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 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
48 if (!(q = strstr(p, "\n")))
60 static void shader_arb_dump_program_source(const char *source)
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
72 memcpy(tmp, source, source_size);
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
78 HeapFree(GetProcessHeap(), 0, tmp);
81 /* GL locking for state handlers is done by the caller. */
82 static BOOL need_rel_addr_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
84 if (shader->baseShader.reg_maps.shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
86 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset) return TRUE;
88 if (!shader->baseShader.reg_maps.usesmova) return FALSE;
89 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
92 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
93 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
95 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
96 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
99 static BOOL need_helper_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
101 if (need_rel_addr_const(shader, gl_info)) return TRUE;
102 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
103 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
104 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
105 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
106 if (shader->baseShader.reg_maps.usesnrm) return TRUE; /* 0.0 */
107 if (shader->baseShader.reg_maps.usesrcp) return TRUE; /* EPS */
111 static unsigned int reserved_vs_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
113 unsigned int ret = 1;
114 /* We use one PARAM for the pos fixup, and in some cases one to load
115 * some immediate values into the shader
117 if(need_helper_const(shader, gl_info)) ret++;
118 if(need_rel_addr_const(shader, gl_info)) ret++;
122 enum arb_helper_value
133 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
135 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
137 ERR("Geometry shaders are unsupported\n");
141 if (shader == WINED3D_SHADER_TYPE_PIXEL)
145 case ARB_ZERO: return "ps_helper_const.x";
146 case ARB_ONE: return "ps_helper_const.y";
147 case ARB_TWO: return "coefmul.x";
148 case ARB_0001: return "helper_const.xxxy";
149 case ARB_EPS: return "ps_helper_const.z";
157 case ARB_ZERO: return "helper_const.x";
158 case ARB_ONE: return "helper_const.y";
159 case ARB_TWO: return "helper_const.z";
160 case ARB_EPS: return "helper_const.w";
161 case ARB_0001: return "helper_const.xxxy";
162 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
165 FIXME("Unmanaged %s shader helper constant requested: %u\n",
166 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
169 case ARB_ZERO: return "0.0";
170 case ARB_ONE: return "1.0";
171 case ARB_TWO: return "2.0";
172 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
173 case ARB_EPS: return "1e-8";
174 default: return "bad";
178 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
180 return stateblock->lowest_disabled_stage < 7;
183 /* ARB_program_shader private data */
202 struct wined3d_shader_loop_control loop_control;
206 struct arb_ps_np2fixup_info
208 struct ps_np2fixup_info super;
209 /* For ARB we need a offset value:
210 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
211 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
212 * array we need an offset to the index inside the program local parameter array. */
216 struct arb_ps_compile_args
218 struct ps_compile_args super;
220 WORD clip; /* only a boolean, use a WORD for alignment */
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct stb_const_desc
226 unsigned char texunit;
230 struct arb_ps_compiled_shader
232 struct arb_ps_compile_args args;
233 struct arb_ps_np2fixup_info np2fixup_info;
234 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
235 struct stb_const_desc luminanceconst[MAX_TEXTURES];
236 UINT int_consts[MAX_CONST_I];
239 unsigned char numbumpenvmatconsts;
243 struct arb_vs_compile_args
245 struct vs_compile_args super;
251 unsigned char clip_texcoord;
252 unsigned char clipplane_mask;
254 DWORD boolclip_compare;
259 unsigned char samplers[4];
260 DWORD samplers_compare;
262 unsigned char loop_ctrl[MAX_CONST_I][3];
265 struct arb_vs_compiled_shader
267 struct arb_vs_compile_args args;
269 UINT int_consts[MAX_CONST_I];
271 char need_color_unclamp;
275 struct recorded_instruction
277 struct wined3d_shader_instruction ins;
281 struct shader_arb_ctx_priv
286 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
288 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
290 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
294 const struct arb_vs_compile_args *cur_vs_args;
295 const struct arb_ps_compile_args *cur_ps_args;
296 const struct arb_ps_compiled_shader *compiled_fprog;
297 const struct arb_vs_compiled_shader *compiled_vprog;
298 struct arb_ps_np2fixup_info *cur_np2fixup_info;
299 struct list control_frames;
303 unsigned int num_loops, loop_depth, num_ifcs;
306 unsigned int vs_clipplanes;
310 /* For 3.0 vertex shaders */
311 const char *vs_output[MAX_REG_OUTPUT];
312 /* For 2.x and earlier vertex shaders */
313 const char *texcrd_output[8], *color_output[2], *fog_output;
315 /* 3.0 pshader input for compatibility with fixed function */
316 const char *ps_input[MAX_REG_INPUT];
321 struct wined3d_shader_signature_element *sig;
323 struct wine_rb_entry entry;
326 struct arb_pshader_private {
327 struct arb_ps_compiled_shader *gl_shaders;
328 UINT num_gl_shaders, shader_array_size;
329 BOOL has_signature_idx;
330 DWORD input_signature_idx;
331 DWORD clipplane_emulation;
335 struct arb_vshader_private {
336 struct arb_vs_compiled_shader *gl_shaders;
337 UINT num_gl_shaders, shader_array_size;
340 struct shader_arb_priv
342 GLuint current_vprogram_id;
343 GLuint current_fprogram_id;
344 const struct arb_ps_compiled_shader *compiled_fprog;
345 const struct arb_vs_compiled_shader *compiled_vprog;
346 GLuint depth_blt_vprogram_id;
347 GLuint depth_blt_fprogram_id_full[tex_type_count];
348 GLuint depth_blt_fprogram_id_masked[tex_type_count];
349 BOOL use_arbfp_fixed_func;
350 struct wine_rb_tree fragment_shaders;
351 BOOL last_ps_const_clamped;
352 BOOL last_vs_color_unclamp;
354 struct wine_rb_tree signature_tree;
358 /********************************************************
359 * ARB_[vertex/fragment]_program helper functions follow
360 ********************************************************/
362 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
363 * When constant_list == NULL, it will load all the constants.
365 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
366 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
368 /* GL locking is done by the caller */
369 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
370 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
372 local_constant* lconst;
376 if (TRACE_ON(d3d_constants))
378 for(i = 0; i < max_constants; i++) {
379 if(!dirty_consts[i]) continue;
380 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
381 constants[i * 4 + 0], constants[i * 4 + 1],
382 constants[i * 4 + 2], constants[i * 4 + 3]);
388 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
389 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
392 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
393 * shaders, the first 8 constants are marked dirty for reload
395 for(; i < min(8, max_constants); i++) {
396 if(!dirty_consts[i]) continue;
400 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
401 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
402 else lcl_const[0] = constants[j + 0];
404 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
405 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
406 else lcl_const[1] = constants[j + 1];
408 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
409 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
410 else lcl_const[2] = constants[j + 2];
412 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
413 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
414 else lcl_const[3] = constants[j + 3];
416 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
419 /* If further constants are dirty, reload them without clamping.
421 * The alternative is not to touch them, but then we cannot reset the dirty constant count
422 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
423 * above would always re-check the first 8 constants since max_constant remains at the init
428 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
430 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
431 * or just reloading *all* constants at once
433 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
435 for(; i < max_constants; i++) {
436 if(!dirty_consts[i]) continue;
438 /* Find the next block of dirty constants */
441 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
448 for(; i < max_constants; i++) {
449 if(dirty_consts[i]) {
451 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
455 checkGLcall("glProgramEnvParameter4fvARB()");
457 /* Load immediate constants */
458 if(This->baseShader.load_local_constsF) {
459 if (TRACE_ON(d3d_shader)) {
460 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
461 GLfloat* values = (GLfloat*)lconst->value;
462 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
463 values[0], values[1], values[2], values[3]);
466 /* Immediate constants are clamped for 1.X shaders at loading times */
468 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
469 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
470 ret = max(ret, lconst->idx + 1);
471 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
473 checkGLcall("glProgramEnvParameter4fvARB()");
474 return ret; /* The loaded immediate constants need reloading for the next shader */
476 return 0; /* No constants are dirty now */
481 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
483 static void shader_arb_load_np2fixup_constants(
484 IWineD3DDevice* device,
486 char useVertexShader) {
488 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
489 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
490 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
491 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
493 if (!usePixelShader) {
494 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
498 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
499 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
501 WORD active = fixup->super.active;
502 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
504 for (i = 0; active; active >>= 1, ++i) {
505 const unsigned char idx = fixup->super.idx[i];
506 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
507 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
509 if (!(active & 1)) continue;
512 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
517 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
519 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
523 for (i = 0; i < fixup->super.num_consts; ++i) {
524 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
525 fixup->offset + i, &np2fixup_constants[i * 4]));
530 /* GL locking is done by the caller. */
531 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
533 const struct wined3d_context *context = context_get_current();
534 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
535 const struct wined3d_gl_info *gl_info = context->gl_info;
537 struct shader_arb_priv *priv = deviceImpl->shader_priv;
538 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
540 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
542 int texunit = gl_shader->bumpenvmatconst[i].texunit;
544 /* The state manager takes care that this function is always called if the bump env matrix changes */
545 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
546 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
548 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
550 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
551 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
552 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
553 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
555 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
556 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
559 checkGLcall("Load bumpmap consts");
561 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
563 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
564 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
569 val[0] = context->render_offscreen ? 0.0f
570 : deviceImpl->render_targets[0]->currentDesc.Height;
571 val[1] = context->render_offscreen ? 1.0f : -1.0f;
574 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
575 checkGLcall("y correction loading");
578 if(gl_shader->num_int_consts == 0) return;
580 for(i = 0; i < MAX_CONST_I; i++)
582 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
585 val[0] = (float) stateBlock->pixelShaderConstantI[4 * i];
586 val[1] = (float) stateBlock->pixelShaderConstantI[4 * i + 1];
587 val[2] = (float) stateBlock->pixelShaderConstantI[4 * i + 2];
590 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
593 checkGLcall("Load ps int consts");
596 /* GL locking is done by the caller. */
597 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
599 IWineD3DStateBlockImpl* stateBlock;
600 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
602 struct shader_arb_priv *priv = deviceImpl->shader_priv;
603 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
605 /* Upload the position fixup */
606 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
608 if(gl_shader->num_int_consts == 0) return;
610 stateBlock = deviceImpl->stateBlock;
612 for(i = 0; i < MAX_CONST_I; i++)
614 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
617 val[0] = (float) stateBlock->vertexShaderConstantI[4 * i];
618 val[1] = (float) stateBlock->vertexShaderConstantI[4 * i + 1];
619 val[2] = (float) stateBlock->vertexShaderConstantI[4 * i + 2];
622 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
625 checkGLcall("Load vs int consts");
629 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
631 * We only support float constants in ARB at the moment, so don't
632 * worry about the Integers or Booleans
634 /* GL locking is done by the caller (state handler) */
635 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
637 IWineD3DDeviceImpl *device = context->swapchain->device;
638 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
639 const struct wined3d_gl_info *gl_info = context->gl_info;
641 if (useVertexShader) {
642 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
644 /* Load DirectX 9 float constants for vertex shader */
645 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
646 device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
647 shader_arb_vs_local_constants(device);
650 if (usePixelShader) {
651 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
653 /* Load DirectX 9 float constants for pixel shader */
654 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
655 device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
656 shader_arb_ps_local_constants(device);
660 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
662 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
663 struct wined3d_context *context = context_get_current();
665 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
666 * context. On a context switch the old context will be fully dirtified */
667 if (!context || context->swapchain->device != This) return;
669 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
670 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
673 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
675 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
676 struct wined3d_context *context = context_get_current();
678 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
679 * context. On a context switch the old context will be fully dirtified */
680 if (!context || context->swapchain->device != This) return;
682 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
683 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
686 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
690 const local_constant *lconst;
692 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
694 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
696 ERR("Out of memory\n");
700 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
701 ret[lconst->idx] = idx++;
706 /* Generate the variable & register declarations for the ARB_vertex_program output target */
707 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
708 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
709 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
711 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
712 DWORD i, next_local = 0;
713 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
714 unsigned max_constantsF;
715 const local_constant *lconst;
718 /* In pixel shaders, all private constants are program local, we don't need anything
719 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
720 * If we need a private constant the GL implementation will squeeze it in somewhere
722 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
723 * immediate values. The posFixup is loaded using program.env for now, so always
724 * subtract one from the number of constants. If the shader uses indirect addressing,
725 * account for the helper const too because we have to declare all availabke d3d constants
726 * and don't know which are actually used.
730 max_constantsF = gl_info->limits.arb_ps_native_constants;
731 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
732 if (max_constantsF < 24)
733 max_constantsF = gl_info->limits.arb_ps_float_constants;
737 max_constantsF = gl_info->limits.arb_vs_native_constants;
738 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
739 * Also prevents max_constantsF from becoming less than 0 and
741 if (max_constantsF < 96)
742 max_constantsF = gl_info->limits.arb_vs_float_constants;
744 if(This->baseShader.reg_maps.usesrelconstF) {
745 DWORD highest_constf = 0, clip_limit;
747 max_constantsF -= reserved_vs_const(This, gl_info);
748 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
750 for(i = 0; i < This->baseShader.limits.constant_float; i++)
753 DWORD shift = i & 0x1f;
754 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
757 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
759 if(ctx->cur_vs_args->super.clip_enabled)
760 clip_limit = gl_info->limits.clipplanes;
766 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
767 clip_limit = min(count_bits(mask), 4);
769 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
770 max_constantsF -= *num_clipplanes;
771 if(*num_clipplanes < clip_limit)
773 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
778 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
779 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
783 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
785 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
788 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
790 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
793 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
795 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
797 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
801 /* Load local constants using the program-local space,
802 * this avoids reloading them each time the shader is used
805 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
806 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
807 lconst_map[lconst->idx]);
808 next_local = max(next_local, lconst_map[lconst->idx] + 1);
812 /* After subtracting privately used constants from the hardware limit(they are loaded as
813 * local constants), make sure the shader doesn't violate the env constant limit
817 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
821 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
824 /* Avoid declaring more constants than needed */
825 max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
827 /* we use the array-based constants array if the local constants are marked for loading,
828 * because then we use indirect addressing, or when the local constant list is empty,
829 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
830 * local constants do not declare the loaded constants as an array because ARB compilers usually
831 * do not optimize unused constants away
833 if(This->baseShader.reg_maps.usesrelconstF) {
834 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
835 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
836 max_constantsF, max_constantsF - 1);
838 for(i = 0; i < max_constantsF; i++) {
841 mask = 1 << (i & 0x1f);
842 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
843 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
851 static const char * const shift_tab[] = {
852 "dummy", /* 0 (none) */
853 "coefmul.x", /* 1 (x2) */
854 "coefmul.y", /* 2 (x4) */
855 "coefmul.z", /* 3 (x8) */
856 "coefmul.w", /* 4 (x16) */
857 "dummy", /* 5 (x32) */
858 "dummy", /* 6 (x64) */
859 "dummy", /* 7 (x128) */
860 "dummy", /* 8 (d256) */
861 "dummy", /* 9 (d128) */
862 "dummy", /* 10 (d64) */
863 "dummy", /* 11 (d32) */
864 "coefdiv.w", /* 12 (d16) */
865 "coefdiv.z", /* 13 (d8) */
866 "coefdiv.y", /* 14 (d4) */
867 "coefdiv.x" /* 15 (d2) */
870 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
871 const struct wined3d_shader_dst_param *dst, char *write_mask)
873 char *ptr = write_mask;
875 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
878 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
879 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
880 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
881 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
887 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
889 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
890 * but addressed as "rgba". To fix this we need to swap the register's x
891 * and z components. */
892 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
893 char *ptr = swizzle_str;
895 /* swizzle bits fields: wwzzyyxx */
896 DWORD swizzle = param->swizzle;
897 DWORD swizzle_x = swizzle & 0x03;
898 DWORD swizzle_y = (swizzle >> 2) & 0x03;
899 DWORD swizzle_z = (swizzle >> 4) & 0x03;
900 DWORD swizzle_w = (swizzle >> 6) & 0x03;
902 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
903 * generate a swizzle string. Unless we need to our own swizzling. */
904 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
907 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
908 *ptr++ = swizzle_chars[swizzle_x];
910 *ptr++ = swizzle_chars[swizzle_x];
911 *ptr++ = swizzle_chars[swizzle_y];
912 *ptr++ = swizzle_chars[swizzle_z];
913 *ptr++ = swizzle_chars[swizzle_w];
920 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
922 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
923 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
925 if(strcmp(priv->addr_reg, src) == 0) return;
927 strcpy(priv->addr_reg, src);
928 shader_addline(buffer, "ARL A0.x, %s;\n", src);
931 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
932 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
934 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
935 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
937 /* oPos, oFog and oPts in D3D */
938 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
939 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
940 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
941 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
947 case WINED3DSPR_TEMP:
948 sprintf(register_name, "R%u", reg->idx);
951 case WINED3DSPR_INPUT:
954 if(This->baseShader.reg_maps.shader_version.major < 3)
956 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
957 else strcpy(register_name, "fragment.color.secondary");
964 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
966 if(strcmp(rel_reg, "**aL_emul**") == 0)
968 DWORD idx = ctx->aL + reg->idx;
969 if(idx < MAX_REG_INPUT)
971 strcpy(register_name, ctx->ps_input[idx]);
975 ERR("Pixel shader input register out of bounds: %u\n", idx);
976 sprintf(register_name, "out_of_bounds_%u", idx);
979 else if(This->baseShader.reg_maps.input_registers & 0x0300)
981 /* There are two ways basically:
983 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
984 * That means trouble if the loop also contains a breakc or if the control values
985 * aren't local constants.
