2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
46 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
47 if(!This->baseShader.reg_maps.usesmova) return FALSE;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
51 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
52 if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
53 gl_info->arb_vs_offset_limit || /* Have to init texcoords */
54 gl_info->set_texcoord_w) { /* Load the immval offset */
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
62 /* We use one PARAM for the pos fixup, and in some cases one to load
63 * some immediate values into the shader
65 if(need_helper_const(gl_info)) ret++;
66 if(need_mova_const(shader, gl_info)) ret++;
70 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
71 * so upload them above that
73 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
74 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
76 /* ARB_program_shader private data */
94 DWORD loop_control[3];
98 struct arb_ps_compile_args
100 struct ps_compile_args super;
101 DWORD bools; /* WORD is enough, use DWORD for alignment */
102 unsigned char loop_ctrl[MAX_CONST_I][3];
105 struct stb_const_desc
107 unsigned char texunit;
111 struct arb_ps_compiled_shader
113 struct arb_ps_compile_args args;
115 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
116 unsigned char numbumpenvmatconsts;
117 struct stb_const_desc luminanceconst[MAX_TEXTURES];
118 UINT int_consts[MAX_CONST_I];
123 struct arb_vs_compile_args
125 struct vs_compile_args super;
126 DWORD bools; /* WORD is enough, use DWORD for alignment */
128 unsigned char loop_ctrl[MAX_CONST_I][3];
131 struct arb_vs_compiled_shader
133 struct arb_vs_compile_args args;
135 UINT int_consts[MAX_CONST_I];
139 struct recorded_instruction
141 struct wined3d_shader_instruction ins;
145 struct shader_arb_ctx_priv
150 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
152 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
154 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
158 const struct arb_vs_compile_args *cur_vs_args;
159 const struct arb_ps_compile_args *cur_ps_args;
160 const struct arb_ps_compiled_shader *compiled_fprog;
161 const struct arb_vs_compiled_shader *compiled_vprog;
162 struct list control_frames;
166 unsigned int num_loops, loop_depth, num_ifcs;
169 /* For 3.0 vertex shaders */
170 const char *vs_output[MAX_REG_OUTPUT];
171 /* For 2.x and earlier vertex shaders */
172 const char *texcrd_output[8], *color_output[2], *fog_output;
174 /* 3.0 pshader input for compatibility with fixed function */
175 const char *ps_input[MAX_REG_INPUT];
180 struct wined3d_shader_signature_element *sig;
182 struct wine_rb_entry entry;
185 struct arb_pshader_private {
186 struct arb_ps_compiled_shader *gl_shaders;
187 UINT num_gl_shaders, shader_array_size;
188 BOOL has_signature_idx;
189 DWORD input_signature_idx;
192 struct arb_vshader_private {
193 struct arb_vs_compiled_shader *gl_shaders;
194 UINT num_gl_shaders, shader_array_size;
197 struct shader_arb_priv
199 GLuint current_vprogram_id;
200 GLuint current_fprogram_id;
201 const struct arb_ps_compiled_shader *compiled_fprog;
202 const struct arb_vs_compiled_shader *compiled_vprog;
203 GLuint depth_blt_vprogram_id;
204 GLuint depth_blt_fprogram_id[tex_type_count];
205 BOOL use_arbfp_fixed_func;
206 struct wine_rb_tree fragment_shaders;
208 struct wine_rb_tree signature_tree;
212 /********************************************************
213 * ARB_[vertex/fragment]_program helper functions follow
214 ********************************************************/
217 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
218 * When constant_list == NULL, it will load all the constants.
220 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
221 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
223 /* GL locking is done by the caller */
224 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
225 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
227 local_constant* lconst;
231 if (TRACE_ON(d3d_shader)) {
232 for(i = 0; i < max_constants; i++) {
233 if(!dirty_consts[i]) continue;
234 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
235 constants[i * 4 + 0], constants[i * 4 + 1],
236 constants[i * 4 + 2], constants[i * 4 + 3]);
239 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
240 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
243 for(i = 0; i < max_constants; i++) {
244 if(!dirty_consts[i]) continue;
248 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
249 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
250 else lcl_const[0] = constants[j + 0];
252 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
253 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
254 else lcl_const[1] = constants[j + 1];
256 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
257 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
258 else lcl_const[2] = constants[j + 2];
260 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
261 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
262 else lcl_const[3] = constants[j + 3];
264 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
267 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
268 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
269 * or just reloading *all* constants at once
271 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
273 for(i = 0; i < max_constants; i++) {
274 if(!dirty_consts[i]) continue;
276 /* Find the next block of dirty constants */
279 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
283 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
286 for(i = 0; i < max_constants; i++) {
287 if(dirty_consts[i]) {
289 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
294 checkGLcall("glProgramEnvParameter4fvARB()");
296 /* Load immediate constants */
297 if(This->baseShader.load_local_constsF) {
298 if (TRACE_ON(d3d_shader)) {
299 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
300 GLfloat* values = (GLfloat*)lconst->value;
301 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
302 values[0], values[1], values[2], values[3]);
305 /* Immediate constants are clamped for 1.X shaders at loading times */
307 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
308 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
309 ret = max(ret, lconst->idx + 1);
310 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
312 checkGLcall("glProgramEnvParameter4fvARB()");
313 return ret; /* The loaded immediate constants need reloading for the next shader */
315 return 0; /* No constants are dirty now */
320 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
322 static void shader_arb_load_np2fixup_constants(
323 IWineD3DDevice* device,
325 char useVertexShader) {
326 /* not implemented */
329 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
331 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
332 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
334 struct shader_arb_priv *priv = deviceImpl->shader_priv;
335 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
337 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
339 int texunit = gl_shader->bumpenvmatconst[i].texunit;
341 /* The state manager takes care that this function is always called if the bump env matrix changes */
342 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
343 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
345 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
347 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
348 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
349 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
350 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
352 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
353 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
356 checkGLcall("Load bumpmap consts\n");
358 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
360 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
361 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
366 val[0] = deviceImpl->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
367 val[1] = deviceImpl->render_offscreen ? 1.0 : -1.0;
370 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
371 checkGLcall("y correction loading\n");
374 if(gl_shader->num_int_consts == 0) return;
376 for(i = 0; i < MAX_CONST_I; i++)
378 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
381 val[0] = stateBlock->pixelShaderConstantI[4 * i];
382 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
383 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
386 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
389 checkGLcall("Load ps int consts\n");
392 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
394 IWineD3DStateBlockImpl* stateBlock;
395 const WineD3D_GL_Info *gl_info;
397 struct shader_arb_priv *priv = deviceImpl->shader_priv;
398 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
400 if(gl_shader->num_int_consts == 0) return;
402 gl_info = &deviceImpl->adapter->gl_info;
403 stateBlock = deviceImpl->stateBlock;
405 for(i = 0; i < MAX_CONST_I; i++)
407 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
410 val[0] = stateBlock->vertexShaderConstantI[4 * i];
411 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
412 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
415 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
418 checkGLcall("Load vs int consts\n");
422 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
424 * We only support float constants in ARB at the moment, so don't
425 * worry about the Integers or Booleans
427 /* GL locking is done by the caller (state handler) */
428 static void shader_arb_load_constants(
429 IWineD3DDevice* device,
431 char useVertexShader) {
433 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
434 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
435 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
437 if (useVertexShader) {
438 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
440 /* Load DirectX 9 float constants for vertex shader */
441 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
442 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
443 deviceImpl->highest_dirty_vs_const,
444 stateBlock->vertexShaderConstantF,
445 deviceImpl->activeContext->vshader_const_dirty);
447 /* Upload the position fixup */
448 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
450 shader_arb_vs_local_constants(deviceImpl);
453 if (usePixelShader) {
454 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
456 /* Load DirectX 9 float constants for pixel shader */
457 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
458 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
459 deviceImpl->highest_dirty_ps_const,
460 stateBlock->pixelShaderConstantF,
461 deviceImpl->activeContext->pshader_const_dirty);
462 shader_arb_ps_local_constants(deviceImpl);
466 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
468 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
470 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
471 * context. On a context switch the old context will be fully dirtified */
472 memset(This->activeContext->vshader_const_dirty + start, 1,
473 sizeof(*This->activeContext->vshader_const_dirty) * count);
474 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
477 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
479 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
481 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
482 * context. On a context switch the old context will be fully dirtified */
483 memset(This->activeContext->pshader_const_dirty + start, 1,
484 sizeof(*This->activeContext->pshader_const_dirty) * count);
485 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
488 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
492 const local_constant *lconst;
494 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
496 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
498 ERR("Out of memory\n");
502 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
503 ret[lconst->idx] = idx++;
508 /* Generate the variable & register declarations for the ARB_vertex_program output target */
509 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
510 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map, DWORD *num_clipplanes,
511 struct shader_arb_ctx_priv *ctx)
513 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
514 DWORD i, next_local = 0;
515 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
516 unsigned max_constantsF;
517 const local_constant *lconst;
519 /* In pixel shaders, all private constants are program local, we don't need anything
520 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
521 * If we need a private constant the GL implementation will squeeze it in somewhere
523 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
524 * immediate values. The posFixup is loaded using program.env for now, so always
525 * subtract one from the number of constants. If the shader uses indirect addressing,
526 * account for the helper const too because we have to declare all availabke d3d constants
527 * and don't know which are actually used.
