846 new_source = FOGSOURCE_VS;
5848 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5849 new_source = FOGSOURCE_COORD;
5851 new_source = FOGSOURCE_FFP;
5855 new_source = FOGSOURCE_FFP;
5857 if(new_source != context->fog_source) {
5858 context->fog_source = new_source;
5859 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
5863 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5865 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5866 fragment_prog_arbfp(state, stateblock, context);
5870 #undef GLINFO_LOCATION
5872 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
5873 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
5874 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5875 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5876 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5877 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5878 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5879 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5880 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5881 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5882 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5883 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5884 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5885 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5886 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5887 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5888 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5889 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5890 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5891 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5892 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5893 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5894 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5895 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5896 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5897 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5898 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5899 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5900 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5901 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5902 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5903 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5904 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5905 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5906 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5907 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5908 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5909 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5910 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5911 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5912 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5913 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5914 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5915 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5916 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5917 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5918 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5919 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5920 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5921 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5922 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5923 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5924 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5925 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5926 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5927 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5928 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5929 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5930 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5931 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5932 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5933 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5934 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5935 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5936 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5937 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5938 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5939 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5940 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5941 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5942 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5943 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5944 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5945 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5946 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5947 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5948 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5949 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5950 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5951 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5952 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5953 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5954 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5955 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5956 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5957 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5958 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5959 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5960 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5961 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5962 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5963 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5964 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5965 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5966 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5967 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5968 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5969 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5970 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5971 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5972 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5973 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5974 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5975 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5976 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5977 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5978 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5979 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5980 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5981 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5982 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5983 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5984 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5985 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5986 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5987 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5988 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5989 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5990 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5991 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5992 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5993 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5994 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5995 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5996 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5997 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5998 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5999 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6000 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6001 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6002 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6003 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6004 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6005 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6006 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6007 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6008 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6009 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6010 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6011 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6012 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6013 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6014 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6015 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6016 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6017 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6018 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6019 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6020 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6023 const struct fragment_pipeline arbfp_fragment_pipeline = {
6028 shader_arb_color_fixup_supported,
6029 arbfp_fragmentstate_template,
6030 TRUE /* We can disable projected textures */
6033 #define GLINFO_LOCATION device->adapter->gl_info
6035 struct arbfp_blit_priv {
6036 GLenum yuy2_rect_shader, yuy2_2d_shader;
6037 GLenum uyvy_rect_shader, uyvy_2d_shader;
6038 GLenum yv12_rect_shader, yv12_2d_shader;
6041 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6042 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6043 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6044 if(!device->blit_priv) {
6045 ERR("Out of memory\n");
6046 return E_OUTOFMEMORY;
6051 /* Context activation is done by the caller. */
6052 static void arbfp_blit_free(IWineD3DDevice *iface) {
6053 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6054 struct arbfp_blit_priv *priv = device->blit_priv;
6057 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6058 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6059 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6060 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6061 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6062 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6063 checkGLcall("Delete yuv programs");
6067 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum yuv_fixup yuv_fixup,
6068 GLenum textype, char *luminance)
6071 const char *tex, *texinstr;
6073 if (yuv_fixup == YUV_FIXUP_UYVY) {
6081 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6082 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6084 /* This is more tricky than just replacing the texture type - we have to navigate
6085 * properly in the texture to find the correct chroma values
6087 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6091 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6092 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6093 * filtering when we sample the texture.
6095 * These are the rules for reading the chroma:
6101 * So we have to get the sampling x position in non-normalized coordinates in integers
6103 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6104 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6105 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6107 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6109 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6110 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6113 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6114 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6116 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6117 * even and odd pixels respectively
6119 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6120 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6122 /* Sample Pixel 1 */
6123 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6125 /* Put the value into either of the chroma values */
6126 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6127 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6128 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6129 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6131 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6132 * the pixel right to the current one. Otherwise, sample the left pixel.
6133 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6135 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6136 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6137 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6139 /* Put the value into the other chroma */
6140 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6141 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6142 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6143 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6145 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6146 * the current one and lerp the two U and V values
6149 /* This gives the correctly filtered luminance value */
6150 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6155 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6160 case GL_TEXTURE_2D: tex = "2D"; break;
6161 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6163 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6167 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6168 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6169 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6170 * pitch of the luminance plane, the packing into the gl texture is a bit
6171 * unfortunate. If the whole texture is interpreted as luminance data it looks
6172 * approximately like this:
6174 * +----------------------------------+----
6186 * +----------------+-----------------+----
6188 * | U even rows | U odd rows |
6190 * +----------------+------------------ -
6192 * | V even rows | V odd rows |
6194 * +----------------+-----------------+----
6198 * So it appears as if there are 4 chroma images, but in fact the odd rows
6199 * in the chroma images are in the same row as the even ones. So its is
6200 * kinda tricky to read
6202 * When reading from rectangle textures, keep in mind that the input y coordinates
6203 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6205 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6206 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6208 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6209 /* the chroma planes have only half the width */
6210 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6212 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6213 * the coordinate. Also read the right side of the image when reading odd lines
6215 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6218 if(textype == GL_TEXTURE_2D) {
6220 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6222 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6224 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6225 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6227 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6228 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6229 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6230 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6231 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6233 /* clamp, keep the half pixel origin in mind */
6234 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6235 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6236 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6237 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6239 /* Read from [size - size+size/4] */
6240 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6241 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6243 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6244 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6245 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6246 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6247 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6248 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6250 /* Make sure to read exactly from the pixel center */
6251 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6252 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6255 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6256 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6257 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6258 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6259 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6261 /* Read the texture, put the result into the output register */
6262 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6263 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6265 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6266 * No need to clamp because we're just reusing the already clamped value from above
6268 if(textype == GL_TEXTURE_2D) {
6269 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6271 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6273 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6274 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6276 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6277 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6278 * values due to filtering
6280 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6281 if(textype == GL_TEXTURE_2D) {
6282 /* Multiply the y coordinate by 2/3 and clamp it */
6283 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6284 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6285 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6286 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6288 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6289 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6292 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6293 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6294 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6301 /* Context activation is done by the caller. */
6302 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
6305 struct wined3d_shader_buffer buffer;
6306 char luminance_component;
6307 struct arbfp_blit_priv *priv = device->blit_priv;
6310 if (!shader_buffer_init(&buffer))
6312 ERR("Failed to initialize shader buffer.\n");
6317 GL_EXTCALL(glGenProgramsARB(1, &shader));
6318 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6319 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6320 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6323 shader_buffer_free(&buffer);
6327 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6328 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6329 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6330 * each single pixel it contains, and one U and one V value shared between both
6333 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6334 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6335 * take the format into account when generating the read swizzles
6337 * Reading the Y value is straightforward - just sample the texture. The hardware
6338 * takes care of filtering in the horizontal and vertical direction.