986 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
987 * source dynamically. The trouble is that we cannot simply read aL.y because it
988 * is an ADDRESS register. We could however push it, load .zw with a value and use
989 * ADAC to load the condition code register and pop it again afterwards
991 FIXME("Relative input register addressing with more than 8 registers\n");
993 /* This is better than nothing for now */
994 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
996 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
998 /* This is problematic because we'd have to consult the ctx->ps_input strings
999 * for where to find the varying. Some may be "0.0", others can be texcoords or
1000 * colors. This needs either a pipeline replacement to make the vertex shader feed
1001 * proper varyings, or loop unrolling
1003 * For now use the texcoords and hope for the best
1005 FIXME("Non-vertex shader varying input with indirect addressing\n");
1006 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1010 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1011 * pulls GL_NV_fragment_program2 in
1013 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1018 if(reg->idx < MAX_REG_INPUT)
1020 strcpy(register_name, ctx->ps_input[reg->idx]);
1024 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1025 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1032 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1033 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1037 case WINED3DSPR_CONST:
1038 if (!pshader && reg->rel_addr)
1042 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
1043 if(This->baseShader.reg_maps.shader_version.major < 2) {
1044 sprintf(rel_reg, "A0.x");
1046 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1047 if(ctx->target_version == ARB) {
1048 if(strcmp(rel_reg, "**aL_emul**") == 0) {
1051 shader_arb_request_a0(ins, rel_reg);
1052 sprintf(rel_reg, "A0.x");
1057 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1058 else if (reg->idx >= rel_offset)
1059 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1061 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1065 if (This->baseShader.reg_maps.usesrelconstF)
1066 sprintf(register_name, "C[%u]", reg->idx);
1068 sprintf(register_name, "C%u", reg->idx);
1072 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1074 if(This->baseShader.reg_maps.shader_version.major == 1 &&
1075 This->baseShader.reg_maps.shader_version.minor <= 3) {
1076 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1077 * and as source to most instructions. For some instructions it is the texcoord
1078 * input. Those instructions know about the special use
1080 sprintf(register_name, "T%u", reg->idx);
1082 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1083 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1088 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
1090 sprintf(register_name, "A%u", reg->idx);
1094 sprintf(register_name, "A%u_SHADOW", reg->idx);
1099 case WINED3DSPR_COLOROUT:
1100 if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
1102 strcpy(register_name, "TMP_COLOR");
1106 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1107 if(This->baseShader.reg_maps.highest_render_target > 0)
1109 sprintf(register_name, "result.color[%u]", reg->idx);
1113 strcpy(register_name, "result.color");
1118 case WINED3DSPR_RASTOUT:
1119 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1120 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1123 case WINED3DSPR_DEPTHOUT:
1124 strcpy(register_name, "result.depth");
1127 case WINED3DSPR_ATTROUT:
1128 /* case WINED3DSPR_OUTPUT: */
1129 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1130 else strcpy(register_name, ctx->color_output[reg->idx]);
1133 case WINED3DSPR_TEXCRDOUT:
1136 sprintf(register_name, "oT[%u]", reg->idx);
1140 if(This->baseShader.reg_maps.shader_version.major < 3)
1142 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1146 strcpy(register_name, ctx->vs_output[reg->idx]);
1151 case WINED3DSPR_LOOP:
1152 if(ctx->target_version >= NV2)
1154 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1155 if(pshader) sprintf(register_name, "A0.x");
1156 else sprintf(register_name, "aL.y");
1160 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1161 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1162 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1163 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1166 sprintf(register_name, "**aL_emul**");
1171 case WINED3DSPR_CONSTINT:
1172 sprintf(register_name, "I%u", reg->idx);
1175 case WINED3DSPR_MISCTYPE:
1178 sprintf(register_name, "vpos");
1180 else if(reg->idx == 1)
1182 sprintf(register_name, "fragment.facing.x");
1186 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1191 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1192 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1197 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1198 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1200 char register_name[255];
1204 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1205 strcpy(str, register_name);
1207 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1208 strcat(str, write_mask);
1211 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1213 switch(channel_source)
1215 case CHANNEL_SOURCE_ZERO: return "0";
1216 case CHANNEL_SOURCE_ONE: return "1";
1217 case CHANNEL_SOURCE_X: return "x";
1218 case CHANNEL_SOURCE_Y: return "y";
1219 case CHANNEL_SOURCE_Z: return "z";
1220 case CHANNEL_SOURCE_W: return "w";
1222 FIXME("Unhandled channel source %#x\n", channel_source);
1227 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1228 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1232 if (is_complex_fixup(fixup))
1234 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1235 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1240 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1241 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1242 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1243 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1248 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1249 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1250 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1254 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1255 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1256 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1257 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1263 char *ptr = reg_mask;
1265 if (mask != WINED3DSP_WRITEMASK_ALL)
1268 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1269 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1270 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1271 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1275 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1279 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1282 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1283 if (!ins->dst_count) return "";
1285 mod = ins->dst[0].modifiers;
1287 /* Silently ignore PARTIALPRECISION if its not supported */
1288 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1290 if(mod & WINED3DSPDM_MSAMPCENTROID)
1292 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1293 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1298 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1301 case WINED3DSPDM_SATURATE:
1304 case WINED3DSPDM_PARTIALPRECISION:
1311 FIXME("Unknown modifiers 0x%08x\n", mod);
1316 #define TEX_PROJ 0x1
1317 #define TEX_BIAS 0x2
1319 #define TEX_DERIV 0x10
1321 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1322 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1324 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1325 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1326 const char *tex_type;
1327 BOOL np2_fixup = FALSE;
1328 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1329 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1330 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1332 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1334 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1335 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1337 switch(sampler_type) {
1343 if(device->stateBlock->textures[sampler_idx] &&
1344 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1349 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1351 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1353 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1354 else np2_fixup = TRUE;
1359 case WINED3DSTT_VOLUME:
1363 case WINED3DSTT_CUBE:
1368 ERR("Unexpected texture type %d\n", sampler_type);
1372 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1373 * so don't use shader_arb_get_modifier
1375 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1378 /* Fragment samplers always have indentity mapping */
1379 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1381 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1384 if (flags & TEX_DERIV)
1386 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1387 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1388 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1389 dsx, dsy,sampler_idx, tex_type);
1391 else if(flags & TEX_LOD)
1393 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1394 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1395 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1396 sampler_idx, tex_type);
1398 else if (flags & TEX_BIAS)
1400 /* Shouldn't be possible, but let's check for it */
1401 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1402 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1403 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1405 else if (flags & TEX_PROJ)
1407 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1413 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1414 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1415 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1417 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1420 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1425 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1426 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1427 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1428 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1432 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1433 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1435 /* Generate a line that does the input modifier computation and return the input register to use */
1436 BOOL is_color = FALSE;
1440 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1441 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1442 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1443 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1445 /* Assume a new line will be added */
1448 /* Get register name */
1449 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1450 shader_arb_get_swizzle(src, is_color, swzstr);
1452 switch (src->modifiers)
1454 case WINED3DSPSM_NONE:
1455 sprintf(outregstr, "%s%s", regstr, swzstr);
1458 case WINED3DSPSM_NEG:
1459 sprintf(outregstr, "-%s%s", regstr, swzstr);
1462 case WINED3DSPSM_BIAS:
1463 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1465 case WINED3DSPSM_BIASNEG:
1466 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1468 case WINED3DSPSM_SIGN:
1469 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1471 case WINED3DSPSM_SIGNNEG:
1472 shader_addline(buffer, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg, regstr, two, one);
1474 case WINED3DSPSM_COMP:
1475 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1477 case WINED3DSPSM_X2:
1478 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1480 case WINED3DSPSM_X2NEG:
1481 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1483 case WINED3DSPSM_DZ:
1484 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1485 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1487 case WINED3DSPSM_DW:
1488 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1489 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1491 case WINED3DSPSM_ABS:
1492 if(ctx->target_version >= NV2) {
1493 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1496 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1499 case WINED3DSPSM_ABSNEG:
1500 if(ctx->target_version >= NV2) {
1501 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1503 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1504 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1509 sprintf(outregstr, "%s%s", regstr, swzstr);
1513 /* Return modified or original register, with swizzle */
1515 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1518 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1520 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1521 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1523 char src_name[2][50];
1524 DWORD sampler_code = dst->reg.idx;
1526 shader_arb_get_dst_param(ins, dst, dst_name);
1528 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1530 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1531 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1534 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1535 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1536 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1537 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1538 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1540 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1541 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1544 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1549 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1550 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1551 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1552 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1553 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1554 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1555 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1556 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1557 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1558 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1559 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1560 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1561 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1563 FIXME("Unknown modifier %u\n", mod);
1567 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1569 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1570 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1572 char src_name[3][50];
1573 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1574 ins->ctx->reg_maps->shader_version.minor);
1577 shader_arb_get_dst_param(ins, dst, dst_name);
1578 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1580 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1581 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1583 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1585 struct wined3d_shader_src_param src0_copy = ins->src[0];
1588 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1589 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1591 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1592 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1593 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1594 /* No modifiers supported on CMP */
1595 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1597 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1598 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1600 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1601 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1606 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1608 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1609 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1611 char src_name[3][50];
1614 shader_arb_get_dst_param(ins, dst, dst_name);
1616 /* Generate input register names (with modifiers) */
1617 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1618 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1619 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1621 /* No modifiers are supported on CMP */
1622 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1623 src_name[0], src_name[2], src_name[1]);
1625 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1627 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1628 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1632 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1633 * dst = dot2(src0, src1) + src2 */
1634 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1636 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1637 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1639 char src_name[3][50];
1640 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1642 shader_arb_get_dst_param(ins, dst, dst_name);
1643 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1644 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1646 if(ctx->target_version >= NV3)
1648 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1649 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1650 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1651 dst_name, src_name[0], src_name[1], src_name[2]);
1653 else if(ctx->target_version >= NV2)
1655 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1656 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1657 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1658 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1660 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1662 * .xyxy and other swizzles that we could get with this are not valid in
1663 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1665 struct wined3d_shader_src_param tmp_param = ins->src[1];
1666 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1667 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1669 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1671 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1672 dst_name, src_name[2], src_name[0], src_name[1]);
1676 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1677 /* 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]
1678 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1680 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1681 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1682 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1683 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1687 /* Map the opcode 1-to-1 to the GL code */
1688 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1690 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1691 const char *instruction;
1692 char arguments[256], dst_str[50];
1694 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1696 switch (ins->handler_idx)
1698 case WINED3DSIH_ABS: instruction = "ABS"; break;
1699 case WINED3DSIH_ADD: instruction = "ADD"; break;
1700 case WINED3DSIH_CRS: instruction = "XPD"; break;
1701 case WINED3DSIH_DP3: instruction = "DP3"; break;
1702 case WINED3DSIH_DP4: instruction = "DP4"; break;
1703 case WINED3DSIH_DST: instruction = "DST"; break;
1704 case WINED3DSIH_FRC: instruction = "FRC"; break;
1705 case WINED3DSIH_LIT: instruction = "LIT"; break;
1706 case WINED3DSIH_LRP: instruction = "LRP"; break;
1707 case WINED3DSIH_MAD: instruction = "MAD"; break;
1708 case WINED3DSIH_MAX: instruction = "MAX"; break;
1709 case WINED3DSIH_MIN: instruction = "MIN"; break;
1710 case WINED3DSIH_MOV: instruction = "MOV"; break;
1711 case WINED3DSIH_MUL: instruction = "MUL"; break;
1712 case WINED3DSIH_SGE: instruction = "SGE"; break;
1713 case WINED3DSIH_SLT: instruction = "SLT"; break;
1714 case WINED3DSIH_SUB: instruction = "SUB"; break;
1715 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1716 case WINED3DSIH_DSX: instruction = "DDX"; break;
1717 default: instruction = "";
1718 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1722 /* Note that shader_arb_add_dst_param() adds spaces. */
1723 arguments[0] = '\0';
1724 shader_arb_get_dst_param(ins, dst, dst_str);
1725 for (i = 0; i < ins->src_count; ++i)
1728 strcat(arguments, ", ");
1729 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1730 strcat(arguments, operand);
1732 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1735 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1737 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1738 shader_addline(buffer, "NOP;\n");
1741 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1743 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1744 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1745 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1746 const char *zero = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_ZERO);
1747 const char *one = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_ONE);
1748 const char *two = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_TWO);
1750 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1751 char src0_param[256];
1753 if(ins->handler_idx == WINED3DSIH_MOVA) {
1755 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1757 if(ctx->target_version >= NV2) {
1758 shader_hw_map2gl(ins);
1761 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1762 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1764 /* This implements the mova formula used in GLSL. The first two instructions
1765 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1769 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1771 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1772 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1774 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1775 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1777 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1778 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1779 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1780 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1782 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1784 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1786 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1787 } else if (ins->ctx->reg_maps->shader_version.major == 1
1788 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1789 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1791 src0_param[0] = '\0';
1792 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1794 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1795 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1796 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1797 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1801 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1802 * with more than one component. Thus replicate the first source argument over all
1803 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1804 struct wined3d_shader_src_param tmp_src = ins->src[0];
1805 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1806 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1807 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1810 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1812 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1813 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1815 shader_addline(buffer, "#mov handled in srgb write code\n");
1818 shader_hw_map2gl(ins);
1822 shader_hw_map2gl(ins);
1826 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1828 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1829 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1832 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1833 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1835 shader_arb_get_dst_param(ins, dst, reg_dest);
1837 if (ins->ctx->reg_maps->shader_version.major >= 2)
1839 const char *kilsrc = "TA";
1842 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1843 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1849 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1850 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1851 * masked out components to 0(won't kill)
1853 char x = '0', y = '0', z = '0', w = '0';
1854 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1855 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1856 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1857 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1858 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1860 shader_addline(buffer, "KIL %s;\n", kilsrc);
1862 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1863 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1865 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1866 * or pass in any temporary register(in shader phase 2)
1868 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1869 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1871 shader_arb_get_dst_param(ins, dst, reg_dest);
1873 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1874 shader_addline(buffer, "KIL TA;\n");
1878 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1880 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1881 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1882 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1883 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1884 ins->ctx->reg_maps->shader_version.minor);
1885 struct wined3d_shader_src_param src;
1889 DWORD reg_sampler_code;
1892 /* All versions have a destination register */
1893 shader_arb_get_dst_param(ins, dst, reg_dest);
1895 /* 1.0-1.4: Use destination register number as texture code.