530 max_constantsF = GL_LIMITS(pshader_constantsF);
532 if(This->baseShader.reg_maps.usesrelconstF) {
533 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
534 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
535 if(ctx->target_version >= NV2)
537 DWORD highest_constf = 0;
538 for(i = 0; i < This->baseShader.limits.constant_float; i++)
541 DWORD shift = i & 0x1f;
542 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
545 *num_clipplanes = min(GL_LIMITS(clipplanes), max_constantsF - highest_constf - 1);
546 max_constantsF -= *num_clipplanes;
547 if(*num_clipplanes < GL_LIMITS(clipplanes))
549 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
553 if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
554 else *num_clipplanes = 0;
555 max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
559 for(i = 0; i < This->baseShader.limits.temporary; i++) {
560 if (reg_maps->temporary[i])
561 shader_addline(buffer, "TEMP R%u;\n", i);
564 for (i = 0; i < This->baseShader.limits.address; i++) {
565 if (reg_maps->address[i])
566 shader_addline(buffer, "ADDRESS A%d;\n", i);
569 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
570 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
571 if (reg_maps->texcoord[i] && pshader)
572 shader_addline(buffer,"TEMP T%u;\n", i);
576 /* Load local constants using the program-local space,
577 * this avoids reloading them each time the shader is used
580 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
581 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
582 lconst_map[lconst->idx]);
583 next_local = max(next_local, lconst_map[lconst->idx] + 1);
587 /* we use the array-based constants array if the local constants are marked for loading,
588 * because then we use indirect addressing, or when the local constant list is empty,
589 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
590 * local constants do not declare the loaded constants as an array because ARB compilers usually
591 * do not optimize unused constants away
593 if(This->baseShader.reg_maps.usesrelconstF) {
594 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
595 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
596 max_constantsF, max_constantsF - 1);
598 for(i = 0; i < max_constantsF; i++) {
601 mask = 1 << (i & 0x1f);
602 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
603 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
611 static const char * const shift_tab[] = {
612 "dummy", /* 0 (none) */
613 "coefmul.x", /* 1 (x2) */
614 "coefmul.y", /* 2 (x4) */
615 "coefmul.z", /* 3 (x8) */
616 "coefmul.w", /* 4 (x16) */
617 "dummy", /* 5 (x32) */
618 "dummy", /* 6 (x64) */
619 "dummy", /* 7 (x128) */
620 "dummy", /* 8 (d256) */
621 "dummy", /* 9 (d128) */
622 "dummy", /* 10 (d64) */
623 "dummy", /* 11 (d32) */
624 "coefdiv.w", /* 12 (d16) */
625 "coefdiv.z", /* 13 (d8) */
626 "coefdiv.y", /* 14 (d4) */
627 "coefdiv.x" /* 15 (d2) */
630 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
631 const struct wined3d_shader_dst_param *dst, char *write_mask)
633 char *ptr = write_mask;
635 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
638 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
639 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
640 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
641 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
647 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
649 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
650 * but addressed as "rgba". To fix this we need to swap the register's x
651 * and z components. */
652 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
653 char *ptr = swizzle_str;
655 /* swizzle bits fields: wwzzyyxx */
656 DWORD swizzle = param->swizzle;
657 DWORD swizzle_x = swizzle & 0x03;
658 DWORD swizzle_y = (swizzle >> 2) & 0x03;
659 DWORD swizzle_z = (swizzle >> 4) & 0x03;
660 DWORD swizzle_w = (swizzle >> 6) & 0x03;
662 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
663 * generate a swizzle string. Unless we need to our own swizzling. */
664 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
667 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
668 *ptr++ = swizzle_chars[swizzle_x];
670 *ptr++ = swizzle_chars[swizzle_x];
671 *ptr++ = swizzle_chars[swizzle_y];
672 *ptr++ = swizzle_chars[swizzle_z];
673 *ptr++ = swizzle_chars[swizzle_w];
680 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
682 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
683 SHADER_BUFFER *buffer = ins->ctx->buffer;
685 if(strcmp(priv->addr_reg, src) == 0) return;
687 strcpy(priv->addr_reg, src);
688 shader_addline(buffer, "ARL A0.x, %s;\n", src);
691 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
692 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
694 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
695 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
697 /* oPos, oFog and oPts in D3D */
698 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
699 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
700 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
701 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
707 case WINED3DSPR_TEMP:
708 sprintf(register_name, "R%u", reg->idx);
711 case WINED3DSPR_INPUT:
714 if(This->baseShader.reg_maps.shader_version.major < 3)
716 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
717 else strcpy(register_name, "fragment.color.secondary");
724 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
726 if(strcmp(rel_reg, "**aL_emul**") == 0)
728 DWORD idx = ctx->aL + reg->idx;
729 if(idx < MAX_REG_INPUT)
731 strcpy(register_name, ctx->ps_input[idx]);
735 ERR("Pixel shader input register out of bounds: %u\n", idx);
736 sprintf(register_name, "out_of_bounds_%u", idx);
739 else if(This->baseShader.reg_maps.input_registers & 0x0300)
741 /* There are two ways basically:
743 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
744 * That means trouble if the loop also contains a breakc or if the control values
745 * aren't local constants.
746 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
747 * source dynamically. The trouble is that we cannot simply read aL.y because it
748 * is an ADDRESS register. We could however push it, load .zw with a value and use
749 * ADAC to load the condition code register and pop it again afterwards
751 FIXME("Relative input register addressing with more than 8 registers\n");
753 /* This is better than nothing for now */
754 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
756 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
758 /* This is problematic because we'd have to consult the ctx->ps_input strings
759 * for where to find the varying. Some may be "0.0", others can be texcoords or
760 * colors. This needs either a pipeline replacement to make the vertex shader feed
761 * proper varyings, or loop unrolling
763 * For now use the texcoords and hope for the best
765 FIXME("Non-vertex shader varying input with indirect addressing\n");
766 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
770 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
771 * pulls GL_NV_fragment_program2 in
773 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
778 if(reg->idx < MAX_REG_INPUT)
780 strcpy(register_name, ctx->ps_input[reg->idx]);
784 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
785 sprintf(register_name, "out_of_bounds_%u", reg->idx);
792 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
793 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
797 case WINED3DSPR_CONST:
798 if (!pshader && reg->rel_addr)
802 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
803 if(This->baseShader.reg_maps.shader_version.major < 2) {
804 sprintf(rel_reg, "A0.x");
806 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
807 if(ctx->target_version == ARB) {
808 if(strcmp(rel_reg, "**aL_emul**") == 0) {
811 shader_arb_request_a0(ins, rel_reg);
812 sprintf(rel_reg, "A0.x");
817 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
818 else if (reg->idx >= rel_offset)
819 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
821 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
825 if (This->baseShader.reg_maps.usesrelconstF)
826 sprintf(register_name, "C[%u]", reg->idx);
828 sprintf(register_name, "C%u", reg->idx);
832 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
834 if(This->baseShader.reg_maps.shader_version.major == 1 &&
835 This->baseShader.reg_maps.shader_version.minor <= 3) {
836 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
837 * and as source to most instructions. For some instructions it is the texcoord
838 * input. Those instructions know about the special use
840 sprintf(register_name, "T%u", reg->idx);
842 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
843 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
848 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
850 sprintf(register_name, "A%u", reg->idx);
854 sprintf(register_name, "A%u_SHADOW", reg->idx);
859 case WINED3DSPR_COLOROUT:
862 if(ctx->cur_ps_args->super.srgb_correction)
864 strcpy(register_name, "TMP_COLOR");
868 strcpy(register_name, "result.color");
873 /* TODO: See GL_ARB_draw_buffers */
874 FIXME("Unsupported write to render target %u\n", reg->idx);
875 sprintf(register_name, "unsupported_register");
879 case WINED3DSPR_RASTOUT:
880 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
881 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
884 case WINED3DSPR_DEPTHOUT:
885 strcpy(register_name, "result.depth");
888 case WINED3DSPR_ATTROUT:
889 /* case WINED3DSPR_OUTPUT: */
890 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
891 else strcpy(register_name, ctx->color_output[reg->idx]);
894 case WINED3DSPR_TEXCRDOUT:
897 sprintf(register_name, "oT[%u]", reg->idx);
901 if(This->baseShader.reg_maps.shader_version.major < 3)
903 sprintf(register_name, ctx->texcrd_output[reg->idx]);
907 sprintf(register_name, ctx->vs_output[reg->idx]);
912 case WINED3DSPR_LOOP:
913 if(ctx->target_version >= NV2)
915 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
916 if(pshader) sprintf(register_name, "A0.x");
917 else sprintf(register_name, "aL.y");
921 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
922 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
923 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
924 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
927 sprintf(register_name, "**aL_emul**");
932 case WINED3DSPR_CONSTINT:
933 sprintf(register_name, "I%u", reg->idx);
936 case WINED3DSPR_MISCTYPE:
939 sprintf(register_name, "vpos");
941 else if(reg->idx == 1)
943 sprintf(register_name, "fragment.facing.x");
947 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
952 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
953 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
958 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
959 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
961 char register_name[255];
965 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
966 strcpy(str, register_name);
968 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
969 strcat(str, write_mask);
972 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
974 switch(channel_source)
976 case CHANNEL_SOURCE_ZERO: return "0";
977 case CHANNEL_SOURCE_ONE: return "1";
978 case CHANNEL_SOURCE_X: return "x";
979 case CHANNEL_SOURCE_Y: return "y";
980 case CHANNEL_SOURCE_Z: return "z";
981 case CHANNEL_SOURCE_W: return "w";
983 FIXME("Unhandled channel source %#x\n", channel_source);
988 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
989 const char *one, const char *two, struct color_fixup_desc fixup)
993 if (is_yuv_fixup(fixup))
995 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
996 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1001 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1002 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1003 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1004 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1009 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1010 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1011 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1015 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1016 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1017 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1018 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1024 char *ptr = reg_mask;
1026 if (mask != WINED3DSP_WRITEMASK_ALL)
1029 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1030 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1031 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1032 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1036 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1040 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1043 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1044 if (!ins->dst_count) return "";
1046 mod = ins->dst[0].modifiers;
1048 /* Silently ignore PARTIALPRECISION if its not supported */
1049 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1051 if(mod & WINED3DSPDM_MSAMPCENTROID)
1053 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1054 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1059 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1062 case WINED3DSPDM_SATURATE:
1065 case WINED3DSPDM_PARTIALPRECISION:
1072 FIXME("Unknown modifiers 0x%08x\n", mod);
1077 #define TEX_PROJ 0x1
1078 #define TEX_BIAS 0x2
1080 #define TEX_DERIV 0x10
1082 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1083 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1085 SHADER_BUFFER *buffer = ins->ctx->buffer;
1086 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1087 const char *tex_type;
1088 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1089 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1090 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1093 switch(sampler_type) {
1099 if(device->stateBlock->textures[sampler_idx] &&
1100 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1105 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1107 if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
1109 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
1114 case WINED3DSTT_VOLUME:
1118 case WINED3DSTT_CUBE:
1123 ERR("Unexpected texture type %d\n", sampler_type);
1127 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1128 * so don't use shader_arb_get_modifier