6340 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6341 * because that would mix the U and V values of one pixel or two adjacent pixels.
6342 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6343 * regardless of the filtering setting. Vertical filtering works automatically
6344 * though - the U and V values of two rows are mixed nicely.
6346 * Appart of avoiding filtering issues, the code has to know which value it just
6347 * read, and where it can find the other one. To determine this, it checks if
6348 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6350 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6351 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6353 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6354 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6355 * in an unfiltered situation. Finding the luminance on the other hand requires
6356 * finding out if it is an odd or even pixel. The real drawback of this approach
6357 * is filtering. This would have to be emulated completely in the shader, reading
6358 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6359 * vertically. Beyond that it would require adjustments to the texture handling
6360 * code to deal with the width scaling
6362 shader_addline(&buffer, "!!ARBfp1.0\n");
6363 shader_addline(&buffer, "TEMP luminance;\n");
6364 shader_addline(&buffer, "TEMP temp;\n");
6365 shader_addline(&buffer, "TEMP chroma;\n");
6366 shader_addline(&buffer, "TEMP texcrd;\n");
6367 shader_addline(&buffer, "TEMP texcrd2;\n");
6368 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6369 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6370 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6374 case YUV_FIXUP_UYVY:
6375 case YUV_FIXUP_YUY2:
6376 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6378 shader_buffer_free(&buffer);
6383 case YUV_FIXUP_YV12:
6384 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6386 shader_buffer_free(&buffer);
6392 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6393 shader_buffer_free(&buffer);
6397 /* Calculate the final result. Formula is taken from
6398 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6399 * ranges from -0.5 to 0.5
6401 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6403 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6404 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6405 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6406 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6407 shader_addline(&buffer, "END\n");
6410 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
6412 if (glGetError() == GL_INVALID_OPERATION) {
6414 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6415 FIXME("Fragment program error at position %d: %s\n", pos,
6416 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6418 shader_buffer_free(&buffer);
6423 case YUV_FIXUP_YUY2:
6424 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6425 else priv->yuy2_2d_shader = shader;
6428 case YUV_FIXUP_UYVY:
6429 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6430 else priv->uyvy_2d_shader = shader;
6433 case YUV_FIXUP_YV12:
6434 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6435 else priv->yv12_2d_shader = shader;
6442 /* Context activation is done by the caller. */
6443 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
6444 GLenum textype, UINT width, UINT height)
6447 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6448 float size[4] = {width, height, 1, 1};
6449 struct arbfp_blit_priv *priv = device->blit_priv;
6450 enum yuv_fixup yuv_fixup;
6452 if (!is_yuv_fixup(format_desc->color_fixup))
6455 dump_color_fixup_desc(format_desc->color_fixup);
6456 /* Don't bother setting up a shader for unconverted formats */
6459 checkGLcall("glEnable(textype)");
6464 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
6468 case YUV_FIXUP_YUY2:
6469 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6472 case YUV_FIXUP_UYVY:
6473 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6476 case YUV_FIXUP_YV12:
6477 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6481 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
6484 checkGLcall("glEnable(textype)");
6489 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
6492 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6493 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6494 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6495 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6496 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6497 checkGLcall("glProgramLocalParameter4fvARB");
6503 /* Context activation is done by the caller. */
6504 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6505 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6508 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6509 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6510 glDisable(GL_TEXTURE_2D);
6511 checkGLcall("glDisable(GL_TEXTURE_2D)");
6512 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
6513 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6514 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6516 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
6517 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6518 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6523 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
6525 enum yuv_fixup yuv_fixup;
6527 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6529 TRACE("Checking support for fixup:\n");
6530 dump_color_fixup_desc(fixup);
6533 if (is_identity_fixup(fixup))
6539 /* We only support YUV conversions. */
6540 if (!is_yuv_fixup(fixup))
6542 TRACE("[FAILED]\n");
6546 yuv_fixup = get_yuv_fixup(fixup);
6549 case YUV_FIXUP_YUY2:
6550 case YUV_FIXUP_UYVY:
6551 case YUV_FIXUP_YV12:
6556 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6557 TRACE("[FAILED]\n");
6562 const struct blit_shader arbfp_blit = {
6567 arbfp_blit_color_fixup_supported,
6570 #undef GLINFO_LOCATION