1896 2.0+: Use provided sampler number as texure code. */
1897 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1898 reg_sampler_code = dst->reg.idx;
1900 reg_sampler_code = ins->src[1].reg.idx;
1902 /* 1.0-1.3: Use the texcoord varying.
1903 1.4+: Use provided coordinate source register. */
1904 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1905 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1907 /* TEX is the only instruction that can handle DW and DZ natively */
1909 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1910 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1911 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1915 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1916 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1917 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1919 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1922 if(reg_sampler_code < MAX_TEXTURES) {
1923 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1925 if (flags & WINED3DTTFF_PROJECTED) {
1926 myflags |= TEX_PROJ;
1929 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1931 DWORD src_mod = ins->src[0].modifiers;
1932 if (src_mod == WINED3DSPSM_DZ) {
1933 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1934 * varying register, so we need a temp reg
1936 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1937 strcpy(reg_coord, "TA");
1938 myflags |= TEX_PROJ;
1939 } else if(src_mod == WINED3DSPSM_DW) {
1940 myflags |= TEX_PROJ;
1943 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1944 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1946 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1949 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1951 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1952 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1953 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1954 ins->ctx->reg_maps->shader_version.minor);
1957 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1959 DWORD reg = dst->reg.idx;
1961 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1962 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1966 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1967 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1968 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1972 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1974 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1975 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1976 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1979 DWORD reg1 = ins->dst[0].reg.idx;
1983 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1984 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1985 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1986 /* Move .x first in case src_str is "TA" */
1987 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1988 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1989 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1990 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1993 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1995 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1997 DWORD reg1 = ins->dst[0].reg.idx;
2001 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2002 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2003 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2004 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2005 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2006 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2009 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2011 DWORD reg1 = ins->dst[0].reg.idx;
2015 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2016 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2017 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2018 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2021 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2023 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2024 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
2025 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2026 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2027 char reg_coord[40], dst_reg[50], src_reg[50];
2028 DWORD reg_dest_code;
2030 /* All versions have a destination register. The Tx where the texture coordinates come
2031 * from is the varying incarnation of the texture register
2033 reg_dest_code = dst->reg.idx;
2034 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2035 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2036 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2038 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2039 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2041 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2042 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2044 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2045 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2048 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2049 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2050 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2051 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2053 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2054 * so we can't let the GL handle this.
2056 if (device->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)
2058 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2059 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2060 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2062 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2065 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2067 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2069 /* No src swizzles are allowed, so this is ok */
2070 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2071 src_reg, reg_dest_code, reg_dest_code);
2072 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2076 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2078 DWORD reg = ins->dst[0].reg.idx;
2079 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2080 char src0_name[50], dst_name[50];
2082 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2084 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2085 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2086 * T<reg+1> register. Use this register to store the calculated vector
2088 tmp_reg.idx = reg + 1;
2089 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2090 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2093 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2095 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2096 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2098 DWORD reg = ins->dst[0].reg.idx;
2099 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2105 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2106 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2108 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2109 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2110 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2111 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2112 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2115 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2117 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2118 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2119 DWORD reg = ins->dst[0].reg.idx;
2120 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2121 char src0_name[50], dst_name[50];
2122 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2125 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2126 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2127 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2129 tmp_reg.idx = reg + 2 - current_state->current_row;
2130 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2132 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2133 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2134 dst_name, 'x' + current_state->current_row, reg, src0_name);
2135 current_state->texcoord_w[current_state->current_row++] = reg;
2138 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2140 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2141 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2142 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2144 DWORD reg = ins->dst[0].reg.idx;
2145 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2147 char src0_name[50], dst_name[50];
2150 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2151 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2152 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2154 /* Sample the texture using the calculated coordinates */
2155 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2156 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2157 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2158 current_state->current_row = 0;
2161 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2163 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2164 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2165 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2167 DWORD reg = ins->dst[0].reg.idx;
2168 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2174 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2175 * components for temporary data storage
2177 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2178 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2179 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2181 /* Construct the eye-ray vector from w coordinates */
2182 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2183 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2184 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2186 /* Calculate reflection vector
2188 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2189 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2190 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2191 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2192 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2193 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2194 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2196 /* Sample the texture using the calculated coordinates */
2197 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2198 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2199 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2200 current_state->current_row = 0;
2203 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2205 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2206 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2207 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2209 DWORD reg = ins->dst[0].reg.idx;
2210 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2217 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2218 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2219 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2220 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2221 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2223 /* Calculate reflection vector.
2226 * dst_reg.xyz = 2 * --------- * N - E
2229 * Which normalizes the normal vector
2231 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2232 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2233 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2234 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2235 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2236 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2238 /* Sample the texture using the calculated coordinates */
2239 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2240 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2241 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2242 current_state->current_row = 0;
2245 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2247 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2248 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2250 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2251 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2253 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2254 * which is essentially an input, is the destination register because it is the first
2255 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2256 * here(writemasks/swizzles are not valid on texdepth)
2258 shader_arb_get_dst_param(ins, dst, dst_name);
2260 /* According to the msdn, the source register(must be r5) is unusable after
2261 * the texdepth instruction, so we're free to modify it
2263 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2265 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2266 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2267 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2269 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2270 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2271 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2272 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2275 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2276 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2277 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2278 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2280 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2281 DWORD sampler_idx = ins->dst[0].reg.idx;
2285 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2286 shader_addline(buffer, "MOV TB, 0.0;\n");
2287 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2289 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2290 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2293 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2294 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2295 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2297 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2300 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2302 /* Handle output register */
2303 shader_arb_get_dst_param(ins, dst, dst_str);
2304 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2305 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2308 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2309 * Perform the 3rd row of a 3x3 matrix multiply */
2310 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2312 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2313 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2314 char dst_str[50], dst_name[50];
2318 shader_arb_get_dst_param(ins, dst, dst_str);
2319 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2320 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2321 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2322 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2325 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2326 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2327 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2328 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2330 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2332 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2333 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2334 char src0[50], dst_name[50];
2336 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2337 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2339 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2340 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2341 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2343 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2344 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2345 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2347 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2348 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2349 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2350 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2353 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2354 Vertex/Pixel shaders to ARB_vertex_program codes */
2355 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2358 int nComponents = 0;
2359 struct wined3d_shader_dst_param tmp_dst = {{0}};
2360 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2361 struct wined3d_shader_instruction tmp_ins;
2363 memset(&tmp_ins, 0, sizeof(tmp_ins));
2365 /* Set constants for the temporary argument */
2366 tmp_ins.ctx = ins->ctx;
2367 tmp_ins.dst_count = 1;
2368 tmp_ins.dst = &tmp_dst;
2369 tmp_ins.src_count = 2;
2370 tmp_ins.src = tmp_src;
2372 switch(ins->handler_idx)
2374 case WINED3DSIH_M4x4:
2376 tmp_ins.handler_idx = WINED3DSIH_DP4;
2378 case WINED3DSIH_M4x3:
2380 tmp_ins.handler_idx = WINED3DSIH_DP4;
2382 case WINED3DSIH_M3x4:
2384 tmp_ins.handler_idx = WINED3DSIH_DP3;
2386 case WINED3DSIH_M3x3:
2388 tmp_ins.handler_idx = WINED3DSIH_DP3;
2390 case WINED3DSIH_M3x2:
2392 tmp_ins.handler_idx = WINED3DSIH_DP3;
2395 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2399 tmp_dst = ins->dst[0];
2400 tmp_src[0] = ins->src[0];
2401 tmp_src[1] = ins->src[1];
2402 for (i = 0; i < nComponents; i++) {
2403 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2404 shader_hw_map2gl(&tmp_ins);
2405 ++tmp_src[1].reg.idx;
2409 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2411 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2412 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2413 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2418 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2419 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2420 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2422 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2428 /* TODO: If the destination is readable, and not the same as the source, the destination
2429 * can be used instead of TA
2431 if (priv->target_version >= NV2)
2433 shader_addline(buffer, "MOVC TA.x, %s;\n", src);
2434 shader_addline(buffer, "MOV TA.x (EQ.x), %s;\n", flt_eps);
2435 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2439 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2440 shader_addline(buffer, "ABS TA.x, %s;\n", src);
2441 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2442 shader_addline(buffer, "MAD TA.x, TA.y, %s, %s;\n", flt_eps, src);
2443 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2447 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2449 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2450 const char *instruction;
2455 switch(ins->handler_idx)
2457 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2458 case WINED3DSIH_RCP: instruction = "RCP"; break;
2459 case WINED3DSIH_EXP: instruction = "EX2"; break;
2460 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2461 default: instruction = "";
2462 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2466 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2467 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2468 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2470 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2476 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2479 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2481 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2484 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2485 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2486 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2488 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2489 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2491 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2492 * otherwise NRM or RSQ would return NaN */
2493 if(pshader && priv->target_version >= NV3)
2495 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2497 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2499 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2500 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2501 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2503 else if(priv->target_version >= NV2)
2505 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2506 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2507 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2512 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2514 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2515 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2516 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2518 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2519 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2521 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2522 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2523 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2528 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2530 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2532 char src_name[3][50];
2534 /* ARB_fragment_program has a convenient LRP instruction */
2535 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2536 shader_hw_map2gl(ins);
2540 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2541 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2542 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2543 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2545 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2546 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2547 dst_name, src_name[0], src_name[2]);
2550 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2552 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2553 * must contain fixed constants. So we need a separate function to filter those constants and
2556 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2557 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2558 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2560 char src_name0[50], src_name1[50], src_name2[50];
2563 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2564 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2565 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2566 /* No modifiers are supported on SCS */
2567 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2569 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2571 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2572 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2574 } else if(priv->target_version >= NV2) {
2575 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2577 /* Sincos writemask must be .x, .y or .xy */
2578 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2579 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2580 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2581 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2583 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2584 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2586 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2587 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2589 * The constants we get are:
2591 * +1 +1, -1 -1 +1 +1 -1 -1
2592 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2593 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2595 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2599 * (x/2)^4 = x^4 / 16
2600 * (x/2)^5 = x^5 / 32
2603 * To get the final result:
2604 * sin(x) = 2 * sin(x/2) * cos(x/2)
2605 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2606 * (from sin(x+y) and cos(x+y) rules)
2608 * As per MSDN, dst.z is undefined after the operation, and so is
2609 * dst.x and dst.y if they're masked out by the writemask. Ie
2610 * sincos dst.y, src1, c0, c1
2611 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2612 * vsa.exe also stops with an error if the dest register is the same register as the source
2613 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2614 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2616 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2617 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2618 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2620 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2621 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2622 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2623 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2624 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2625 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2629 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2630 * properly merge that with MULs in the code above?
2631 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2632 * we can merge the sine and cosine MAD rows to calculate them together.
2634 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2635 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2636 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2637 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2640 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2641 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2642 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2644 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2646 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2647 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2649 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2651 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2652 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2657 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2659 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2662 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2664 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2665 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2667 /* SGN is only valid in vertex shaders */
2668 if(ctx->target_version >= NV2) {
2669 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2673 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2674 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2676 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2677 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2679 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2680 * Then use TA, and calculate the final result
2682 * Not reading from TA? Store the first result in TA to avoid overwriting the
2683 * destination if src reg = dst reg
2685 if(strstr(src_name, "TA"))
2687 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2688 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2689 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2693 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2694 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2695 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2700 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2702 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2708 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2709 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2710 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2712 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2713 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2716 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2722 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2723 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2724 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2725 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2726 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2727 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2728 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2729 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2730 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2731 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2732 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2733 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2734 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2736 FIXME("Unknown modifier %u\n", mod);
2740 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2742 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2743 char src0[50], src1[50], dst[50];
2744 struct wined3d_shader_src_param src0_copy = ins->src[0];
2745 BOOL need_abs = FALSE;
2749 switch(ins->handler_idx)
2751 case WINED3DSIH_LOG: instr = "LG2"; break;
2752 case WINED3DSIH_LOGP: instr = "LOG"; break;
2753 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2755 ERR("Unexpected instruction %d\n", ins->handler_idx);
2759 /* LOG, LOGP and POW operate on the absolute value of the input */
2760 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2762 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2763 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2764 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2768 shader_addline(buffer, "ABS TA, %s;\n", src0);
2771 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2775 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2780 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2784 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2788 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2790 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2792 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2795 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2799 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2800 struct list *e = list_head(&priv->control_frames);
2801 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2803 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2804 /* The constant loader makes sure to load -1 into iX.w */
2805 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2806 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2807 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2811 shader_addline(buffer, "LOOP %s;\n", src_name);
2815 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2817 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2819 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2821 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2823 /* The constant loader makes sure to load -1 into iX.w */
2826 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2827 struct list *e = list_head(&priv->control_frames);
2828 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2830 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2832 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2833 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2834 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2838 shader_addline(buffer, "REP %s;\n", src_name);
2842 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2844 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2845 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2849 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2850 struct list *e = list_head(&priv->control_frames);
2851 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2853 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2854 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2855 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2857 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2861 shader_addline(buffer, "ENDLOOP;\n");
2865 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2867 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2868 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2872 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2873 struct list *e = list_head(&priv->control_frames);
2874 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2876 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2877 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2878 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2880 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2884 shader_addline(buffer, "ENDREP;\n");
2888 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2890 struct control_frame *control_frame;
2892 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2894 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2896 ERR("Could not find loop for break\n");
2900 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2902 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2903 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2904 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2908 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2912 shader_addline(buffer, "BRK;\n");
2916 static const char *get_compare(COMPARISON_TYPE flags)
2920 case COMPARISON_GT: return "GT";
2921 case COMPARISON_EQ: return "EQ";
2922 case COMPARISON_GE: return "GE";
2923 case COMPARISON_LT: return "LT";
2924 case COMPARISON_NE: return "NE";
2925 case COMPARISON_LE: return "LE";
2927 FIXME("Unrecognized comparison value: %u\n", flags);
2932 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2936 case COMPARISON_GT: return COMPARISON_LE;
2937 case COMPARISON_EQ: return COMPARISON_NE;
2938 case COMPARISON_GE: return COMPARISON_LT;
2939 case COMPARISON_LT: return COMPARISON_GE;
2940 case COMPARISON_NE: return COMPARISON_EQ;
2941 case COMPARISON_LE: return COMPARISON_GT;
2943 FIXME("Unrecognized comparison value: %u\n", flags);
2948 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2950 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2951 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2952 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2955 const char *comp = get_compare(ins->flags);
2957 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2958 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2962 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2963 * away the subtraction result
2965 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2966 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2970 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2971 shader_addline(buffer, "BRK (%s.x);\n", comp);
2975 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2977 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2978 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2979 struct list *e = list_head(&priv->control_frames);
2980 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2984 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2986 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2987 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2991 /* Invert the flag. We jump to the else label if the condition is NOT true */
2992 comp = get_compare(invert_compare(ins->flags));
2993 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2994 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
2998 comp = get_compare(ins->flags);
2999 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3000 shader_addline(buffer, "IF %s.x;\n", comp);
3004 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3006 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3007 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3008 struct list *e = list_head(&priv->control_frames);
3009 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3010 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3014 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3015 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3016 control_frame->had_else = TRUE;
3020 shader_addline(buffer, "ELSE;\n");
3024 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3026 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3027 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3028 struct list *e = list_head(&priv->control_frames);
3029 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3030 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3034 if(control_frame->had_else)
3036 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3040 shader_addline(buffer, "#No else branch. else is endif\n");
3041 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3046 shader_addline(buffer, "ENDIF;\n");
3050 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3052 DWORD sampler_idx = ins->src[1].reg.idx;
3054 char reg_src[3][40];
3055 WORD flags = TEX_DERIV;
3057 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3058 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3059 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3060 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3062 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3063 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3065 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3068 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3070 DWORD sampler_idx = ins->src[1].reg.idx;
3073 WORD flags = TEX_LOD;
3075 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3076 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3078 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3079 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3081 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3084 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3086 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3087 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3089 priv->in_main_func = FALSE;
3090 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3091 * subroutine, don't generate a label that will make GL complain
3093 if(priv->target_version == ARB) return;
3095 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3098 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3099 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
3101 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3102 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3103 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3106 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3107 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3108 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3109 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3111 if(args->super.fog_src == VS_FOG_Z) {
3112 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3113 } else if (!reg_maps->fog) {
3114 /* posFixup.x is always 1.0, so we can savely use it */
3115 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3118 /* Write the final position.