1130 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1133 if (flags & TEX_DERIV)
1135 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivates\n");
1136 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivates\n");
1137 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1138 dsx, dsy,sampler_idx, tex_type);
1140 else if(flags & TEX_LOD)
1142 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1143 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1144 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1145 sampler_idx, tex_type);
1147 else if (flags & TEX_BIAS)
1149 /* Shouldn't be possible, but let's check for it */
1150 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1151 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1152 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1154 else if (flags & TEX_PROJ)
1156 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1160 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1163 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1165 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1166 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1170 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1171 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1173 /* Generate a line that does the input modifier computation and return the input register to use */
1174 BOOL is_color = FALSE;
1178 SHADER_BUFFER *buffer = ins->ctx->buffer;
1179 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1181 /* Assume a new line will be added */
1184 /* Get register name */
1185 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1186 shader_arb_get_swizzle(src, is_color, swzstr);
1188 switch (src->modifiers)
1190 case WINED3DSPSM_NONE:
1191 sprintf(outregstr, "%s%s", regstr, swzstr);
1194 case WINED3DSPSM_NEG:
1195 sprintf(outregstr, "-%s%s", regstr, swzstr);
1198 case WINED3DSPSM_BIAS:
1199 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1201 case WINED3DSPSM_BIASNEG:
1202 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1204 case WINED3DSPSM_SIGN:
1205 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1207 case WINED3DSPSM_SIGNNEG:
1208 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1210 case WINED3DSPSM_COMP:
1211 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1213 case WINED3DSPSM_X2:
1214 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1216 case WINED3DSPSM_X2NEG:
1217 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1219 case WINED3DSPSM_DZ:
1220 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1221 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1223 case WINED3DSPSM_DW:
1224 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1225 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1227 case WINED3DSPSM_ABS:
1228 if(ctx->target_version >= NV2) {
1229 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1232 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1235 case WINED3DSPSM_ABSNEG:
1236 if(ctx->target_version >= NV2) {
1237 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1239 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1240 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1245 sprintf(outregstr, "%s%s", regstr, swzstr);
1249 /* Return modified or original register, with swizzle */
1251 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1254 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1256 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1257 SHADER_BUFFER *buffer = ins->ctx->buffer;
1259 char src_name[2][50];
1260 DWORD sampler_code = dst->reg.idx;
1262 shader_arb_get_dst_param(ins, dst, dst_name);
1264 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1266 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1267 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1270 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1271 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1272 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1273 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1274 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1276 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1277 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1280 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1282 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1283 SHADER_BUFFER *buffer = ins->ctx->buffer;
1285 char src_name[3][50];
1286 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1287 ins->ctx->reg_maps->shader_version.minor);
1290 shader_arb_get_dst_param(ins, dst, dst_name);
1291 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1293 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1294 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1296 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1298 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1299 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1300 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
1301 /* No modifiers supported on CMP */
1302 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1304 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1305 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1307 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1308 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1313 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1315 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1316 SHADER_BUFFER *buffer = ins->ctx->buffer;
1318 char src_name[3][50];
1321 shader_arb_get_dst_param(ins, dst, dst_name);
1323 /* Generate input register names (with modifiers) */
1324 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1325 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1326 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1328 /* No modifiers are supported on CMP */
1329 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1330 src_name[0], src_name[2], src_name[1]);
1332 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1334 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1335 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1339 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1340 * dst = dot2(src0, src1) + src2 */
1341 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1343 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1344 SHADER_BUFFER *buffer = ins->ctx->buffer;
1346 char src_name[3][50];
1347 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1349 shader_arb_get_dst_param(ins, dst, dst_name);
1350 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1351 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1353 if(ctx->target_version >= NV3)
1355 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1356 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1357 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1358 dst_name, src_name[0], src_name[1], src_name[2]);
1360 else if(ctx->target_version >= NV2)
1362 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1363 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1364 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1365 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1367 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1369 * .xyxy and other swizzles that we could get with this are not valid in
1370 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1372 struct wined3d_shader_src_param tmp_param = ins->src[1];
1373 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1374 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1376 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1378 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1379 dst_name, src_name[2], src_name[0], src_name[1]);
1383 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1384 /* 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]
1385 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1387 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1388 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1389 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1390 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1394 /* Map the opcode 1-to-1 to the GL code */
1395 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1397 SHADER_BUFFER *buffer = ins->ctx->buffer;
1398 const char *instruction;
1399 char arguments[256], dst_str[50];
1401 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1403 switch (ins->handler_idx)
1405 case WINED3DSIH_ABS: instruction = "ABS"; break;
1406 case WINED3DSIH_ADD: instruction = "ADD"; break;
1407 case WINED3DSIH_CRS: instruction = "XPD"; break;
1408 case WINED3DSIH_DP3: instruction = "DP3"; break;
1409 case WINED3DSIH_DP4: instruction = "DP4"; break;
1410 case WINED3DSIH_DST: instruction = "DST"; break;
1411 case WINED3DSIH_EXP: instruction = "EX2"; break;
1412 case WINED3DSIH_EXPP: instruction = "EXP"; break;
1413 case WINED3DSIH_FRC: instruction = "FRC"; break;
1414 case WINED3DSIH_LIT: instruction = "LIT"; break;
1415 case WINED3DSIH_LOG: instruction = "LG2"; break;
1416 case WINED3DSIH_LOGP: instruction = "LOG"; break;
1417 case WINED3DSIH_LRP: instruction = "LRP"; break;
1418 case WINED3DSIH_MAD: instruction = "MAD"; break;
1419 case WINED3DSIH_MAX: instruction = "MAX"; break;
1420 case WINED3DSIH_MIN: instruction = "MIN"; break;
1421 case WINED3DSIH_MOV: instruction = "MOV"; break;
1422 case WINED3DSIH_MUL: instruction = "MUL"; break;
1423 case WINED3DSIH_POW: instruction = "POW"; break;
1424 case WINED3DSIH_SGE: instruction = "SGE"; break;
1425 case WINED3DSIH_SLT: instruction = "SLT"; break;
1426 case WINED3DSIH_SUB: instruction = "SUB"; break;
1427 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1428 case WINED3DSIH_SGN: instruction = "SSG"; break;
1429 case WINED3DSIH_DSX: instruction = "DDX"; break;
1430 default: instruction = "";
1431 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1435 /* Note that shader_arb_add_dst_param() adds spaces. */
1436 arguments[0] = '\0';
1437 shader_arb_get_dst_param(ins, dst, dst_str);
1438 for (i = 0; i < ins->src_count; ++i)
1441 strcat(arguments, ", ");
1442 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1443 strcat(arguments, operand);
1445 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1448 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1450 SHADER_BUFFER *buffer = ins->ctx->buffer;
1451 shader_addline(buffer, "NOP;\n");
1454 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1456 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1457 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1458 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1460 SHADER_BUFFER *buffer = ins->ctx->buffer;
1461 char src0_param[256];
1463 if(ins->handler_idx == WINED3DSIH_MOVA) {
1464 struct wined3d_shader_src_param tmp_src = ins->src[0];
1467 if(ctx->target_version >= NV2) {
1468 shader_hw_map2gl(ins);
1471 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1472 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1473 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1475 /* This implements the mova formula used in GLSL. The first two instructions
1476 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1480 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1482 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1483 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1485 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1486 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1488 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1489 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1490 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1491 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1493 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1494 } else if (ins->ctx->reg_maps->shader_version.major == 1
1495 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1496 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1498 src0_param[0] = '\0';
1499 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1501 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1502 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1503 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1507 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1508 * with more than one component. Thus replicate the first source argument over all
1509 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1510 struct wined3d_shader_src_param tmp_src = ins->src[0];
1511 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1512 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1513 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1516 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1518 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1519 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1521 shader_addline(buffer, "#mov handled in srgb write code\n");
1524 shader_hw_map2gl(ins);
1528 shader_hw_map2gl(ins);
1532 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1534 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1535 SHADER_BUFFER *buffer = ins->ctx->buffer;
1538 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1539 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1541 shader_arb_get_dst_param(ins, dst, reg_dest);
1543 if (ins->ctx->reg_maps->shader_version.major >= 2)
1545 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1546 shader_arb_get_dst_param(ins, dst, reg_dest);
1547 shader_addline(buffer, "KIL %s;\n", reg_dest);
1549 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1550 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1552 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1553 * or pass in any temporary register(in shader phase 2)
1555 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1556 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1558 shader_arb_get_dst_param(ins, dst, reg_dest);
1560 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1561 shader_addline(buffer, "KIL TA;\n");
1565 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1567 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1568 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1569 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1570 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1571 ins->ctx->reg_maps->shader_version.minor);
1572 struct wined3d_shader_src_param src;
1576 DWORD reg_sampler_code;
1579 /* All versions have a destination register */
1580 shader_arb_get_dst_param(ins, dst, reg_dest);
1582 /* 1.0-1.4: Use destination register number as texture code.
1583 2.0+: Use provided sampler number as texure code. */
1584 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1585 reg_sampler_code = dst->reg.idx;
1587 reg_sampler_code = ins->src[1].reg.idx;
1589 /* 1.0-1.3: Use the texcoord varying.
1590 1.4+: Use provided coordinate source register. */
1591 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1592 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1594 /* TEX is the only instruction that can handle DW and DZ natively */
1596 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1597 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1598 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1602 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1603 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1604 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1606 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1609 if(reg_sampler_code < MAX_TEXTURES) {
1610 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1612 if (flags & WINED3DTTFF_PROJECTED) {
1613 myflags |= TEX_PROJ;
1616 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1618 DWORD src_mod = ins->src[0].modifiers;
1619 if (src_mod == WINED3DSPSM_DZ) {
1620 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1621 * varying register, so we need a temp reg
1623 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1624 strcpy(reg_coord, "TA");
1625 myflags |= TEX_PROJ;
1626 } else if(src_mod == WINED3DSPSM_DW) {
1627 myflags |= TEX_PROJ;
1630 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1631 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1633 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1636 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1638 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1639 SHADER_BUFFER *buffer = ins->ctx->buffer;
1640 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1641 ins->ctx->reg_maps->shader_version.minor);
1644 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1646 DWORD reg = dst->reg.idx;
1648 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1649 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1653 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1654 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1655 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1659 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1661 SHADER_BUFFER *buffer = ins->ctx->buffer;
1662 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1663 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1666 DWORD reg1 = ins->dst[0].reg.idx;
1670 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1671 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1672 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1673 /* Move .x first in case src_str is "TA" */
1674 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1675 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1676 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1677 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1680 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1682 SHADER_BUFFER *buffer = ins->ctx->buffer;
1684 DWORD reg1 = ins->dst[0].reg.idx;
1688 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1689 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1690 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1691 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1692 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1693 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1696 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1698 DWORD reg1 = ins->dst[0].reg.idx;
1702 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1703 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1704 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1705 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1708 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1710 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1711 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1712 SHADER_BUFFER *buffer = ins->ctx->buffer;
1713 char reg_coord[40], dst_reg[50], src_reg[50];
1714 DWORD reg_dest_code;
1716 /* All versions have a destination register. The Tx where the texture coordinates come
1717 * from is the varying incarnation of the texture register
1719 reg_dest_code = dst->reg.idx;
1720 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1721 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1722 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1724 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1725 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1727 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1728 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1730 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1731 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1734 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1735 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1736 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1737 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1739 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1740 * so we can't let the GL handle this.
1742 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1743 & WINED3DTTFF_PROJECTED) {
1744 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1745 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1746 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1748 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1751 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1753 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1755 /* No src swizzles are allowed, so this is ok */
1756 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1757 src_reg, reg_dest_code, reg_dest_code);
1758 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1762 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1764 DWORD reg = ins->dst[0].reg.idx;
1765 SHADER_BUFFER *buffer = ins->ctx->buffer;
1766 char src0_name[50], dst_name[50];
1768 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1770 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1771 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1772 * T<reg+1> register. Use this register to store the calculated vector
1774 tmp_reg.idx = reg + 1;
1775 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1776 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1779 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1781 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1782 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1784 DWORD reg = ins->dst[0].reg.idx;
1785 SHADER_BUFFER *buffer = ins->ctx->buffer;
1791 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1792 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1794 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1795 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1796 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1797 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1798 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1801 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1803 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1804 DWORD reg = ins->dst[0].reg.idx;
1805 SHADER_BUFFER *buffer = ins->ctx->buffer;
1806 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1807 char src0_name[50], dst_name[50];
1808 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1811 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1812 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1813 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1815 tmp_reg.idx = reg + 2 - current_state->current_row;
1816 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1818 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1819 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1820 dst_name, 'x' + current_state->current_row, reg, src0_name);
1821 current_state->texcoord_w[current_state->current_row++] = reg;
1824 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1826 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1827 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1829 DWORD reg = ins->dst[0].reg.idx;
1830 SHADER_BUFFER *buffer = ins->ctx->buffer;
1831 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1833 char src0_name[50], dst_name[50];
1836 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1837 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1838 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1840 /* Sample the texture using the calculated coordinates */
1841 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1842 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1843 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1844 current_state->current_row = 0;
1847 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1849 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1850 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1852 DWORD reg = ins->dst[0].reg.idx;
1853 SHADER_BUFFER *buffer = ins->ctx->buffer;
1854 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1860 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1861 * components for temporary data storage
1863 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1864 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1865 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1867 /* Construct the eye-ray vector from w coordinates */
1868 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1869 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1870 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1872 /* Calculate reflection vector
1874 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1875 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1876 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1877 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1878 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1879 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1880 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1882 /* Sample the texture using the calculated coordinates */
1883 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1884 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1885 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1886 current_state->current_row = 0;
1889 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1891 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1892 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1894 DWORD reg = ins->dst[0].reg.idx;
1895 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1896 SHADER_BUFFER *buffer = ins->ctx->buffer;
1903 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1904 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1905 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1906 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
1907 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1909 /* Calculate reflection vector.
1912 * dst_reg.xyz = 2 * --------- * N - E
1915 * Which normalizes the normal vector
1917 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1918 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1919 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1920 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1921 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1922 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1924 /* Sample the texture using the calculated coordinates */
1925 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1926 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1927 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1928 current_state->current_row = 0;
1931 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1933 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1934 SHADER_BUFFER *buffer = ins->ctx->buffer;
1937 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1938 * which is essentially an input, is the destination register because it is the first
1939 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1940 * here(writemasks/swizzles are not valid on texdepth)
1942 shader_arb_get_dst_param(ins, dst, dst_name);
1944 /* According to the msdn, the source register(must be r5) is unusable after
1945 * the texdepth instruction, so we're free to modify it
1947 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1949 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1950 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1951 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1953 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1954 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1955 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
1956 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
1959 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1960 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1961 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1962 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1964 SHADER_BUFFER *buffer = ins->ctx->buffer;
1965 DWORD sampler_idx = ins->dst[0].reg.idx;
1969 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1970 shader_addline(buffer, "MOV TB, 0.0;\n");
1971 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
1973 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1974 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
1977 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1978 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1979 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1981 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1984 SHADER_BUFFER *buffer = ins->ctx->buffer;
1986 /* Handle output register */
1987 shader_arb_get_dst_param(ins, dst, dst_str);
1988 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1989 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
1992 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1993 * Perform the 3rd row of a 3x3 matrix multiply */
1994 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1996 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1997 SHADER_BUFFER *buffer = ins->ctx->buffer;
1998 char dst_str[50], dst_name[50];
2002 shader_arb_get_dst_param(ins, dst, dst_str);
2003 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2004 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2005 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2006 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2009 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2010 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2011 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2012 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2014 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2016 SHADER_BUFFER *buffer = ins->ctx->buffer;
2017 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2018 char src0[50], dst_name[50];
2021 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2022 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2023 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2025 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2026 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2027 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2029 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2030 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2031 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2032 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2035 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2036 Vertex/Pixel shaders to ARB_vertex_program codes */
2037 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2040 int nComponents = 0;
2041 struct wined3d_shader_dst_param tmp_dst = {{0}};
2042 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2043 struct wined3d_shader_instruction tmp_ins;
2045 memset(&tmp_ins, 0, sizeof(tmp_ins));
2047 /* Set constants for the temporary argument */
2048 tmp_ins.ctx = ins->ctx;
2049 tmp_ins.dst_count = 1;
2050 tmp_ins.dst = &tmp_dst;
2051 tmp_ins.src_count = 2;
2052 tmp_ins.src = tmp_src;
2054 switch(ins->handler_idx)
2056 case WINED3DSIH_M4x4:
2058 tmp_ins.handler_idx = WINED3DSIH_DP4;
2060 case WINED3DSIH_M4x3:
2062 tmp_ins.handler_idx = WINED3DSIH_DP4;
2064 case WINED3DSIH_M3x4:
2066 tmp_ins.handler_idx = WINED3DSIH_DP3;
2068 case WINED3DSIH_M3x3:
2070 tmp_ins.handler_idx = WINED3DSIH_DP3;
2072 case WINED3DSIH_M3x2:
2074 tmp_ins.handler_idx = WINED3DSIH_DP3;
2077 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2081 tmp_dst = ins->dst[0];
2082 tmp_src[0] = ins->src[0];
2083 tmp_src[1] = ins->src[1];
2084 for (i = 0; i < nComponents; i++) {
2085 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2086 shader_hw_map2gl(&tmp_ins);
2087 ++tmp_src[1].reg.idx;
2091 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
2093 SHADER_BUFFER *buffer = ins->ctx->buffer;
2094 const char *instruction;
2099 switch(ins->handler_idx)
2101 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2102 case WINED3DSIH_RCP: instruction = "RCP"; break;
2103 default: instruction = "";
2104 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2108 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2109 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2110 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2112 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2118 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2121 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2123 SHADER_BUFFER *buffer = ins->ctx->buffer;
2126 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2127 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2129 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2130 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2132 if(pshader && priv->target_version >= NV3)
2134 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2138 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2139 shader_addline(buffer, "RSQ TA, TA.x;\n");
2140 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2141 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2146 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2148 SHADER_BUFFER *buffer = ins->ctx->buffer;
2150 char src_name[3][50];
2152 /* ARB_fragment_program has a convenient LRP instruction */
2153 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2154 shader_hw_map2gl(ins);
2158 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2159 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2160 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2161 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2163 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2164 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2165 dst_name, src_name[0], src_name[2]);
2168 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2170 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2171 * must contain fixed constants. So we need a separate function to filter those constants and
2174 SHADER_BUFFER *buffer = ins->ctx->buffer;
2175 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2176 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2178 char src_name0[50], src_name1[50], src_name2[50];
2181 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2182 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2183 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2184 /* No modifiers are supported on SCS */
2185 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2187 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2189 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2190 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2192 } else if(priv->target_version >= NV2) {
2193 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2195 /* Sincos writemask must be .x, .y or .xy */
2196 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2197 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2198 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2199 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2201 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2202 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2204 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2205 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2207 * The constants we get are:
2209 * +1 +1, -1 -1 +1 +1 -1 -1
2210 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2211 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2213 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2217 * (x/2)^4 = x^4 / 16
2218 * (x/2)^5 = x^5 / 32
2221 * To get the final result:
2222 * sin(x) = 2 * sin(x/2) * cos(x/2)
2223 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2224 * (from sin(x+y) and cos(x+y) rules)
2226 * As per MSDN, dst.z is undefined after the operation, and so is
2227 * dst.x and dst.y if they're masked out by the writemask. Ie
2228 * sincos dst.y, src1, c0, c1
2229 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2230 * vsa.exe also stops with an error if the dest register is the same register as the source
2231 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2232 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2234 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2235 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2236 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2238 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2239 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2240 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2241 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2242 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2243 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2247 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2248 * properly merge that with MULs in the code above?