3120 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3121 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3122 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3123 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3125 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3126 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3127 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3129 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3131 if(args->super.clip_enabled)
3133 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
3135 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3139 else if(args->clip.boolclip.clip_texcoord)
3141 unsigned int cur_clip = 0;
3142 char component[4] = {'x', 'y', 'z', 'w'};
3143 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3145 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3147 if(args->clip.boolclip.clipplane_mask & (1 << i))
3149 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3150 component[cur_clip++], i);
3156 shader_addline(buffer, "MOV TA, %s;\n", zero);
3159 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3162 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3165 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3168 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3169 args->clip.boolclip.clip_texcoord - 1);
3172 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3173 * and the glsl equivalent
3175 if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
3176 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3177 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3179 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3180 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3183 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3185 priv_ctx->footer_written = TRUE;
3188 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3190 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3191 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3192 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
3193 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3195 if(priv->target_version == ARB) return;
3199 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
3202 shader_addline(buffer, "RET;\n");
3205 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3207 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3208 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3211 /* GL locking is done by the caller */
3212 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3214 GLuint program_id = 0;
3217 const char *blt_vprogram =
3219 "PARAM c[1] = { { 1, 0.5 } };\n"
3220 "MOV result.position, vertex.position;\n"
3221 "MOV result.color, c[0].x;\n"
3222 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3225 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3226 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3227 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3228 strlen(blt_vprogram), blt_vprogram));
3229 checkGLcall("glProgramStringARB()");
3231 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3234 FIXME("Vertex program error at position %d: %s\n\n", pos,
3235 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3236 shader_arb_dump_program_source(blt_vprogram);
3242 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3243 checkGLcall("glGetProgramivARB()");
3244 if (!native) WARN("Program exceeds native resource limits.\n");
3250 /* GL locking is done by the caller */
3251 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3252 enum tex_types tex_type, BOOL masked)
3254 GLuint program_id = 0;
3255 const char *fprogram;
3258 static const char * const blt_fprograms_full[tex_type_count] =
3265 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3266 "MOV result.depth.z, R0.x;\n"
3273 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3274 "MOV result.depth.z, R0.x;\n"
3279 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3280 "MOV result.depth.z, R0.x;\n"
3284 static const char * const blt_fprograms_masked[tex_type_count] =
3290 "PARAM mask = program.local[0];\n"
3292 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3293 "MUL R0.x, R0.x, R0.y;\n"
3295 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3296 "MOV result.depth.z, R0.x;\n"
3302 "PARAM mask = program.local[0];\n"
3304 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3305 "MUL R0.x, R0.x, R0.y;\n"
3307 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3308 "MOV result.depth.z, R0.x;\n"
3312 "PARAM mask = program.local[0];\n"
3314 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3315 "MUL R0.x, R0.x, R0.y;\n"
3317 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3318 "MOV result.depth.z, R0.x;\n"
3322 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3325 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3327 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3330 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3331 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3332 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3333 checkGLcall("glProgramStringARB()");
3335 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3338 FIXME("Fragment program error at position %d: %s\n\n", pos,
3339 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3340 shader_arb_dump_program_source(fprogram);
3346 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3347 checkGLcall("glGetProgramivARB()");
3348 if (!native) WARN("Program exceeds native resource limits.\n");
3354 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3355 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3357 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3361 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3362 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3363 /* Calculate the > 0.0031308 case */
3364 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3365 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3366 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3367 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3368 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3369 /* Calculate the < case */
3370 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3374 /* Calculate the > 0.0031308 case */
3375 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3376 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3377 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3378 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3379 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3380 /* Calculate the < case */
3381 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3382 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3383 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3384 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3385 /* Store the components > 0.0031308 in the destination */
3386 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3387 /* Add the components that are < 0.0031308 */
3388 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3389 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3390 * result.color writes(.rgb first, then .a), or handle overwriting already written
3391 * components. The assembler uses a temporary register in this case, which is usually
3392 * not allocated from one of our registers that were used earlier.
3395 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3398 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3400 const local_constant *constant;
3402 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3404 if (constant->idx == idx)
3406 return constant->value;
3412 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3413 struct shader_arb_ctx_priv *priv)
3415 static const char * const texcoords[8] =
3417 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3418 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3421 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3422 const char *semantic_name;
3425 switch(args->super.vp_mode)
3427 case pretransformed:
3429 /* The pixelshader has to collect the varyings on its own. In any case properly load
3430 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3431 * other attribs to 0.0.
3433 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3434 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3435 * load the texcoord attrib pointers to match the pixel shader signature
3437 for(i = 0; i < MAX_REG_INPUT; i++)
3439 semantic_name = sig[i].semantic_name;
3440 semantic_idx = sig[i].semantic_idx;
3441 if(semantic_name == NULL) continue;
3443 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3445 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
3446 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3447 else priv->ps_input[i] = "0.0";
3449 else if(args->super.vp_mode == fixedfunction)
3451 priv->ps_input[i] = "0.0";
3453 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3455 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3456 else priv->ps_input[i] = "0.0";
3458 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3460 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
3461 else priv->ps_input[i] = "0.0";
3465 priv->ps_input[i] = "0.0";
3468 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3473 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3476 for(i = 0; i < 8; i++)
3478 priv->ps_input[i] = texcoords[i];
3480 priv->ps_input[8] = "fragment.color.primary";
3481 priv->ps_input[9] = "fragment.color.secondary";
3486 /* GL locking is done by the caller */
3487 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3488 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3490 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3491 CONST DWORD *function = This->baseShader.function;
3492 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3493 const local_constant *lconst;
3496 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3497 struct shader_arb_ctx_priv priv_ctx;
3498 BOOL dcl_td = FALSE;
3499 BOOL want_nv_prog = FALSE;
3500 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3505 unsigned int i, found = 0;
3507 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3510 || (This->color0_mov && i == This->color0_reg)
3511 || (reg_maps->shader_version.major < 2 && i == 0))
3514 sprintf(srgbtmp[found], "R%u", i);
3516 if (found == 4) break;
3521 sprintf(srgbtmp[0], "TA");
3522 sprintf(srgbtmp[1], "TB");
3523 sprintf(srgbtmp[2], "TC");
3524 sprintf(srgbtmp[3], "TD");
3528 sprintf(srgbtmp[1], "TA");
3529 sprintf(srgbtmp[2], "TB");
3530 sprintf(srgbtmp[3], "TC");
3533 sprintf(srgbtmp[2], "TA");
3534 sprintf(srgbtmp[3], "TB");
3537 sprintf(srgbtmp[3], "TA");
3543 /* Create the hw ARB shader */
3544 memset(&priv_ctx, 0, sizeof(priv_ctx));
3545 priv_ctx.cur_ps_args = args;
3546 priv_ctx.compiled_fprog = compiled;
3547 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3548 init_ps_input(This, args, &priv_ctx);
3549 list_init(&priv_ctx.control_frames);
3551 /* Avoid enabling NV_fragment_program* if we do not need it.
3553 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3554 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3555 * is faster than what we gain from using higher native instructions. There are some things though
3556 * that cannot be emulated. In that case enable the extensions.
3557 * If the extension is enabled, instruction handlers that support both ways will use it.
3559 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3560 * So enable the best we can get.
3562 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3563 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3565 want_nv_prog = TRUE;
3568 shader_addline(buffer, "!!ARBfp1.0\n");
3569 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3571 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3572 priv_ctx.target_version = NV3;
3574 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3576 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3577 priv_ctx.target_version = NV2;
3581 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3584 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3587 priv_ctx.target_version = ARB;
3590 if(This->baseShader.reg_maps.highest_render_target > 0)
3592 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3595 if (reg_maps->shader_version.major < 3)
3597 switch(args->super.fog) {
3601 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3604 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3607 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3612 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3613 * unused temps away(but occupies them for the whole shader if they're used once). Always
3614 * declaring them avoids tricky bookkeeping work
3616 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3617 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3618 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3619 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3620 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3621 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3622 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3624 if (reg_maps->shader_version.major < 2)
3626 strcpy(fragcolor, "R0");
3628 if(args->super.srgb_correction) {
3629 if(This->color0_mov) {
3630 sprintf(fragcolor, "R%u", This->color0_reg);
3632 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3633 strcpy(fragcolor, "TMP_COLOR");
3636 strcpy(fragcolor, "result.color");
3640 if(args->super.srgb_correction) {
3641 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3642 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3643 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3644 srgb_sub_high, 0.0, 0.0, 0.0);
3647 /* Base Declarations */
3648 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3649 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3651 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3653 if (!(map & 1)) continue;
3655 cur = compiled->numbumpenvmatconsts;
3656 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3657 compiled->bumpenvmatconst[cur].texunit = i;
3658 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3659 compiled->luminanceconst[cur].texunit = i;
3661 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3662 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3663 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3664 * textures due to conditional NP2 restrictions)
3666 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3667 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3668 * their location is shader dependent anyway and they cannot be loaded globally.
3670 compiled->bumpenvmatconst[cur].const_num = next_local++;
3671 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3672 i, compiled->bumpenvmatconst[cur].const_num);
3673 compiled->numbumpenvmatconsts = cur + 1;
3675 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3677 compiled->luminanceconst[cur].const_num = next_local++;
3678 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3679 i, compiled->luminanceconst[cur].const_num);
3682 for(i = 0; i < MAX_CONST_I; i++)
3684 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3685 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3687 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3691 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3692 control_values[0], control_values[1], control_values[2]);
3696 compiled->int_consts[i] = next_local;
3697 compiled->num_int_consts++;
3698 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3703 if(reg_maps->vpos || reg_maps->usesdsy)
3705 compiled->ycorrection = next_local;
3706 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3710 shader_addline(buffer, "TEMP vpos;\n");
3711 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3712 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3713 * ycorrection.z: 1.0
3714 * ycorrection.w: 0.0
3716 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3717 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3722 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3725 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3726 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3727 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3728 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3729 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3730 * shader compilation errors and the subsequent errors when drawing with this shader. */
3731 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3733 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3734 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3735 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3737 fixup->offset = next_local;
3738 fixup->super.active = 0;
3741 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3742 if (!(map & (1 << i))) continue;
3744 if (fixup->offset + (cur >> 1) < max_lconsts) {
3745 fixup->super.active |= (1 << i);
3746 fixup->super.idx[i] = cur++;
3748 FIXME("No free constant found to load NP2 fixup data into shader. "
3749 "Sampling from this texture will probably look wrong.\n");
3754 fixup->super.num_consts = (cur + 1) >> 1;
3755 if (fixup->super.num_consts) {
3756 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3757 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3760 next_local += fixup->super.num_consts;
3763 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3765 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3768 /* Base Shader Body */
3769 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3771 if(args->super.srgb_correction) {
3772 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3773 priv_ctx.target_version >= NV2);
3776 if(strcmp(fragcolor, "result.color")) {
3777 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3779 shader_addline(buffer, "END\n");
3781 /* TODO: change to resource.glObjectHandle or something like that */
3782 GL_EXTCALL(glGenProgramsARB(1, &retval));
3784 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3785 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3787 TRACE("Created hw pixel shader, prg=%d\n", retval);
3788 /* Create the program and check for errors */
3789 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3790 buffer->bsize, buffer->buffer));
3791 checkGLcall("glProgramStringARB()");
3793 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3796 FIXME("HW PixelShader Error at position %d: %s\n\n",
3797 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3798 shader_arb_dump_program_source(buffer->buffer);
3805 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3806 checkGLcall("glGetProgramivARB()");
3807 if (!native) WARN("Program exceeds native resource limits.\n");
3810 /* Load immediate constants */
3812 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3813 const float *value = (const float *)lconst->value;
3814 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3815 checkGLcall("glProgramLocalParameter4fvARB");
3817 HeapFree(GetProcessHeap(), 0, lconst_map);
3823 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3828 for(i = 0; i < MAX_REG_INPUT; i++)
3830 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3832 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3833 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3837 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3838 if(ret != 0) return ret;
3839 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3840 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3841 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3842 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3843 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3848 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3850 struct wined3d_shader_signature_element *new;
3854 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3855 for(i = 0; i < MAX_REG_INPUT; i++)
3857 if(sig[i].semantic_name == NULL)
3863 /* Clone the semantic string */
3864 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3865 strcpy(name, sig[i].semantic_name);
3866 new[i].semantic_name = name;
3871 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3873 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3874 struct ps_signature *found_sig;
3878 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3879 TRACE("Found existing signature %u\n", found_sig->idx);
3880 return found_sig->idx;
3882 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3883 found_sig->sig = clone_sig(sig);
3884 found_sig->idx = priv->ps_sig_number++;
3885 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3886 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3888 ERR("Failed to insert program entry.\n");
3890 return found_sig->idx;
3893 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3894 struct arb_vs_compiled_shader *compiled)
3897 static const char * const texcoords[8] =
3899 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3900 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3902 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3903 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3904 const struct wined3d_shader_signature_element *sig;
3905 const char *semantic_name;
3906 DWORD semantic_idx, reg_idx;
3908 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3909 * and varying 9 to result.color.secondary
3911 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3913 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3914 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3915 "result.color.primary", "result.color.secondary"
3920 TRACE("Pixel shader uses builtin varyings\n");
3921 /* Map builtins to builtins */
3922 for(i = 0; i < 8; i++)
3924 priv_ctx->texcrd_output[i] = texcoords[i];
3926 priv_ctx->color_output[0] = "result.color.primary";
3927 priv_ctx->color_output[1] = "result.color.secondary";
3928 priv_ctx->fog_output = "result.fogcoord";
3930 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3931 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3933 semantic_name = baseshader->output_signature[i].semantic_name;
3934 if(semantic_name == NULL) continue;
3936 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3938 TRACE("o%u is TMP_OUT\n", i);
3939 if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3940 else priv_ctx->vs_output[i] = "TA";
3942 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3944 TRACE("o%u is result.pointsize\n", i);
3945 if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3946 else priv_ctx->vs_output[i] = "TA";
3948 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3950 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3951 if (baseshader->output_signature[i].semantic_idx == 0)
3952 priv_ctx->vs_output[i] = "result.color.primary";
3953 else if (baseshader->output_signature[i].semantic_idx == 1)
3954 priv_ctx->vs_output[i] = "result.color.secondary";
3955 else priv_ctx->vs_output[i] = "TA";
3957 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3959 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3960 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3961 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3963 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3965 TRACE("o%u is result.fogcoord\n", i);
3966 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3967 else priv_ctx->vs_output[i] = "result.fogcoord";
3971 priv_ctx->vs_output[i] = "TA";
3977 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3978 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3980 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.input_signature;
3981 TRACE("Pixel shader uses declared varyings\n");
3983 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3984 for(i = 0; i < 8; i++)
3986 priv_ctx->texcrd_output[i] = "TA";
3988 priv_ctx->color_output[0] = "TA";
3989 priv_ctx->color_output[1] = "TA";
3990 priv_ctx->fog_output = "TA";
3992 for(i = 0; i < MAX_REG_INPUT; i++)
3994 semantic_name = sig[i].semantic_name;
3995 semantic_idx = sig[i].semantic_idx;
3996 reg_idx = sig[i].register_idx;
3997 if(semantic_name == NULL) continue;
3999 /* If a declared input register is not written by builtin arguments, don't write to it.