2249 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2250 * we can merge the sine and cosine MAD rows to calculate them together.
2252 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2253 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2254 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2255 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2258 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2259 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2260 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2262 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2264 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2265 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2267 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2269 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2270 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2275 /* GL locking is done by the caller */
2276 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2278 SHADER_BUFFER *buffer = ins->ctx->buffer;
2281 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2283 /* SGN is only valid in vertex shaders */
2284 if(ctx->target_version == NV2) {
2285 shader_hw_map2gl(ins);
2288 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2289 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2291 FIXME("Emulated SGN untested\n");
2292 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2293 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2295 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2296 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2298 shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
2299 shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
2300 shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
2304 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2306 SHADER_BUFFER *buffer = ins->ctx->buffer;
2312 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2313 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2314 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2316 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2317 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2320 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2322 SHADER_BUFFER *buffer = ins->ctx->buffer;
2324 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2327 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2331 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2332 struct list *e = list_head(&priv->control_frames);
2333 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2335 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2336 /* The constant loader makes sure to load -1 into iX.w */
2337 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2338 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2339 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2343 shader_addline(buffer, "LOOP %s;\n", src_name);
2347 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2349 SHADER_BUFFER *buffer = ins->ctx->buffer;
2351 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2353 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2355 /* The constant loader makes sure to load -1 into iX.w */
2358 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2359 struct list *e = list_head(&priv->control_frames);
2360 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2362 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2364 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2365 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2366 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2370 shader_addline(buffer, "REP %s;\n", src_name);
2374 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2376 SHADER_BUFFER *buffer = ins->ctx->buffer;
2377 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2381 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2382 struct list *e = list_head(&priv->control_frames);
2383 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2385 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2386 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2387 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2389 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2393 shader_addline(buffer, "ENDLOOP;\n");
2397 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2399 SHADER_BUFFER *buffer = ins->ctx->buffer;
2400 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2404 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2405 struct list *e = list_head(&priv->control_frames);
2406 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2408 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2409 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2410 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2412 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2416 shader_addline(buffer, "ENDREP;\n");
2420 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2422 struct control_frame *control_frame;
2424 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2426 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2428 ERR("Could not find loop for break\n");
2432 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2434 SHADER_BUFFER *buffer = ins->ctx->buffer;
2435 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2436 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2440 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2444 shader_addline(buffer, "BRK;\n");
2448 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2450 SHADER_BUFFER *buffer = ins->ctx->buffer;
2451 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2452 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2457 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2458 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2462 case COMPARISON_GT: comp = "GT"; break;
2463 case COMPARISON_EQ: comp = "EQ"; break;
2464 case COMPARISON_GE: comp = "GE"; break;
2465 case COMPARISON_LT: comp = "LT"; break;
2466 case COMPARISON_NE: comp = "NE"; break;
2467 case COMPARISON_LE: comp = "LE"; break;
2469 FIXME("Unrecognized comparison value: %u\n", ins->flags);
2475 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2476 * away the subtraction result
2478 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2479 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2483 shader_addline(buffer, "SUBC CC, %s, %s;\n", src_name0, src_name1);
2484 shader_addline(buffer, "BRK (%s.x);\n", comp);
2488 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2490 SHADER_BUFFER *buffer = ins->ctx->buffer;
2491 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2492 struct list *e = list_head(&priv->control_frames);
2493 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2497 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2499 /* Invert the flag. We jump to the else label if the condition is NOT true */
2502 case COMPARISON_GT: comp = "LE"; break;
2503 case COMPARISON_EQ: comp = "NE"; break;
2504 case COMPARISON_GE: comp = "LT"; break;
2505 case COMPARISON_LT: comp = "GE"; break;
2506 case COMPARISON_NE: comp = "EQ"; break;
2507 case COMPARISON_LE: comp = "GT"; break;
2509 FIXME("Unrecognized comparison value: %u\n", ins->flags);
2513 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2514 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2518 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2519 shader_addline(buffer, "BRA ifc_%u_endif (%s.x);\n", control_frame->ifc_no, comp);
2523 shader_addline(buffer, "SUBC CC, %s, %s;\n", src_name0, src_name1);
2524 shader_addline(buffer, "IF %s.x;\n", comp);
2528 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2530 SHADER_BUFFER *buffer = ins->ctx->buffer;
2531 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2532 struct list *e = list_head(&priv->control_frames);
2533 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2534 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2538 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2539 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2540 control_frame->had_else = TRUE;
2544 shader_addline(buffer, "ELSE;\n");
2548 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2550 SHADER_BUFFER *buffer = ins->ctx->buffer;
2551 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2552 struct list *e = list_head(&priv->control_frames);
2553 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2554 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2558 if(control_frame->had_else)
2560 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2564 shader_addline(buffer, "#No else branch. else is endif\n");
2565 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2570 shader_addline(buffer, "ENDIF;\n");
2574 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2576 DWORD sampler_idx = ins->src[1].reg.idx;
2578 char reg_src[3][40];
2579 DWORD flags = TEX_DERIV;
2581 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2582 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2583 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2584 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2586 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2587 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2589 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2592 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2594 DWORD sampler_idx = ins->src[1].reg.idx;
2597 DWORD flags = TEX_LOD;
2599 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2600 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2602 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2603 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2605 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2608 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
2610 GLuint program_id = 0;
2611 const char *blt_vprogram =
2613 "PARAM c[1] = { { 1, 0.5 } };\n"
2614 "MOV result.position, vertex.position;\n"
2615 "MOV result.color, c[0].x;\n"
2616 "MOV result.texcoord[0], vertex.texcoord[0];\n"
2619 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2620 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
2621 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
2623 if (glGetError() == GL_INVALID_OPERATION) {
2625 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2626 FIXME("Vertex program error at position %d: %s\n", pos,
2627 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2633 /* GL locking is done by the caller */
2634 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
2636 GLuint program_id = 0;
2637 static const char * const blt_fprograms[tex_type_count] =
2644 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
2645 "MOV result.depth.z, R0.x;\n"
2652 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
2653 "MOV result.depth.z, R0.x;\n"
2658 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
2659 "MOV result.depth.z, R0.x;\n"
2663 if (!blt_fprograms[tex_type])
2665 FIXME("tex_type %#x not supported\n", tex_type);
2669 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2670 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
2671 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
2673 if (glGetError() == GL_INVALID_OPERATION) {
2675 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2676 FIXME("Fragment program error at position %d: %s\n", pos,
2677 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2683 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
2684 const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) {
2685 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
2689 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
2690 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
2691 /* Calculate the > 0.0031308 case */
2692 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
2693 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
2694 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
2695 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
2696 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
2697 /* Calculate the < case */
2698 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
2702 /* Calculate the > 0.0031308 case */
2703 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
2704 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
2705 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
2706 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
2707 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
2708 /* Calculate the < case */
2709 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
2710 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
2711 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
2712 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
2713 /* Store the components > 0.0031308 in the destination */
2714 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
2715 /* Add the components that are < 0.0031308 */
2716 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
2717 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
2718 * result.color writes(.rgb first, then .a), or handle overwriting already written
2719 * components. The assembler uses a temporary register in this case, which is usually
2720 * not allocated from one of our registers that were used earlier.
2723 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2724 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
2727 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
2729 const local_constant *constant;
2731 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
2733 if (constant->idx == idx)
2735 return constant->value;
2741 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
2742 struct shader_arb_ctx_priv *priv)
2744 const char *texcoords[8] =
2746 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
2747 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
2750 const struct wined3d_shader_signature_element *sig = This->input_signature;
2751 const char *semantic_name;
2754 switch(args->super.vp_mode)
2756 case pretransformed:
2758 /* The pixelshader has to collect the varyings on its own. In any case properly load
2759 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
2760 * other attribs to 0.0.
2762 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
2763 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
2764 * load the texcoord attrib pointers to match the pixel shader signature
2766 for(i = 0; i < MAX_REG_INPUT; i++)
2768 semantic_name = sig[i].semantic_name;
2769 semantic_idx = sig[i].semantic_idx;
2770 if(semantic_name == NULL) continue;
2772 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
2774 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
2775 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
2776 else priv->ps_input[i] = "0.0";
2778 else if(args->super.vp_mode == fixedfunction)
2780 priv->ps_input[i] = "0.0";
2782 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
2784 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
2785 else priv->ps_input[i] = "0.0";
2787 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
2789 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
2790 else priv->ps_input[i] = "0.0";
2794 priv->ps_input[i] = "0.0";
2797 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
2802 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
2805 for(i = 0; i < 8; i++)
2807 priv->ps_input[i] = texcoords[i];
2809 priv->ps_input[8] = "fragment.color.primary";
2810 priv->ps_input[9] = "fragment.color.secondary";
2815 /* GL locking is done by the caller */
2816 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
2817 SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
2819 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2820 CONST DWORD *function = This->baseShader.function;
2821 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2822 const local_constant *lconst;
2825 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
2826 struct shader_arb_ctx_priv priv_ctx;
2827 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
2828 BOOL want_nv_prog = FALSE;
2831 unsigned int i, found = 0;
2833 for(i = 0; i < This->baseShader.limits.temporary; i++) {
2835 /* Don't overwrite the color source */
2836 if(This->color0_mov && i == This->color0_reg) continue;
2837 else if(reg_maps->shader_version.major < 2 && i == 0) continue;
2839 if(reg_maps->temporary[i]) {
2840 sprintf(srgbtmp[found], "R%u", i);
2842 if(found == 4) break;
2847 case 4: dcl_tmp = FALSE; break;
2849 sprintf(srgbtmp[0], "TA");
2850 sprintf(srgbtmp[1], "TB");
2851 sprintf(srgbtmp[2], "TC");
2852 sprintf(srgbtmp[3], "TD");
2856 sprintf(srgbtmp[1], "TA");
2857 sprintf(srgbtmp[2], "TB");
2858 sprintf(srgbtmp[3], "TC");
2861 sprintf(srgbtmp[2], "TA");
2862 sprintf(srgbtmp[3], "TB");
2865 sprintf(srgbtmp[3], "TA");
2869 /* Create the hw ARB shader */
2870 memset(&priv_ctx, 0, sizeof(priv_ctx));
2871 priv_ctx.cur_ps_args = args;
2872 priv_ctx.compiled_fprog = compiled;
2873 init_ps_input(This, args, &priv_ctx);
2874 list_init(&priv_ctx.control_frames);
2876 /* Avoid enabling NV_fragment_program* if we do not need it.
2878 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
2879 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
2880 * is faster than what we gain from using higher native instructions. There are some things though
2881 * that cannot be emulated. In that case enable the extensions.
2882 * If the extension is enabled, instruction handlers that support both ways will use it.
2884 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
2885 * So enable the best we can get.
2887 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
2888 reg_maps->usestexldl || reg_maps->usesfacing)
2890 want_nv_prog = TRUE;
2893 shader_addline(buffer, "!!ARBfp1.0\n");
2894 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
2895 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
2896 priv_ctx.target_version = NV3;
2897 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2898 shader_addline(buffer, "OPTION NV_fragment_program;\n");
2899 priv_ctx.target_version = NV2;
2903 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
2906 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
2909 priv_ctx.target_version = ARB;
2912 if (reg_maps->shader_version.major < 3)
2914 switch(args->super.fog) {
2918 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2921 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2924 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2929 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
2930 * unused temps away(but occupies them for the whole shader if they're used once). Always
2931 * declaring them avoids tricky bookkeeping work
2933 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2934 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2935 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2936 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
2937 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2938 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2939 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2941 if (reg_maps->shader_version.major < 2)
2943 strcpy(fragcolor, "R0");
2945 if(args->super.srgb_correction) {
2946 if(This->color0_mov) {
2947 sprintf(fragcolor, "R%u", This->color0_reg);
2949 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2950 strcpy(fragcolor, "TMP_COLOR");
2953 strcpy(fragcolor, "result.color");
2957 if(args->super.srgb_correction) {
2958 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2959 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2960 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2961 srgb_sub_high, 0.0, 0.0, 0.0);
2964 /* Base Declarations */
2965 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
2966 lconst_map, NULL, &priv_ctx);
2968 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
2969 if(!reg_maps->bumpmat[i]) continue;
2971 cur = compiled->numbumpenvmatconsts;
2972 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
2973 compiled->bumpenvmatconst[cur].texunit = i;
2974 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
2975 compiled->luminanceconst[cur].texunit = i;
2977 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
2978 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
2979 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
2980 * textures due to conditional NP2 restrictions)
2982 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
2983 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
2984 * their location is shader dependent anyway and they cannot be loaded globally.
2986 compiled->bumpenvmatconst[cur].const_num = next_local++;
2987 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
2988 i, compiled->bumpenvmatconst[cur].const_num);
2989 compiled->numbumpenvmatconsts = cur + 1;
2991 if(!reg_maps->luminanceparams[i]) continue;
2993 compiled->luminanceconst[cur].const_num = next_local++;
2994 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
2995 i, compiled->luminanceconst[cur].const_num);
2998 for(i = 0; i < MAX_CONST_I; i++)
3000 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3001 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3003 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3007 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3008 control_values[0], control_values[1], control_values[2]);
3012 compiled->int_consts[i] = next_local;
3013 compiled->num_int_consts++;
3014 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3019 if(reg_maps->vpos || reg_maps->usesdsy)
3021 compiled->ycorrection = next_local;
3022 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3026 shader_addline(buffer, "TEMP vpos;\n");
3027 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3028 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3029 * ycorrection.z: 1.0
3030 * ycorrection.w: 0.0
3032 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3033 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3038 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3041 /* Base Shader Body */
3042 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3044 if(args->super.srgb_correction) {
3045 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3046 priv_ctx.target_version >= NV2);
3047 } else if(reg_maps->shader_version.major < 2) {
3048 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3050 shader_addline(buffer, "END\n");
3052 /* TODO: change to resource.glObjectHandle or something like that */
3053 GL_EXTCALL(glGenProgramsARB(1, &retval));
3055 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3056 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3058 TRACE("Created hw pixel shader, prg=%d\n", retval);
3059 /* Create the program and check for errors */
3060 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3061 buffer->bsize, buffer->buffer));
3063 if (glGetError() == GL_INVALID_OPERATION) {
3065 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3066 FIXME("HW PixelShader Error at position %d: %s\n",
3067 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3071 /* Load immediate constants */
3073 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3074 const float *value = (const float *)lconst->value;
3075 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3076 checkGLcall("glProgramLocalParameter4fvARB");
3078 HeapFree(GetProcessHeap(), 0, lconst_map);
3084 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3089 for(i = 0; i < MAX_REG_INPUT; i++)
3091 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3093 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3094 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3098 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3099 if(ret != 0) return ret;
3100 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3101 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3102 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3103 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3104 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3109 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3111 struct wined3d_shader_signature_element *new;
3115 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3116 for(i = 0; i < MAX_REG_INPUT; i++)
3118 if(sig[i].semantic_name == NULL)
3124 /* Clone the semantic string */
3125 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3126 strcpy(name, sig[i].semantic_name);
3127 new[i].semantic_name = name;
3132 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3134 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3135 struct ps_signature *found_sig;
3139 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3140 TRACE("Found existing signature %u\n", found_sig->idx);
3141 return found_sig->idx;
3143 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3144 found_sig->sig = clone_sig(sig);
3145 found_sig->idx = priv->ps_sig_number++;
3146 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3147 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3149 ERR("Failed to insert program entry.\n");
3151 return found_sig->idx;
3154 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx)
3157 static const char *texcoords[8] =
3159 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3160 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3162 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3163 const struct wined3d_shader_signature_element *sig;
3164 const char *semantic_name;
3165 DWORD semantic_idx, reg_idx;
3167 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3168 * and varying 9 to result.color.secondary
3170 const char *decl_idx_to_string[MAX_REG_INPUT] =
3172 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3173 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3174 "result.color.primary", "result.color.secondary"
3179 TRACE("Pixel shader uses builtin varyings\n");
3180 /* Map builtins to builtins */
3181 for(i = 0; i < 8; i++)
3183 priv_ctx->texcrd_output[i] = texcoords[i];
3185 priv_ctx->color_output[0] = "result.color.primary";
3186 priv_ctx->color_output[1] = "result.color.secondary";
3187 priv_ctx->fog_output = "result.fogcoord";
3189 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3190 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3192 semantic_name = shader->output_signature[i].semantic_name;
3193 if(semantic_name == NULL) continue;
3195 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3197 TRACE("o%u is TMP_OUT\n", i);
3198 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3199 else priv_ctx->vs_output[i] = "TA";
3201 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3203 TRACE("o%u is result.pointsize\n", i);
3204 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3205 else priv_ctx->vs_output[i] = "TA";
3207 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3209 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3210 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
3211 else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
3212 else priv_ctx->vs_output[i] = "TA";
3214 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3216 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3217 if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3218 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3220 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3222 TRACE("o%u is result.fogcoord\n", i);
3223 if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3224 else priv_ctx->vs_output[i] = "result.fogcoord";
3228 priv_ctx->vs_output[i] = "TA";
3234 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3235 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3237 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
3238 TRACE("Pixel shader uses declared varyings\n");
3240 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3241 for(i = 0; i < 8; i++)
3243 priv_ctx->texcrd_output[i] = "TA";
3245 priv_ctx->color_output[0] = "TA";
3246 priv_ctx->color_output[1] = "TA";
3247 priv_ctx->fog_output = "TA";
3249 for(i = 0; i < MAX_REG_INPUT; i++)
3251 semantic_name = sig[i].semantic_name;
3252 semantic_idx = sig[i].semantic_idx;
3253 reg_idx = sig[i].register_idx;
3254 if(semantic_name == NULL) continue;
3256 /* If a declared input register is not written by builtin arguments, don't write to it.