4000 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4002 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4003 * to TMP_OUT in any case
4005 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4007 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4009 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4011 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4013 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4015 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4022 if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
4023 strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
4025 compiled->need_color_unclamp = TRUE;
4029 /* Map declared to declared */
4030 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
4032 /* Write unread output to TA to throw them away */
4033 priv_ctx->vs_output[i] = "TA";
4034 semantic_name = baseshader->output_signature[i].semantic_name;
4035 if(semantic_name == NULL)
4040 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4041 && baseshader->output_signature[i].semantic_idx == 0)
4043 priv_ctx->vs_output[i] = "TMP_OUT";
4046 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4047 && baseshader->output_signature[i].semantic_idx == 0)
4049 priv_ctx->vs_output[i] = "result.pointsize";
4053 for(j = 0; j < MAX_REG_INPUT; j++)
4055 if(sig[j].semantic_name == NULL)
4060 if (strcmp(sig[j].semantic_name, semantic_name) == 0
4061 && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
4063 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4065 if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
4066 strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
4068 compiled->need_color_unclamp = TRUE;
4075 /* GL locking is done by the caller */
4076 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
4077 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4079 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4080 CONST DWORD *function = This->baseShader.function;
4081 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4082 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4083 const local_constant *lconst;
4085 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
4086 struct shader_arb_ctx_priv priv_ctx;
4090 memset(&priv_ctx, 0, sizeof(priv_ctx));
4091 priv_ctx.cur_vs_args = args;
4092 list_init(&priv_ctx.control_frames);
4093 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
4095 /* Create the hw ARB shader */
4096 shader_addline(buffer, "!!ARBvp1.0\n");
4098 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4099 * mesurable performance penalty, and we can always make use of it for clipplanes.
4101 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4103 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4104 priv_ctx.target_version = NV3;
4105 shader_addline(buffer, "ADDRESS aL;\n");
4107 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4109 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4110 priv_ctx.target_version = NV2;
4111 shader_addline(buffer, "ADDRESS aL;\n");
4113 priv_ctx.target_version = ARB;
4116 shader_addline(buffer, "TEMP TMP_OUT;\n");
4117 if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4118 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4120 if(need_rel_addr_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4121 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", This->rel_offset);
4122 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4125 shader_addline(buffer, "TEMP TA;\n");
4127 /* Base Declarations */
4128 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
4129 reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4131 for(i = 0; i < MAX_CONST_I; i++)
4133 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4134 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4136 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
4140 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4141 control_values[0], control_values[1], control_values[2]);
4145 compiled->int_consts[i] = next_local;
4146 compiled->num_int_consts++;
4147 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4152 /* We need a constant to fixup the final position */
4153 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4154 compiled->pos_fixup = next_local++;
4156 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4157 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4158 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4159 * a replacement shader depend on the texcoord.w being set properly.
4161 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4162 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4163 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4164 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4165 * this can eat a number of instructions, so skip it unless this cap is set as well
4167 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4169 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4170 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4172 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4175 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4176 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4178 if (This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
4179 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
4180 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4186 /* The shader starts with the main function */
4187 priv_ctx.in_main_func = TRUE;
4188 /* Base Shader Body */
4189 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4191 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
4193 shader_addline(buffer, "END\n");
4195 /* TODO: change to resource.glObjectHandle or something like that */
4196 GL_EXTCALL(glGenProgramsARB(1, &ret));
4198 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4199 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4201 TRACE("Created hw vertex shader, prg=%d\n", ret);
4202 /* Create the program and check for errors */
4203 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4204 buffer->bsize, buffer->buffer));
4205 checkGLcall("glProgramStringARB()");
4207 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4210 FIXME("HW VertexShader Error at position %d: %s\n\n",
4211 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4212 shader_arb_dump_program_source(buffer->buffer);
4219 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4220 checkGLcall("glGetProgramivARB()");
4221 if (!native) WARN("Program exceeds native resource limits.\n");
4223 /* Load immediate constants */
4225 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4226 const float *value = (const float *)lconst->value;
4227 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4231 HeapFree(GetProcessHeap(), 0, lconst_map);
4236 /* GL locking is done by the caller */
4237 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4241 struct arb_ps_compiled_shader *new_array;
4242 struct wined3d_shader_buffer buffer;
4243 struct arb_pshader_private *shader_data;
4246 if (!shader->baseShader.backend_data)
4248 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
4249 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4250 struct shader_arb_priv *priv = device->shader_priv;
4252 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4253 shader_data = shader->baseShader.backend_data;
4254 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4256 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4257 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4259 shader_data->has_signature_idx = TRUE;
4260 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4262 if (!device->vs_clipping)
4263 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4264 gl_info->limits.texture_stages - 1);
4266 shader_data->clipplane_emulation = ~0U;
4268 shader_data = shader->baseShader.backend_data;
4270 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4271 * so a linear search is more performant than a hashmap or a binary search
4272 * (cache coherency etc)
4274 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4275 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4276 return &shader_data->gl_shaders[i];
4280 TRACE("No matching GL shader found, compiling a new shader\n");
4281 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4282 if (shader_data->num_gl_shaders)
4284 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4285 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4286 new_size * sizeof(*shader_data->gl_shaders));
4288 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4293 ERR("Out of memory\n");
4296 shader_data->gl_shaders = new_array;
4297 shader_data->shader_array_size = new_size;
4300 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4302 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4303 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4305 if (!shader_buffer_init(&buffer))
4307 ERR("Failed to initialize shader buffer.\n");
4311 ret = shader_arb_generate_pshader(shader, &buffer, args,
4312 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4313 shader_buffer_free(&buffer);
4314 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4316 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4319 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4320 const DWORD use_map, BOOL skip_int) {
4321 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4322 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4323 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4324 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4325 if(stored->ps_signature != new->ps_signature) return FALSE;
4326 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4327 if(skip_int) return TRUE;
4329 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
4332 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4336 struct arb_vs_compiled_shader *new_array;
4337 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4338 struct wined3d_shader_buffer buffer;
4339 struct arb_vshader_private *shader_data;
4341 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4343 if (!shader->baseShader.backend_data)
4345 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4347 shader_data = shader->baseShader.backend_data;
4349 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4350 * so a linear search is more performant than a hashmap or a binary search
4351 * (cache coherency etc)
4353 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4354 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4355 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4357 return &shader_data->gl_shaders[i];
4361 TRACE("No matching GL shader found, compiling a new shader\n");
4363 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4364 if (shader_data->num_gl_shaders)
4366 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4367 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4368 new_size * sizeof(*shader_data->gl_shaders));
4370 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4375 ERR("Out of memory\n");
4378 shader_data->gl_shaders = new_array;
4379 shader_data->shader_array_size = new_size;
4382 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4384 if (!shader_buffer_init(&buffer))
4386 ERR("Failed to initialize shader buffer.\n");
4390 ret = shader_arb_generate_vshader(shader, &buffer, args,
4391 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4392 shader_buffer_free(&buffer);
4393 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4395 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4398 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4399 struct arb_ps_compile_args *args)
4403 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4404 find_ps_compile_args(shader, stateblock, &args->super);
4406 /* This forces all local boolean constants to 1 to make them stateblock independent */
4407 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4409 for(i = 0; i < MAX_CONST_B; i++)
4411 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
4414 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4415 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4416 * duplicate the shader than have a no-op KIL instruction in every shader
4418 if((!((IWineD3DDeviceImpl *) shader->baseShader.device)->vs_clipping) && use_vs(stateblock) &&
4419 stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE])
4428 /* Skip if unused or local, or supported natively */
4429 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4430 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4432 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4436 for(i = 0; i < MAX_CONST_I; i++)
4438 if(int_skip & (1 << i))
4440 args->loop_ctrl[i][0] = 0;
4441 args->loop_ctrl[i][1] = 0;
4442 args->loop_ctrl[i][2] = 0;
4446 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
4447 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
4448 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
4453 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
4454 struct arb_vs_compile_args *args)
4458 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4459 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4460 find_vs_compile_args(shader, stateblock, &args->super);
4462 args->clip.boolclip_compare = 0;
4463 if(use_ps(stateblock))
4465 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4466 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4467 args->ps_signature = shader_priv->input_signature_idx;
4469 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4473 args->ps_signature = ~0;
4474 if(!dev->vs_clipping)
4476 args->clip.boolclip.clip_texcoord = ffp_clip_emul(stateblock) ? gl_info->limits.texture_stages : 0;
4478 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4481 if(args->clip.boolclip.clip_texcoord)
4483 if(stateblock->renderState[WINED3DRS_CLIPPING])
4485 args->clip.boolclip.clipplane_mask = (unsigned char) stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
4487 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4490 /* This forces all local boolean constants to 1 to make them stateblock independent */
4491 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4492 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4493 for(i = 0; i < MAX_CONST_B; i++)
4495 if(stateblock->vertexShaderConstantB[i]) args->clip.boolclip.bools |= ( 1 << i);
4498 args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4499 args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4500 args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4501 args->vertex.samplers[3] = 0;
4503 /* Skip if unused or local */
4504 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4505 /* This is about flow control, not clipping. */
4506 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4508 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4512 for(i = 0; i < MAX_CONST_I; i++)
4514 if(int_skip & (1 << i))
4516 args->loop_ctrl[i][0] = 0;
4517 args->loop_ctrl[i][1] = 0;
4518 args->loop_ctrl[i][2] = 0;
4522 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
4523 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
4524 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
4529 /* GL locking is done by the caller */
4530 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4532 IWineD3DDeviceImpl *This = context->swapchain->device;
4533 struct shader_arb_priv *priv = This->shader_priv;
4534 const struct wined3d_gl_info *gl_info = context->gl_info;
4537 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4539 struct arb_ps_compile_args compile_args;
4540 struct arb_ps_compiled_shader *compiled;
4541 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4543 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4544 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
4545 compiled = find_arb_pshader(ps, &compile_args);
4546 priv->current_fprogram_id = compiled->prgId;
4547 priv->compiled_fprog = compiled;
4549 /* Bind the fragment program */
4550 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4551 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4553 if(!priv->use_arbfp_fixed_func) {
4554 /* Enable OpenGL fragment programs */
4555 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4556 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4558 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4560 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4561 * a 1.x and newer shader, reload the first 8 constants
4563 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4565 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4566 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4567 for(i = 0; i < 8; i++)
4569 context->pshader_const_dirty[i] = 1;
4571 /* Also takes care of loading local constants */
4572 shader_arb_load_constants(context, TRUE, FALSE);
4576 shader_arb_ps_local_constants(This);
4579 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4580 if (compiled->np2fixup_info.super.active)
4581 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4583 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4585 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4586 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4587 * replacement shader
4589 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4590 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4591 priv->current_fprogram_id = 0;
4595 struct arb_vs_compile_args compile_args;
4596 struct arb_vs_compiled_shader *compiled;
4597 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4599 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4600 find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
4601 compiled = find_arb_vshader(vs, &compile_args);
4602 priv->current_vprogram_id = compiled->prgId;
4603 priv->compiled_vprog = compiled;
4605 /* Bind the vertex program */
4606 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4607 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4609 /* Enable OpenGL vertex programs */
4610 glEnable(GL_VERTEX_PROGRAM_ARB);
4611 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4612 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4613 shader_arb_vs_local_constants(This);
4615 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4616 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4618 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4620 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4621 checkGLcall("glClampColorARB");
4623 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4627 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4629 priv->current_vprogram_id = 0;
4630 glDisable(GL_VERTEX_PROGRAM_ARB);
4631 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4635 /* GL locking is done by the caller */
4636 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size)
4638 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4639 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4640 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4641 struct shader_arb_priv *priv = This->shader_priv;
4642 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4643 GLuint *blt_fprogram;
4645 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4646 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4647 glEnable(GL_VERTEX_PROGRAM_ARB);
4649 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4650 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4651 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4652 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4653 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4656 /* GL locking is done by the caller */
4657 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4658 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4659 struct shader_arb_priv *priv = This->shader_priv;
4660 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4662 if (priv->current_vprogram_id) {
4663 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4664 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4666 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4668 glDisable(GL_VERTEX_PROGRAM_ARB);
4669 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4672 if (priv->current_fprogram_id) {
4673 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4674 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4676 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4677 } else if(!priv->use_arbfp_fixed_func) {
4678 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4679 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4683 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4684 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4685 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4686 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4688 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4690 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4693 if(!shader_data) return; /* This can happen if a shader was never compiled */
4695 if (shader_data->num_gl_shaders)
4697 struct wined3d_context *context = context_acquire(device, NULL);
4700 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4702 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4703 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4707 context_release(context);
4710 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4711 HeapFree(GetProcessHeap(), 0, shader_data);
4712 baseShader->baseShader.backend_data = NULL;
4716 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4719 if(!shader_data) return; /* This can happen if a shader was never compiled */
4721 if (shader_data->num_gl_shaders)
4723 struct wined3d_context *context = context_acquire(device, NULL);
4726 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4728 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4729 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4733 context_release(context);
4736 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4737 HeapFree(GetProcessHeap(), 0, shader_data);
4738 baseShader->baseShader.backend_data = NULL;
4742 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4744 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4745 return compare_sig(key, e->sig);
4748 static const struct wine_rb_functions sig_tree_functions =
4756 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4757 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4758 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4759 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4761 ERR("RB tree init failed\n");
4762 HeapFree(GetProcessHeap(), 0, priv);
4763 return E_OUTOFMEMORY;
4765 This->shader_priv = priv;
4769 static void release_signature(struct wine_rb_entry *entry, void *context)
4771 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4773 for(i = 0; i < MAX_REG_INPUT; i++)
4775 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4777 HeapFree(GetProcessHeap(), 0, sig->sig);
4778 HeapFree(GetProcessHeap(), 0, sig);
4781 /* Context activation is done by the caller. */
4782 static void shader_arb_free(IWineD3DDevice *iface) {
4783 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4784 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4785 struct shader_arb_priv *priv = This->shader_priv;
4789 if(priv->depth_blt_vprogram_id) {
4790 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4792 for (i = 0; i < tex_type_count; ++i)
4794 if (priv->depth_blt_fprogram_id_full[i])
4796 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4798 if (priv->depth_blt_fprogram_id_masked[i])
4800 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4805 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4806 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4809 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4813 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4815 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4819 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4820 * for vertex programs. If the native limit is less than that it's
4821 * not very useful, and e.g. Mesa swrast returns 0, probably to
4822 * indicate it's a software implementation. */
4823 if (gl_info->limits.arb_vs_native_constants < 96)
4824 vs_consts = gl_info->limits.arb_vs_float_constants;
4826 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4828 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4830 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4831 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4833 else if (vs_consts >= 256)
4835 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4836 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4837 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4841 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4842 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4844 pCaps->MaxVertexShaderConst = vs_consts;
4848 pCaps->VertexShaderVersion = 0;
4849 pCaps->MaxVertexShaderConst = 0;
4852 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4856 /* Similar as above for vertex programs, but the minimum for fragment
4857 * programs is 24. */
4858 if (gl_info->limits.arb_ps_native_constants < 24)
4859 ps_consts = gl_info->limits.arb_ps_float_constants;
4861 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4863 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4865 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4866 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4868 else if (ps_consts >= 32)
4870 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4871 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4872 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4876 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4877 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4879 pCaps->PixelShader1xMaxValue = 8.0f;
4880 pCaps->MaxPixelShaderConst = ps_consts;
4884 pCaps->PixelShaderVersion = 0;
4885 pCaps->PixelShader1xMaxValue = 0.0f;
4886 pCaps->MaxPixelShaderConst = 0;
4889 pCaps->VSClipping = use_nv_clip(gl_info);
4892 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4894 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4896 TRACE("Checking support for color_fixup:\n");
4897 dump_color_fixup_desc(fixup);
4900 /* We support everything except complex conversions. */
4901 if (!is_complex_fixup(fixup))
4907 TRACE("[FAILED]\n");
4911 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4913 char write_mask[20], regstr[50];
4914 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4915 BOOL is_color = FALSE;