3257 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3259 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3260 * to TMP_OUT in any case
3262 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3264 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3266 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3268 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3270 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3272 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3276 /* Map declared to declared */
3277 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3279 /* Write unread output to TA to throw them away */
3280 priv_ctx->vs_output[i] = "TA";
3281 semantic_name = shader->output_signature[i].semantic_name;
3282 if(semantic_name == NULL)
3287 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
3288 shader->output_signature[i].semantic_idx == 0)
3290 priv_ctx->vs_output[i] = "TMP_OUT";
3293 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
3294 shader->output_signature[i].semantic_idx == 0)
3296 priv_ctx->vs_output[i] = "result.pointsize";
3300 for(j = 0; j < MAX_REG_INPUT; j++)
3302 if(sig[j].semantic_name == NULL)
3307 if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
3308 sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
3310 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3316 /* GL locking is done by the caller */
3317 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
3318 SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3320 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3321 CONST DWORD *function = This->baseShader.function;
3322 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3323 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3324 const local_constant *lconst;
3326 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3327 struct shader_arb_ctx_priv priv_ctx;
3329 DWORD num_clipplanes = 0;
3331 memset(&priv_ctx, 0, sizeof(priv_ctx));
3332 priv_ctx.cur_vs_args = args;
3333 list_init(&priv_ctx.control_frames);
3334 init_output_registers(This, args->ps_signature, &priv_ctx);
3336 /* Create the hw ARB shader */
3337 shader_addline(buffer, "!!ARBvp1.0\n");
3339 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3340 * mesurable performance penalty, and we can always make use of it for clipplanes.
3342 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
3343 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3344 priv_ctx.target_version = NV3;
3345 shader_addline(buffer, "ADDRESS aL;\n");
3346 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
3347 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3348 priv_ctx.target_version = NV2;
3349 shader_addline(buffer, "ADDRESS aL;\n");
3351 priv_ctx.target_version = ARB;
3354 shader_addline(buffer, "TEMP TMP_OUT;\n");
3355 if(need_helper_const(gl_info)) {
3356 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3358 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3359 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3360 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3363 shader_addline(buffer, "TEMP TA;\n");
3365 /* Base Declarations */
3366 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3367 lconst_map, &num_clipplanes, &priv_ctx);
3369 for(i = 0; i < MAX_CONST_I; i++)
3371 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3372 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3374 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3378 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3379 control_values[0], control_values[1], control_values[2]);
3383 compiled->int_consts[i] = next_local;
3384 compiled->num_int_consts++;
3385 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3390 /* We need a constant to fixup the final position */
3391 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
3393 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3394 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3395 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3396 * a replacement shader depend on the texcoord.w being set properly.
3398 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3399 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3400 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3401 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3402 * this can eat a number of instructions, so skip it unless this cap is set as well
3404 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
3405 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3407 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
3409 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3410 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3411 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3412 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3418 /* Base Shader Body */
3419 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3421 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3422 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3423 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3424 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3426 if(args->super.fog_src == VS_FOG_Z) {
3427 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3428 } else if (!reg_maps->fog) {
3429 /* posFixup.x is always 1.0, so we can savely use it */
3430 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3433 /* Write the final position.
3435 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3436 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3437 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3438 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3440 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3441 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3442 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3444 for(i = 0; i < num_clipplanes; i++)
3446 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3449 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3450 * and the glsl equivalent
3452 if(need_helper_const(gl_info)) {
3453 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
3455 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3456 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3459 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3461 shader_addline(buffer, "END\n");
3463 /* TODO: change to resource.glObjectHandle or something like that */
3464 GL_EXTCALL(glGenProgramsARB(1, &ret));
3466 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3467 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3469 TRACE("Created hw vertex shader, prg=%d\n", ret);
3470 /* Create the program and check for errors */
3471 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3472 buffer->bsize, buffer->buffer));
3474 if (glGetError() == GL_INVALID_OPERATION) {
3476 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3477 FIXME("HW VertexShader Error at position %d: %s\n",
3478 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3481 /* Load immediate constants */
3483 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3484 const float *value = (const float *)lconst->value;
3485 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3489 HeapFree(GetProcessHeap(), 0, lconst_map);
3494 /* GL locking is done by the caller */
3495 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3499 struct arb_ps_compiled_shader *new_array;
3500 SHADER_BUFFER buffer;
3501 struct arb_pshader_private *shader_data;
3504 if(!shader->backend_priv) {
3505 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3507 shader_data = shader->backend_priv;
3509 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3510 * so a linear search is more performant than a hashmap or a binary search
3511 * (cache coherency etc)
3513 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3514 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3515 return &shader_data->gl_shaders[i];
3519 TRACE("No matching GL shader found, compiling a new shader\n");
3520 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3521 if (shader_data->num_gl_shaders)
3523 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3524 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3525 new_size * sizeof(*shader_data->gl_shaders));
3527 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3532 ERR("Out of memory\n");
3535 shader_data->gl_shaders = new_array;
3536 shader_data->shader_array_size = new_size;
3539 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3541 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3542 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3544 shader_buffer_init(&buffer);
3545 ret = shader_arb_generate_pshader(shader, &buffer, args,
3546 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3547 shader_buffer_free(&buffer);
3548 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3550 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3553 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
3554 const DWORD use_map, BOOL skip_int) {
3555 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
3556 if(stored->super.fog_src != new->super.fog_src) return FALSE;
3557 if(stored->bools != new->bools) return FALSE;
3558 if(stored->ps_signature != new->ps_signature) return FALSE;
3559 if(skip_int) return TRUE;
3561 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
3564 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
3568 struct arb_vs_compiled_shader *new_array;
3569 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3570 SHADER_BUFFER buffer;
3571 struct arb_vshader_private *shader_data;
3573 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3575 if(!shader->backend_priv) {
3576 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3578 shader_data = shader->backend_priv;
3580 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3581 * so a linear search is more performant than a hashmap or a binary search
3582 * (cache coherency etc)
3584 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3585 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
3586 return &shader_data->gl_shaders[i];
3590 TRACE("No matching GL shader found, compiling a new shader\n");
3592 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3593 if (shader_data->num_gl_shaders)
3595 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3596 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3597 new_size * sizeof(*shader_data->gl_shaders));
3599 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3604 ERR("Out of memory\n");
3607 shader_data->gl_shaders = new_array;
3608 shader_data->shader_array_size = new_size;
3611 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3613 shader_buffer_init(&buffer);
3614 ret = shader_arb_generate_vshader(shader, &buffer, args,
3615 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3616 shader_buffer_free(&buffer);
3617 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3619 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3622 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3623 struct arb_ps_compile_args *args)
3627 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3628 find_ps_compile_args(shader, stateblock, &args->super);
3630 /* This forces all local boolean constants to 1 to make them stateblock independent */
3631 args->bools = shader->baseShader.reg_maps.local_bool_consts;
3633 for(i = 0; i < MAX_CONST_B; i++)
3635 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
3638 /* Skip if unused or local, or supported natively */
3639 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3640 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
3642 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3646 for(i = 0; i < MAX_CONST_I; i++)
3648 if(int_skip & (1 << i))
3650 args->loop_ctrl[i][0] = 0;
3651 args->loop_ctrl[i][1] = 0;
3652 args->loop_ctrl[i][2] = 0;
3656 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
3657 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
3658 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
3663 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3664 struct arb_vs_compile_args *args)
3668 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3669 find_vs_compile_args(shader, stateblock, &args->super);
3671 /* This forces all local boolean constants to 1 to make them stateblock independent */
3672 args->bools = shader->baseShader.reg_maps.local_bool_consts;
3674 if(use_ps(stateblock))
3676 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
3677 struct arb_pshader_private *shader_priv = ps->backend_priv;
3678 args->ps_signature = shader_priv->input_signature_idx;
3680 else args->ps_signature = ~0;
3682 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
3683 for(i = 0; i < MAX_CONST_B; i++)
3685 if(stateblock->vertexShaderConstantB[i]) args->bools |= ( 1 << i);
3688 /* Skip if unused or local */
3689 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3690 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))
3692 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3696 for(i = 0; i < MAX_CONST_I; i++)
3698 if(int_skip & (1 << i))
3700 args->loop_ctrl[i][0] = 0;
3701 args->loop_ctrl[i][1] = 0;
3702 args->loop_ctrl[i][2] = 0;
3706 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
3707 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
3708 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
3713 /* GL locking is done by the caller */
3714 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3715 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3716 struct shader_arb_priv *priv = This->shader_priv;
3717 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3719 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
3721 struct arb_ps_compile_args compile_args;
3722 struct arb_ps_compiled_shader *compiled;
3723 struct arb_pshader_private *shader_priv;
3724 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
3726 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
3727 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
3728 compiled = find_arb_pshader(ps, &compile_args);
3729 priv->current_fprogram_id = compiled->prgId;
3730 priv->compiled_fprog = compiled;
3732 shader_priv = ps->backend_priv;
3733 if(!shader_priv->has_signature_idx)
3735 if(ps->baseShader.reg_maps.shader_version.major < 3) shader_priv->input_signature_idx = ~0;
3736 else shader_priv->input_signature_idx = find_input_signature(priv, ps->input_signature);
3738 shader_priv->has_signature_idx = TRUE;
3739 TRACE("Shader got assigned input signature index %u\n", shader_priv->input_signature_idx);
3742 /* Bind the fragment program */
3743 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
3744 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
3746 if(!priv->use_arbfp_fixed_func) {
3747 /* Enable OpenGL fragment programs */
3748 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3749 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
3751 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
3753 shader_arb_ps_local_constants(This);
3754 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