4916 const struct wined3d_shader_dst_param *dst;
4918 if (!ins->dst_count) return;
4922 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4924 shader_arb_get_write_mask(ins, dst, write_mask);
4925 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4927 /* Generate a line that does the output modifier computation
4928 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4929 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4931 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4932 regstr, write_mask, regstr, shift_tab[shift]);
4935 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4937 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4938 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4939 /* WINED3DSIH_BEM */ pshader_hw_bem,
4940 /* WINED3DSIH_BREAK */ shader_hw_break,
4941 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4942 /* WINED3DSIH_BREAKP */ NULL,
4943 /* WINED3DSIH_CALL */ shader_hw_call,
4944 /* WINED3DSIH_CALLNZ */ NULL,
4945 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4946 /* WINED3DSIH_CND */ pshader_hw_cnd,
4947 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4948 /* WINED3DSIH_CUT */ NULL,
4949 /* WINED3DSIH_DCL */ NULL,
4950 /* WINED3DSIH_DEF */ NULL,
4951 /* WINED3DSIH_DEFB */ NULL,
4952 /* WINED3DSIH_DEFI */ NULL,
4953 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4954 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4955 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4956 /* WINED3DSIH_DST */ shader_hw_map2gl,
4957 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4958 /* WINED3DSIH_DSY */ shader_hw_dsy,
4959 /* WINED3DSIH_ELSE */ shader_hw_else,
4960 /* WINED3DSIH_EMIT */ NULL,
4961 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4962 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4963 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4964 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4965 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4966 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4967 /* WINED3DSIH_IADD */ NULL,
4968 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4969 /* WINED3DSIH_IFC */ shader_hw_ifc,
4970 /* WINED3DSIH_IGE */ NULL,
4971 /* WINED3DSIH_LABEL */ shader_hw_label,
4972 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4973 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4974 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4975 /* WINED3DSIH_LOOP */ shader_hw_loop,
4976 /* WINED3DSIH_LRP */ shader_hw_lrp,
4977 /* WINED3DSIH_LT */ NULL,
4978 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4979 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4980 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4981 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4982 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4983 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4984 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4985 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4986 /* WINED3DSIH_MOV */ shader_hw_mov,
4987 /* WINED3DSIH_MOVA */ shader_hw_mov,
4988 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4989 /* WINED3DSIH_NOP */ shader_hw_nop,
4990 /* WINED3DSIH_NRM */ shader_hw_nrm,
4991 /* WINED3DSIH_PHASE */ NULL,
4992 /* WINED3DSIH_POW */ shader_hw_log_pow,
4993 /* WINED3DSIH_RCP */ shader_hw_rcp,
4994 /* WINED3DSIH_REP */ shader_hw_rep,
4995 /* WINED3DSIH_RET */ shader_hw_ret,
4996 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4997 /* WINED3DSIH_SETP */ NULL,
4998 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4999 /* WINED3DSIH_SGN */ shader_hw_sgn,
5000 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5001 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5002 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5003 /* WINED3DSIH_TEX */ pshader_hw_tex,
5004 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5005 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5006 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5007 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5008 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5009 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5010 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5011 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5012 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5013 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5014 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5015 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5016 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5017 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5018 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5019 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5020 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5021 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5022 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5023 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5024 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5027 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
5029 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
5031 WORD flag = (1 << idx);
5032 const local_constant *constant;
5033 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5035 if(This->baseShader.reg_maps.local_bool_consts & flag)
5037 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5038 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
5040 if (constant->idx == idx)
5042 return constant->value[0];
5045 ERR("Local constant not found\n");
5050 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5051 else bools = priv->cur_ps_args->bools;
5052 return bools & flag;
5056 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5057 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
5059 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5061 /* Integer constants can either be a local constant, or they can be stored in the shader
5062 * type specific compile args. */
5063 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
5065 const local_constant *constant;
5067 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
5069 if (constant->idx == idx)
5071 loop_control->count = constant->value[0];
5072 loop_control->start = constant->value[1];
5073 /* Step is signed. */
5074 loop_control->step = (int)constant->value[2];
5078 /* If this happens the flag was set incorrectly */
5079 ERR("Local constant not found\n");
5080 loop_control->count = 0;
5081 loop_control->start = 0;
5082 loop_control->step = 0;
5086 switch (This->baseShader.reg_maps.shader_version.type)
5088 case WINED3D_SHADER_TYPE_VERTEX:
5089 /* Count and aL start value are unsigned */
5090 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5091 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5092 /* Step is signed. */
5093 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5096 case WINED3D_SHADER_TYPE_PIXEL:
5097 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5098 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5099 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5103 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
5108 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5111 struct wined3d_shader_dst_param *dst_param = NULL;
5112 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5113 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5116 ERR("Out of memory\n");
5121 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5122 if(!dst_param) goto free;
5123 *dst_param = *ins->dst;
5124 if(ins->dst->reg.rel_addr)
5126 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5127 if(!rel_addr) goto free;
5128 *rel_addr = *ins->dst->reg.rel_addr;
5129 dst_param->reg.rel_addr = rel_addr;
5131 rec->ins.dst = dst_param;
5133 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5134 if(!src_param) goto free;
5135 for(i = 0; i < ins->src_count; i++)
5137 src_param[i] = ins->src[i];
5138 if(ins->src[i].reg.rel_addr)
5140 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5141 if(!rel_addr) goto free;
5142 *rel_addr = *ins->src[i].reg.rel_addr;
5143 src_param[i].reg.rel_addr = rel_addr;
5146 rec->ins.src = src_param;
5147 list_add_tail(list, &rec->entry);
5151 ERR("Out of memory\n");
5154 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5155 HeapFree(GetProcessHeap(), 0, dst_param);
5159 for(i = 0; i < ins->src_count; i++)
5161 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5163 HeapFree(GetProcessHeap(), 0, src_param);
5165 HeapFree(GetProcessHeap(), 0, rec);
5168 static void free_recorded_instruction(struct list *list)
5170 struct recorded_instruction *rec_ins, *entry2;
5173 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5175 list_remove(&rec_ins->entry);
5176 if(rec_ins->ins.dst)
5178 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5179 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5181 if(rec_ins->ins.src)
5183 for(i = 0; i < rec_ins->ins.src_count; i++)
5185 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5187 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5189 HeapFree(GetProcessHeap(), 0, rec_ins);
5193 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5194 SHADER_HANDLER hw_fct;
5195 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5196 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
5197 struct control_frame *control_frame;
5198 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5201 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5203 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5204 list_add_head(&priv->control_frames, &control_frame->entry);
5206 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5207 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5209 if(priv->target_version >= NV2)
5211 control_frame->no.loop = priv->num_loops++;
5216 /* Don't bother recording when we're in a not used if branch */
5222 if(!priv->recording)
5224 list_init(&priv->record);
5225 priv->recording = TRUE;
5226 control_frame->outer_loop = TRUE;
5227 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
5228 return; /* Instruction is handled */
5230 /* Record this loop in the outer loop's recording */
5233 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5235 if(priv->target_version >= NV2)
5237 /* Nothing to do. The control frame is popped after the HW instr handler */
5241 struct list *e = list_head(&priv->control_frames);
5242 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5243 list_remove(&control_frame->entry);
5245 if(control_frame->outer_loop)
5247 unsigned int iteration;
5251 /* Turn off recording before playback */
5252 priv->recording = FALSE;
5254 /* Move the recorded instructions to a separate list and get them out of the private data
5255 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5256 * be recorded again, thus priv->record might be overwritten
5259 list_move_tail(©, &priv->record);
5260 list_init(&priv->record);
5262 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5264 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5265 control_frame->loop_control.count, control_frame->loop_control.start,
5266 control_frame->loop_control.step);
5267 aL = control_frame->loop_control.start;
5271 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5274 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5276 struct recorded_instruction *rec_ins;
5277 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5280 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5284 shader_addline(buffer, "#Iteration %u\n", iteration);
5287 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
5289 shader_arb_handle_instruction(&rec_ins->ins);
5292 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5294 aL += control_frame->loop_control.step;
5297 shader_addline(buffer, "#end loop/rep\n");
5299 free_recorded_instruction(©);
5300 HeapFree(GetProcessHeap(), 0, control_frame);
5301 return; /* Instruction is handled */
5305 /* This is a nested loop. Proceed to the normal recording function */
5306 HeapFree(GetProcessHeap(), 0, control_frame);
5313 record_instruction(&priv->record, ins);
5318 if(ins->handler_idx == WINED3DSIH_IF)
5320 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5321 list_add_head(&priv->control_frames, &control_frame->entry);
5322 control_frame->type = IF;
5324 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
5325 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5326 if(!priv->muted && bool_const == FALSE)
5328 shader_addline(buffer, "#if(FALSE){\n");
5330 control_frame->muting = TRUE;
5332 else shader_addline(buffer, "#if(TRUE) {\n");
5334 return; /* Instruction is handled */
5336 else if(ins->handler_idx == WINED3DSIH_IFC)
5338 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5339 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5340 control_frame->type = IFC;
5341 control_frame->no.ifc = priv->num_ifcs++;
5342 list_add_head(&priv->control_frames, &control_frame->entry);
5344 else if(ins->handler_idx == WINED3DSIH_ELSE)
5346 struct list *e = list_head(&priv->control_frames);
5347 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5349 if(control_frame->type == IF)
5351 shader_addline(buffer, "#} else {\n");
5352 if(!priv->muted && !control_frame->muting)
5355 control_frame->muting = TRUE;
5357 else if(control_frame->muting) priv->muted = FALSE;
5358 return; /* Instruction is handled. */
5360 /* In case of an ifc, generate a HW shader instruction */
5362 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5364 struct list *e = list_head(&priv->control_frames);
5365 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5367 if(control_frame->type == IF)
5369 shader_addline(buffer, "#} endif\n");
5370 if(control_frame->muting) priv->muted = FALSE;
5371 list_remove(&control_frame->entry);
5372 HeapFree(GetProcessHeap(), 0, control_frame);
5373 return; /* Instruction is handled */
5377 if(priv->muted) return;
5379 /* Select handler */
5380 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5382 /* Unhandled opcode */
5385 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5390 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5392 struct list *e = list_head(&priv->control_frames);
5393 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5394 list_remove(&control_frame->entry);
5395 HeapFree(GetProcessHeap(), 0, control_frame);
5398 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5400 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5401 struct list *e = list_head(&priv->control_frames);
5402 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5403 list_remove(&control_frame->entry);
5404 HeapFree(GetProcessHeap(), 0, control_frame);
5408 shader_arb_add_instruction_modifiers(ins);
5411 const shader_backend_t arb_program_shader_backend = {
5412 shader_arb_handle_instruction,
5414 shader_arb_select_depth_blt,
5415 shader_arb_deselect_depth_blt,
5416 shader_arb_update_float_vertex_constants,
5417 shader_arb_update_float_pixel_constants,
5418 shader_arb_load_constants,
5419 shader_arb_load_np2fixup_constants,
5423 shader_arb_dirty_const,
5424 shader_arb_get_caps,
5425 shader_arb_color_fixup_supported,
5428 /* ARB_fragment_program fixed function pipeline replacement definitions */
5429 #define ARB_FFP_CONST_TFACTOR 0
5430 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5431 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5432 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5433 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5435 struct arbfp_ffp_desc
5437 struct ffp_frag_desc parent;
5439 unsigned int num_textures_used;
5442 /* Context activation is done by the caller. */
5443 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5446 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5447 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5449 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5450 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5455 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5457 struct shader_arb_priv *priv;
5458 /* Share private data between the shader backend and the pipeline replacement, if both
5459 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5460 * if no pixel shader is bound or not
5462 if(This->shader_backend == &arb_program_shader_backend) {
5463 This->fragment_priv = This->shader_priv;
5465 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5466 if(!This->fragment_priv) return E_OUTOFMEMORY;
5468 priv = This->fragment_priv;
5469 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5471 ERR("Failed to initialize rbtree.\n");
5472 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5473 return E_OUTOFMEMORY;
5475 priv->use_arbfp_fixed_func = TRUE;
5479 /* Context activation is done by the caller. */
5480 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5482 const struct wined3d_gl_info *gl_info = context;
5483 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5486 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5487 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5488 HeapFree(GetProcessHeap(), 0, entry_arb);
5492 /* Context activation is done by the caller. */
5493 static void arbfp_free(IWineD3DDevice *iface) {
5494 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5495 struct shader_arb_priv *priv = This->fragment_priv;
5497 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5498 priv->use_arbfp_fixed_func = FALSE;
5500 if(This->shader_backend != &arb_program_shader_backend) {
5501 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5505 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5507 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5508 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5509 WINED3DTEXOPCAPS_SELECTARG1 |
5510 WINED3DTEXOPCAPS_SELECTARG2 |
5511 WINED3DTEXOPCAPS_MODULATE4X |
5512 WINED3DTEXOPCAPS_MODULATE2X |
5513 WINED3DTEXOPCAPS_MODULATE |
5514 WINED3DTEXOPCAPS_ADDSIGNED2X |
5515 WINED3DTEXOPCAPS_ADDSIGNED |
5516 WINED3DTEXOPCAPS_ADD |
5517 WINED3DTEXOPCAPS_SUBTRACT |
5518 WINED3DTEXOPCAPS_ADDSMOOTH |
5519 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5520 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5521 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5522 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5523 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5524 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5525 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5526 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5527 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5528 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5529 WINED3DTEXOPCAPS_MULTIPLYADD |
5530 WINED3DTEXOPCAPS_LERP |
5531 WINED3DTEXOPCAPS_BUMPENVMAP |
5532 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5534 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5536 caps->MaxTextureBlendStages = 8;
5537 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5540 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5542 const struct wined3d_gl_info *gl_info = context->gl_info;
5543 IWineD3DDeviceImpl *device = stateblock->device;
5546 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5547 * application provided constants
5549 if(device->shader_backend == &arb_program_shader_backend) {
5550 if (use_ps(stateblock)) return;
5552 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5553 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5556 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
5557 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5558 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5562 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5564 const struct wined3d_gl_info *gl_info = context->gl_info;
5565 IWineD3DDeviceImpl *device = stateblock->device;
5568 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5569 * application provided constants
5571 if(device->shader_backend == &arb_program_shader_backend) {
5572 if (use_ps(stateblock)) return;
5574 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5575 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5578 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
5579 /* The specular color has no alpha */
5580 col[0] = 1.0f; col[1] = 1.0f;
5581 col[2] = 1.0f; col[3] = 0.0f;
5583 col[0] = 0.0f; col[1] = 0.0f;
5584 col[2] = 0.0f; col[3] = 0.0f;
5586 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5587 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5590 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5592 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5593 const struct wined3d_gl_info *gl_info = context->gl_info;
5594 IWineD3DDeviceImpl *device = stateblock->device;
5597 if (use_ps(stateblock))
5600 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
5602 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5605 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5606 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5609 if(device->shader_backend == &arb_program_shader_backend) {
5610 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5613 } else if(device->shader_backend == &arb_program_shader_backend) {
5614 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5615 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5618 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
5619 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
5620 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
5621 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
5623 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5624 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5627 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5629 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5630 const struct wined3d_gl_info *gl_info = context->gl_info;
5631 IWineD3DDeviceImpl *device = stateblock->device;
5634 if (use_ps(stateblock))
5637 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
5639 /* The pixel shader has to know the luminance offset. Do a constants update if it
5640 * isn't scheduled anyway
5642 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5643 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5646 if(device->shader_backend == &arb_program_shader_backend) {
5647 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5650 } else if(device->shader_backend == &arb_program_shader_backend) {
5651 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5652 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5655 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
5656 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
5660 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5661 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5664 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5668 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5670 switch(arg & WINED3DTA_SELECTMASK) {
5671 case WINED3DTA_DIFFUSE:
5672 ret = "fragment.color.primary"; break;
5674 case WINED3DTA_CURRENT:
5675 if(stage == 0) ret = "fragment.color.primary";
5679 case WINED3DTA_TEXTURE:
5681 case 0: ret = "tex0"; break;
5682 case 1: ret = "tex1"; break;
5683 case 2: ret = "tex2"; break;
5684 case 3: ret = "tex3"; break;
5685 case 4: ret = "tex4"; break;
5686 case 5: ret = "tex5"; break;
5687 case 6: ret = "tex6"; break;
5688 case 7: ret = "tex7"; break;
5689 default: ret = "unknown texture";
5693 case WINED3DTA_TFACTOR:
5694 ret = "tfactor"; break;
5696 case WINED3DTA_SPECULAR:
5697 ret = "fragment.color.secondary"; break;
5699 case WINED3DTA_TEMP:
5700 ret = "tempreg"; break;
5702 case WINED3DTA_CONSTANT:
5703 FIXME("Implement perstage constants\n");
5705 case 0: ret = "const0"; break;
5706 case 1: ret = "const1"; break;
5707 case 2: ret = "const2"; break;
5708 case 3: ret = "const3"; break;
5709 case 4: ret = "const4"; break;
5710 case 5: ret = "const5"; break;
5711 case 6: ret = "const6"; break;
5712 case 7: ret = "const7"; break;
5713 default: ret = "unknown constant";
5721 if(arg & WINED3DTA_COMPLEMENT) {
5722 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5723 if(argnum == 0) ret = "arg0";
5724 if(argnum == 1) ret = "arg1";
5725 if(argnum == 2) ret = "arg2";
5727 if(arg & WINED3DTA_ALPHAREPLICATE) {
5728 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5729 if(argnum == 0) ret = "arg0";
5730 if(argnum == 1) ret = "arg1";
5731 if(argnum == 2) ret = "arg2";
5736 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5737 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5739 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5740 unsigned int mul = 1;
5741 BOOL mul_final_dest = FALSE;
5743 if(color && alpha) dstmask = "";
5744 else if(color) dstmask = ".xyz";
5745 else dstmask = ".w";
5747 if(dst == tempreg) dstreg = "tempreg";
5748 else dstreg = "ret";
5750 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5751 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5752 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5755 case WINED3DTOP_DISABLE:
5756 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5759 case WINED3DTOP_SELECTARG2:
5761 case WINED3DTOP_SELECTARG1:
5762 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5765 case WINED3DTOP_MODULATE4X:
5767 case WINED3DTOP_MODULATE2X:
5769 if(strcmp(dstreg, "result.color") == 0) {
5771 mul_final_dest = TRUE;
5773 case WINED3DTOP_MODULATE:
5774 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5777 case WINED3DTOP_ADDSIGNED2X:
5779 if(strcmp(dstreg, "result.color") == 0) {
5781 mul_final_dest = TRUE;
5783 case WINED3DTOP_ADDSIGNED:
5784 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5786 case WINED3DTOP_ADD:
5787 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5790 case WINED3DTOP_SUBTRACT:
5791 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5794 case WINED3DTOP_ADDSMOOTH:
5795 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5796 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5799 case WINED3DTOP_BLENDCURRENTALPHA:
5800 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5801 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5803 case WINED3DTOP_BLENDFACTORALPHA:
5804 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5805 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5807 case WINED3DTOP_BLENDTEXTUREALPHA:
5808 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5809 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5811 case WINED3DTOP_BLENDDIFFUSEALPHA:
5812 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5813 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5816 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5817 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5818 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5819 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5822 /* D3DTOP_PREMODULATE ???? */
5824 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5825 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5826 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5828 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5829 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5831 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5832 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5833 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5835 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5836 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5839 case WINED3DTOP_DOTPRODUCT3:
5841 if(strcmp(dstreg, "result.color") == 0) {
5843 mul_final_dest = TRUE;
5845 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5846 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5847 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5850 case WINED3DTOP_MULTIPLYADD:
5851 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5854 case WINED3DTOP_LERP:
5855 /* The msdn is not quite right here */
5856 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5859 case WINED3DTOP_BUMPENVMAP:
5860 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5861 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5865 FIXME("Unhandled texture op %08x\n", op);
5869 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5870 } else if(mul == 4) {
5871 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5875 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5877 const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
5879 struct wined3d_shader_buffer buffer;
5880 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5881 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5882 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5883 const char *textype;
5884 const char *instr, *sat;
5885 char colorcor_dst[8];
5887 DWORD arg0, arg1, arg2;
5888 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5890 const char *final_combiner_src = "ret";
5893 /* Find out which textures are read */
5894 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5895 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5896 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5897 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5898 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5899 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5900 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5901 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5903 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5904 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5905 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5906 bump_used[stage] = TRUE;
5907 tex_read[stage] = TRUE;
5909 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5910 bump_used[stage] = TRUE;
5911 tex_read[stage] = TRUE;
5912 luminance_used[stage] = TRUE;
5913 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5914 tfactor_used = TRUE;
5917 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5918 tfactor_used = TRUE;
5921 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5922 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5923 tempreg_used = TRUE;
5926 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5927 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5928 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5929 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5930 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5931 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5932 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5934 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5935 tempreg_used = TRUE;
5937 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5938 tfactor_used = TRUE;
5943 if (!shader_buffer_init(&buffer))
5945 ERR("Failed to initialize shader buffer.\n");
5949 shader_addline(&buffer, "!!ARBfp1.0\n");
5951 switch(settings->fog) {
5952 case FOG_OFF: break;
5953 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5954 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5955 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5956 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5959 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5960 shader_addline(&buffer, "TEMP TMP;\n");
5961 shader_addline(&buffer, "TEMP ret;\n");
5962 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5963 shader_addline(&buffer, "TEMP arg0;\n");
5964 shader_addline(&buffer, "TEMP arg1;\n");
5965 shader_addline(&buffer, "TEMP arg2;\n");
5966 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5967 if(!tex_read[stage]) continue;
5968 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5969 if(!bump_used[stage]) continue;
5970 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5971 if(!luminance_used[stage]) continue;
5972 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5975 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5977 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5979 if(settings->sRGB_write) {
5980 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5981 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5982 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5983 srgb_sub_high, 0.0, 0.0, 0.0);
5986 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5988 /* Generate texture sampling instructions) */
5989 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5990 if(!tex_read[stage]) continue;
5992 switch(settings->op[stage].tex_type) {
5993 case tex_1d: textype = "1D"; break;
5994 case tex_2d: textype = "2D"; break;
5995 case tex_3d: textype = "3D"; break;
5996 case tex_cube: textype = "CUBE"; break;
5997 case tex_rect: textype = "RECT"; break;
5998 default: textype = "unexpected_textype"; break;
6001 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
6002 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6008 if(settings->op[stage].projected == proj_none) {
6010 } else if(settings->op[stage].projected == proj_count4 ||
6011 settings->op[stage].projected == proj_count3) {
6014 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6019 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6020 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6021 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6022 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6023 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6024 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6026 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6027 * so multiply the displacement with the dividing parameter before passing it to TXP
6029 if (settings->op[stage].projected != proj_none) {
6030 if(settings->op[stage].projected == proj_count4) {
6031 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6032 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6034 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6035 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6038 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6041 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6042 instr, sat, stage, stage, textype);
6043 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6044 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6045 stage - 1, stage - 1, stage - 1);
6046 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6048 } else if(settings->op[stage].projected == proj_count3) {
6049 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6050 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6051 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6052 instr, sat, stage, stage, textype);
6054 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6055 instr, sat, stage, stage, stage, textype);
6058 sprintf(colorcor_dst, "tex%u", stage);
6059 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6060 settings->op[stage].color_fixup);
6063 /* Generate the main shader */
6064 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6065 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
6067 final_combiner_src = "fragment.color.primary";
6072 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6073 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6074 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6075 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6076 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6077 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6078 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6079 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6080 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6081 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6082 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6083 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6085 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
6086 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6087 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6088 settings->op[stage].carg2 == settings->op[stage].aarg2;
6091 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6092 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6093 settings->op[stage].cop, settings->op[stage].carg0,
6094 settings->op[stage].carg1, settings->op[stage].carg2);
6096 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6098 } else if(op_equal) {
6099 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6100 settings->op[stage].cop, settings->op[stage].carg0,
6101 settings->op[stage].carg1, settings->op[stage].carg2);
6103 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6104 settings->op[stage].cop, settings->op[stage].carg0,
6105 settings->op[stage].carg1, settings->op[stage].carg2);
6106 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6107 settings->op[stage].aop, settings->op[stage].aarg0,
6108 settings->op[stage].aarg1, settings->op[stage].aarg2);
6112 if(settings->sRGB_write) {
6113 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6114 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6115 shader_addline(&buffer, "MOV result.color, ret;\n");
6117 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6121 shader_addline(&buffer, "END\n");
6123 /* Generate the shader */
6124 GL_EXTCALL(glGenProgramsARB(1, &ret));
6125 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6126 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6127 strlen(buffer.buffer), buffer.buffer));
6128 checkGLcall("glProgramStringARB()");
6130 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6133 FIXME("Fragment program error at position %d: %s\n\n", pos,
6134 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6135 shader_arb_dump_program_source(buffer.buffer);
6141 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6142 checkGLcall("glGetProgramivARB()");
6143 if (!native) WARN("Program exceeds native resource limits.\n");
6146 shader_buffer_free(&buffer);
6150 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6152 const struct wined3d_gl_info *gl_info = context->gl_info;
6153 IWineD3DDeviceImpl *device = stateblock->device;
6154 struct shader_arb_priv *priv = device->fragment_priv;
6155 BOOL use_pshader = use_ps(stateblock);
6156 BOOL use_vshader = use_vs(stateblock);
6157 struct ffp_frag_settings settings;
6158 const struct arbfp_ffp_desc *desc;
6161 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
6163 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6164 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6165 /* Reload fixed function constants since they collide with the pixel shader constants */
6166 for(i = 0; i < MAX_TEXTURES; i++) {
6167 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6169 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6170 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6171 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6172 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6178 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6179 gen_ffp_frag_op(stateblock, &settings, FALSE);
6180 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6182 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6185 ERR("Out of memory\n");
6188 new_desc->num_textures_used = 0;
6189 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6191 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6192 new_desc->num_textures_used = i;
6195 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6196 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6197 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6198 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6202 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6203 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6206 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6207 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6208 priv->current_fprogram_id = desc->shader;
6210 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6211 /* Reload fixed function constants since they collide with the pixel shader constants */
6212 for(i = 0; i < MAX_TEXTURES; i++) {
6213 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6215 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6216 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6218 context->last_was_pshader = FALSE;
6220 context->last_was_pshader = TRUE;
6223 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6224 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6225 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6226 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6227 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6229 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6232 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6233 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6235 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6236 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6238 if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6241 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6242 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6243 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6244 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6245 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6247 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6249 enum fogsource new_source;
6251 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
6253 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6254 fragment_prog_arbfp(state, stateblock, context);
6257 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
6259 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
6260 if(use_vs(stateblock)) {
6261 new_source = FOGSOURCE_VS;
6263 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
6264 new_source = FOGSOURCE_COORD;
6266 new_source = FOGSOURCE_FFP;
6270 new_source = FOGSOURCE_FFP;
6272 if(new_source != context->fog_source) {
6273 context->fog_source = new_source;
6274 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6278 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6280 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6281 fragment_prog_arbfp(state, stateblock, context);
6285 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6286 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6287 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6288 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6289 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6290 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6291 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6292 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6293 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6294 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6295 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6296 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6297 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6298 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6299 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6300 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6301 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6302 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6303 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6304 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6305 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6306 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6307 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6308 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6309 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6310 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6311 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6312 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6313 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6314 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6315 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6316 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6317 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6318 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6319 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6320 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6321 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6322 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6323 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6324 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6325 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6326 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6327 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6328 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6329 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6330 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6331 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6332 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6333 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6334 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6335 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6336 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6337 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6338 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6339 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6340 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6341 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6342 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6343 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6344 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6345 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6346 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6347 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6348 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6349 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6350 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6351 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6352 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6353 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6354 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6355 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6356 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6357 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6358 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6359 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6360 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6361 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6362 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6363 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6364 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6365 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6366 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6367 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6368 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6369 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6370 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6371 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6372 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6373 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6374 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6375 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6376 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6377 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6378 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6379 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6380 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6381 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6382 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6383 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6384 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6385 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6386 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6387 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6388 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6389 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6390 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6391 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6392 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6393 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6394 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6395 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6396 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6397 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6398 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6399 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6400 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6401 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6402 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6403 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6404 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6405 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6406 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6407 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6408 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6409 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6410 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6411 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6412 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6413 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6414 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6415 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6416 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6417 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6418 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6419 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6420 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6421 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6422 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6423 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6424 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6425 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6426 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6427 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6428 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6429 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6430 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6431 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6432 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6433 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6436 const struct fragment_pipeline arbfp_fragment_pipeline = {
6441 shader_arb_color_fixup_supported,
6442 arbfp_fragmentstate_template,
6443 TRUE /* We can disable projected textures */
6446 struct arbfp_blit_priv {
6447 GLenum yuy2_rect_shader, yuy2_2d_shader;
6448 GLenum uyvy_rect_shader, uyvy_2d_shader;
6449 GLenum yv12_rect_shader, yv12_2d_shader;
6450 GLenum p8_rect_shader, p8_2d_shader;
6451 GLuint palette_texture;
6454 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6455 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6456 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6457 if(!device->blit_priv) {
6458 ERR("Out of memory\n");
6459 return E_OUTOFMEMORY;
6464 /* Context activation is done by the caller. */
6465 static void arbfp_blit_free(IWineD3DDevice *iface) {
6466 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6467 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6468 struct arbfp_blit_priv *priv = device->blit_priv;
6471 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6472 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6473 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6474 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6475 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6476 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6477 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6478 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6479 checkGLcall("Delete yuv and p8 programs");
6481 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6484 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6485 device->blit_priv = NULL;
6488 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6489 GLenum textype, char *luminance)
6492 const char *tex, *texinstr;
6494 if (fixup == COMPLEX_FIXUP_UYVY) {
6502 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6503 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6505 /* This is more tricky than just replacing the texture type - we have to navigate
6506 * properly in the texture to find the correct chroma values
6508 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6512 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6513 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6514 * filtering when we sample the texture.
6516 * These are the rules for reading the chroma:
6522 * So we have to get the sampling x position in non-normalized coordinates in integers
6524 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6525 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6526 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6528 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6530 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6531 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6534 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6535 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6537 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6538 * even and odd pixels respectively
6540 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6541 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6543 /* Sample Pixel 1 */
6544 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6546 /* Put the value into either of the chroma values */
6547 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6548 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6549 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6550 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6552 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6553 * the pixel right to the current one. Otherwise, sample the left pixel.
6554 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6556 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6557 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6558 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6560 /* Put the value into the other chroma */
6561 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6562 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6563 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6564 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6566 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6567 * the current one and lerp the two U and V values
6570 /* This gives the correctly filtered luminance value */
6571 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6576 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6581 case GL_TEXTURE_2D: tex = "2D"; break;
6582 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6584 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6588 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6589 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6590 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6591 * pitch of the luminance plane, the packing into the gl texture is a bit
6592 * unfortunate. If the whole texture is interpreted as luminance data it looks
6593 * approximately like this:
6595 * +----------------------------------+----
6607 * +----------------+-----------------+----
6609 * | U even rows | U odd rows |
6611 * +----------------+------------------ -
6613 * | V even rows | V odd rows |
6615 * +----------------+-----------------+----
6619 * So it appears as if there are 4 chroma images, but in fact the odd rows
6620 * in the chroma images are in the same row as the even ones. So its is
6621 * kinda tricky to read
6623 * When reading from rectangle textures, keep in mind that the input y coordinates
6624 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6626 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6627 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6629 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6630 /* the chroma planes have only half the width */
6631 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6633 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6634 * the coordinate. Also read the right side of the image when reading odd lines
6636 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6639 if(textype == GL_TEXTURE_2D) {
6641 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6643 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6645 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6646 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6648 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6649 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6650 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6651 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6652 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6654 /* clamp, keep the half pixel origin in mind */
6655 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6656 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6657 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6658 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6660 /* Read from [size - size+size/4] */
6661 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6662 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6664 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6665 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6666 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6667 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6668 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6669 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6671 /* Make sure to read exactly from the pixel center */
6672 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6673 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6676 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6677 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6678 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6679 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6680 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6682 /* Read the texture, put the result into the output register */
6683 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6684 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6686 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6687 * No need to clamp because we're just reusing the already clamped value from above
6689 if(textype == GL_TEXTURE_2D) {
6690 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6692 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6694 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6695 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6697 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6698 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6699 * values due to filtering
6701 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6702 if(textype == GL_TEXTURE_2D) {
6703 /* Multiply the y coordinate by 2/3 and clamp it */
6704 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6705 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6706 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6707 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6709 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6710 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6713 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6714 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6715 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6722 static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
6724 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6726 struct wined3d_shader_buffer buffer;
6727 struct arbfp_blit_priv *priv = device->blit_priv;
6731 if (!shader_buffer_init(&buffer))
6733 ERR("Failed to initialize shader buffer.\n");
6738 GL_EXTCALL(glGenProgramsARB(1, &shader));
6739 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6742 shader_buffer_free(&buffer);
6746 shader_addline(&buffer, "!!ARBfp1.0\n");
6747 shader_addline(&buffer, "TEMP index;\n");
6749 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6750 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6752 /* The alpha-component contains the palette index */
6753 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6754 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6756 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6758 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6759 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6761 /* Use the alpha-component as an index in the palette to get the final color */
6762 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6763 shader_addline(&buffer, "END\n");
6766 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6767 strlen(buffer.buffer), buffer.buffer));
6768 checkGLcall("glProgramStringARB()");
6770 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6773 FIXME("Fragment program error at position %d: %s\n\n", pos,
6774 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6775 shader_arb_dump_program_source(buffer.buffer);
6778 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6779 priv->p8_rect_shader = shader;
6781 priv->p8_2d_shader = shader;
6783 shader_buffer_free(&buffer);
6789 /* Context activation is done by the caller. */
6790 static void upload_palette(IWineD3DSurfaceImpl *surface)
6793 IWineD3DDeviceImpl *device = surface->resource.device;
6794 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6795 struct arbfp_blit_priv *priv = device->blit_priv;
6796 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6798 d3dfmt_p8_init_palette(surface, table, colorkey);
6801 if (!priv->palette_texture)
6802 glGenTextures(1, &priv->palette_texture);
6804 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6805 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6807 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6809 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6810 /* Make sure we have discrete color levels. */
6811 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6812 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6813 /* Upload the palette */
6814 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6815 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6817 /* Switch back to unit 0 in which the 2D texture will be stored. */
6818 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6822 /* Context activation is done by the caller. */
6823 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum complex_fixup yuv_fixup, GLenum textype)
6825 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6827 struct wined3d_shader_buffer buffer;
6828 char luminance_component;
6829 struct arbfp_blit_priv *priv = device->blit_priv;
6833 if (!shader_buffer_init(&buffer))
6835 ERR("Failed to initialize shader buffer.\n");
6840 GL_EXTCALL(glGenProgramsARB(1, &shader));
6841 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6842 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6843 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6846 shader_buffer_free(&buffer);
6850 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6851 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6852 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6853 * each single pixel it contains, and one U and one V value shared between both
6856 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6857 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6858 * take the format into account when generating the read swizzles
6860 * Reading the Y value is straightforward - just sample the texture. The hardware
6861 * takes care of filtering in the horizontal and vertical direction.
6863 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6864 * because that would mix the U and V values of one pixel or two adjacent pixels.
6865 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6866 * regardless of the filtering setting. Vertical filtering works automatically
6867 * though - the U and V values of two rows are mixed nicely.
6869 * Appart of avoiding filtering issues, the code has to know which value it just
6870 * read, and where it can find the other one. To determine this, it checks if
6871 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6873 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6874 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6876 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6877 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6878 * in an unfiltered situation. Finding the luminance on the other hand requires
6879 * finding out if it is an odd or even pixel. The real drawback of this approach
6880 * is filtering. This would have to be emulated completely in the shader, reading
6881 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6882 * vertically. Beyond that it would require adjustments to the texture handling
6883 * code to deal with the width scaling
6885 shader_addline(&buffer, "!!ARBfp1.0\n");
6886 shader_addline(&buffer, "TEMP luminance;\n");
6887 shader_addline(&buffer, "TEMP temp;\n");
6888 shader_addline(&buffer, "TEMP chroma;\n");
6889 shader_addline(&buffer, "TEMP texcrd;\n");
6890 shader_addline(&buffer, "TEMP texcrd2;\n");
6891 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6892 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6893 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6897 case COMPLEX_FIXUP_UYVY:
6898 case COMPLEX_FIXUP_YUY2:
6899 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6901 shader_buffer_free(&buffer);
6906 case COMPLEX_FIXUP_YV12:
6907 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6909 shader_buffer_free(&buffer);
6915 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6916 shader_buffer_free(&buffer);
6920 /* Calculate the final result. Formula is taken from
6921 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6922 * ranges from -0.5 to 0.5
6924 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6926 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6927 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6928 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6929 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6930 shader_addline(&buffer, "END\n");
6933 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6934 strlen(buffer.buffer), buffer.buffer));
6935 checkGLcall("glProgramStringARB()");
6937 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6940 FIXME("Fragment program error at position %d: %s\n\n", pos,
6941 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6942 shader_arb_dump_program_source(buffer.buffer);
6948 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6949 checkGLcall("glGetProgramivARB()");
6950 if (!native) WARN("Program exceeds native resource limits.\n");
6953 shader_buffer_free(&buffer);
6958 case COMPLEX_FIXUP_YUY2:
6959 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6960 else priv->yuy2_2d_shader = shader;
6963 case COMPLEX_FIXUP_UYVY:
6964 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6965 else priv->uyvy_2d_shader = shader;
6968 case COMPLEX_FIXUP_YV12:
6969 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6970 else priv->yv12_2d_shader = shader;
6973 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
6979 /* Context activation is done by the caller. */
6980 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
6983 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6984 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6985 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
6986 struct arbfp_blit_priv *priv = device->blit_priv;
6987 enum complex_fixup fixup;
6988 GLenum textype = surface->texture_target;
6990 if (!is_complex_fixup(surface->resource.format_desc->color_fixup))
6993 dump_color_fixup_desc(surface->resource.format_desc->color_fixup);
6994 /* Don't bother setting up a shader for unconverted formats */
6997 checkGLcall("glEnable(textype)");
7002 fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
7006 case COMPLEX_FIXUP_YUY2:
7007 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7010 case COMPLEX_FIXUP_UYVY:
7011 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7014 case COMPLEX_FIXUP_YV12:
7015 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7018 case COMPLEX_FIXUP_P8:
7019 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7020 if (!shader) shader = gen_p8_shader(device, textype);
7022 upload_palette(surface);
7026 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7029 checkGLcall("glEnable(textype)");
7034 if (!shader) shader = gen_yuv_shader(device, fixup, textype);
7037 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7038 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7039 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7040 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7041 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7042 checkGLcall("glProgramLocalParameter4fvARB");
7048 /* Context activation is done by the caller. */
7049 static void arbfp_blit_unset(IWineD3DDevice *iface) {
7050 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
7051 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7054 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7055 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7056 glDisable(GL_TEXTURE_2D);
7057 checkGLcall("glDisable(GL_TEXTURE_2D)");
7058 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7060 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7061 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7063 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7065 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7066 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7071 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
7072 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
7073 const struct wined3d_format_desc *src_format_desc,
7074 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
7075 const struct wined3d_format_desc *dst_format_desc)
7077 enum complex_fixup src_fixup;
7079 if (blit_op != BLIT_OP_BLIT)
7081 TRACE("Unsupported blit_op=%d\n", blit_op);
7085 src_fixup = get_complex_fixup(src_format_desc->color_fixup);
7086 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7088 TRACE("Checking support for fixup:\n");
7089 dump_color_fixup_desc(src_format_desc->color_fixup);
7092 if (!is_identity_fixup(dst_format_desc->color_fixup))
7094 TRACE("Destination fixups are not supported\n");
7098 if (is_identity_fixup(src_format_desc->color_fixup))
7104 /* We only support YUV conversions. */
7105 if (!is_complex_fixup(src_format_desc->color_fixup))
7107 TRACE("[FAILED]\n");
7113 case COMPLEX_FIXUP_YUY2:
7114 case COMPLEX_FIXUP_UYVY:
7115 case COMPLEX_FIXUP_YV12:
7116 case COMPLEX_FIXUP_P8:
7121 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7122 TRACE("[FAILED]\n");
7127 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
7128 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
7131 IWineD3DSwapChainImpl *dst_swapchain;
7132 struct wined3d_context *context;
7133 RECT dst_rect = *dst_rect_in;
7135 /* Now load the surface */
7136 surface_internal_preload(src_surface, SRGB_RGB);
7138 /* Activate the destination context, set it up for blitting */
7139 context = context_acquire(device, dst_surface);
7140 context_apply_blit_state(context, device);
7142 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
7143 * while OpenGL coordinates are window relative.
7144 * Also beware of the origin difference(top left vs bottom left).
7145 * Also beware that the front buffer's surface size is screen width x screen height,
7146 * whereas the real gl drawable size is the size of the window. */
7147 dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7148 ? dst_surface->container.u.swapchain : NULL;
7149 if (dst_swapchain && dst_surface == dst_swapchain->front_buffer)
7150 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
7152 arbfp_blit_set((IWineD3DDevice *)device, src_surface);
7156 /* Draw a textured quad */
7157 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7161 /* Leave the opengl state valid for blitting */
7162 arbfp_blit_unset((IWineD3DDevice *)device);
7164 if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7165 && (dst_surface == dst_swapchain->front_buffer
7166 || dst_swapchain->num_contexts > 1)))
7167 wglFlush(); /* Flush to ensure ordering across contexts. */
7169 context_release(context);
7171 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7175 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
7176 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7178 FIXME("Color filling not implemented by arbfp_blit\n");
7179 return WINED3DERR_INVALIDCALL;
7182 const struct blit_shader arbfp_blit = {
7187 arbfp_blit_supported,
7188 arbfp_blit_color_fill