3755 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
3756 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
3757 * replacement shader
3759 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3760 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3761 priv->current_fprogram_id = 0;
3765 struct arb_vs_compile_args compile_args;
3766 struct arb_vs_compiled_shader *compiled;
3768 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
3769 find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
3770 compiled = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
3771 priv->current_vprogram_id = compiled->prgId;
3772 priv->compiled_vprog = compiled;
3774 /* Bind the vertex program */
3775 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
3776 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
3778 /* Enable OpenGL vertex programs */
3779 glEnable(GL_VERTEX_PROGRAM_ARB);
3780 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
3781 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
3782 shader_arb_vs_local_constants(This);
3783 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
3784 priv->current_vprogram_id = 0;
3785 glDisable(GL_VERTEX_PROGRAM_ARB);
3786 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
3790 /* GL locking is done by the caller */
3791 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3792 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3793 struct shader_arb_priv *priv = This->shader_priv;
3794 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
3795 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3797 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
3798 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
3799 glEnable(GL_VERTEX_PROGRAM_ARB);
3801 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
3802 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
3803 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3806 /* GL locking is done by the caller */
3807 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
3808 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3809 struct shader_arb_priv *priv = This->shader_priv;
3810 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3812 if (priv->current_vprogram_id) {
3813 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
3814 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
3816 glEnable(GL_VERTEX_PROGRAM_ARB);
3817 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
3819 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
3821 glDisable(GL_VERTEX_PROGRAM_ARB);
3822 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
3825 if (priv->current_fprogram_id) {
3826 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
3827 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
3829 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3830 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
3832 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
3834 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3835 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3839 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
3840 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
3841 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
3842 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3844 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
3846 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
3848 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
3849 struct arb_pshader_private *shader_data = This->backend_priv;
3852 if(!shader_data) return; /* This can happen if a shader was never compiled */
3854 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3855 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
3856 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
3859 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
3860 HeapFree(GetProcessHeap(), 0, shader_data);
3861 This->backend_priv = NULL;
3863 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
3864 struct arb_vshader_private *shader_data = This->backend_priv;
3867 if(!shader_data) return; /* This can happen if a shader was never compiled */
3869 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3870 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
3871 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
3874 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
3875 HeapFree(GetProcessHeap(), 0, shader_data);
3876 This->backend_priv = NULL;
3880 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
3882 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3883 return compare_sig(key, e->sig);
3886 struct wine_rb_functions sig_tree_functions =
3894 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
3895 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3896 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
3897 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
3899 ERR("RB tree init failed\n");
3900 HeapFree(GetProcessHeap(), 0, priv);
3901 return E_OUTOFMEMORY;
3903 This->shader_priv = priv;
3907 static void release_signature(struct wine_rb_entry *entry, void *context)
3909 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3911 for(i = 0; i < MAX_REG_INPUT; i++)
3913 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
3915 HeapFree(GetProcessHeap(), 0, sig->sig);
3916 HeapFree(GetProcessHeap(), 0, sig);
3919 static void shader_arb_free(IWineD3DDevice *iface) {
3920 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3921 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3922 struct shader_arb_priv *priv = This->shader_priv;
3926 if(priv->depth_blt_vprogram_id) {
3927 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
3929 for (i = 0; i < tex_type_count; ++i) {
3930 if (priv->depth_blt_fprogram_id[i]) {
3931 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
3936 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
3937 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3940 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
3944 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
3946 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
3947 * then overwrite the shader specific ones
3949 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
3951 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
3952 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
3953 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
3954 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
3957 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3958 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
3959 pCaps->PixelShader1xMaxValue = 8.0;
3960 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
3961 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
3964 pCaps->VSClipping = GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
3967 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
3969 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3971 TRACE("Checking support for color_fixup:\n");
3972 dump_color_fixup_desc(fixup);
3975 /* We support everything except YUV conversions. */
3976 if (!is_yuv_fixup(fixup))
3982 TRACE("[FAILED]\n");
3986 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
3988 char write_mask[20], regstr[50];
3989 SHADER_BUFFER *buffer = ins->ctx->buffer;
3990 BOOL is_color = FALSE;
3991 const struct wined3d_shader_dst_param *dst;
3993 if (!ins->dst_count) return;
3997 if(shift == 0) return; /* Saturate alone is handled by the instructions */
3999 shader_arb_get_write_mask(ins, dst, write_mask);
4000 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4002 /* Generate a line that does the output modifier computation
4003 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4004 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4006 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4007 regstr, write_mask, regstr, shift_tab[shift]);
4010 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4012 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4013 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4014 /* WINED3DSIH_BEM */ pshader_hw_bem,
4015 /* WINED3DSIH_BREAK */ shader_hw_break,
4016 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4017 /* WINED3DSIH_BREAKP */ NULL,
4018 /* WINED3DSIH_CALL */ NULL,
4019 /* WINED3DSIH_CALLNZ */ NULL,
4020 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4021 /* WINED3DSIH_CND */ pshader_hw_cnd,
4022 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4023 /* WINED3DSIH_DCL */ NULL,
4024 /* WINED3DSIH_DEF */ NULL,
4025 /* WINED3DSIH_DEFB */ NULL,
4026 /* WINED3DSIH_DEFI */ NULL,
4027 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4028 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4029 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4030 /* WINED3DSIH_DST */ shader_hw_map2gl,
4031 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4032 /* WINED3DSIH_DSY */ shader_hw_dsy,
4033 /* WINED3DSIH_ELSE */ shader_hw_else,
4034 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4035 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4036 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4037 /* WINED3DSIH_EXP */ shader_hw_map2gl,
4038 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
4039 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4040 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4041 /* WINED3DSIH_IFC */ shader_hw_ifc,
4042 /* WINED3DSIH_LABEL */ NULL,
4043 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4044 /* WINED3DSIH_LOG */ shader_hw_map2gl,
4045 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
4046 /* WINED3DSIH_LOOP */ shader_hw_loop,
4047 /* WINED3DSIH_LRP */ shader_hw_lrp,
4048 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4049 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4050 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4051 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4052 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4053 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4054 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4055 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4056 /* WINED3DSIH_MOV */ shader_hw_mov,
4057 /* WINED3DSIH_MOVA */ shader_hw_mov,
4058 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4059 /* WINED3DSIH_NOP */ shader_hw_nop,
4060 /* WINED3DSIH_NRM */ shader_hw_nrm,
4061 /* WINED3DSIH_PHASE */ NULL,
4062 /* WINED3DSIH_POW */ shader_hw_map2gl,
4063 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
4064 /* WINED3DSIH_REP */ shader_hw_rep,
4065 /* WINED3DSIH_RET */ NULL,
4066 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
4067 /* WINED3DSIH_SETP */ NULL,
4068 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4069 /* WINED3DSIH_SGN */ shader_hw_sgn,
4070 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4071 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4072 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4073 /* WINED3DSIH_TEX */ pshader_hw_tex,
4074 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4075 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4076 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4077 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4078 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4079 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4080 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4081 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4082 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4083 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4084 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4085 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4086 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4087 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4088 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4089 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4090 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4091 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4092 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4093 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4094 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4097 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4099 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4101 WORD flag = (1 << idx);
4102 const local_constant *constant;
4103 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4105 if(This->baseShader.reg_maps.local_bool_consts & flag)
4107 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4108 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4110 if (constant->idx == idx)
4112 return constant->value[0];
4115 ERR("Local constant not found\n");
4120 if(vshader) bools = priv->cur_vs_args->bools;
4121 else bools = priv->cur_ps_args->bools;
4122 return bools & flag;
4126 static inline void get_int_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx, int *ret)
4128 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4129 WORD flag = (1 << idx);
4130 const local_constant *constant;
4131 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4133 /* Integer constants can either be a local constant, or they can be stored in the shader
4134 * type specific compile args
4136 if(This->baseShader.reg_maps.local_int_consts & flag)
4138 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4140 if (constant->idx == idx)
4142 ret[0] = constant->value[0];
4143 ret[1] = constant->value[1];
4144 /* Step / stride is signed */
4145 ret[2] = (int) constant->value[2];
4149 /* If this happens the flag was set incorrectly */
4150 ERR("Local constant not found\n");
4160 /* Count and aL start value are unsigned */
4161 ret[0] = priv->cur_vs_args->loop_ctrl[idx][0];
4162 ret[1] = priv->cur_vs_args->loop_ctrl[idx][1];
4163 /* The step/stride is signed */
4164 ret[2] = ((char) priv->cur_vs_args->loop_ctrl[idx][2]);
4168 ret[0] = priv->cur_ps_args->loop_ctrl[idx][0];
4169 ret[1] = priv->cur_ps_args->loop_ctrl[idx][1];
4170 ret[2] = ((char) priv->cur_ps_args->loop_ctrl[idx][2]);
4176 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4179 struct wined3d_shader_dst_param *dst_param = NULL;
4180 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4181 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4184 ERR("Out of memory\n");
4189 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4190 if(!dst_param) goto free;
4191 *dst_param = *ins->dst;
4192 if(ins->dst->reg.rel_addr)
4194 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4195 if(!rel_addr) goto free;
4196 *rel_addr = *ins->dst->reg.rel_addr;
4197 dst_param->reg.rel_addr = rel_addr;
4199 rec->ins.dst = dst_param;
4201 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4202 if(!src_param) goto free;
4203 for(i = 0; i < ins->src_count; i++)
4205 src_param[i] = ins->src[i];
4206 if(ins->src[i].reg.rel_addr)
4208 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4209 if(!rel_addr) goto free;
4210 *rel_addr = *ins->src[i].reg.rel_addr;
4211 src_param[i].reg.rel_addr = rel_addr;
4214 rec->ins.src = src_param;
4215 list_add_tail(list, &rec->entry);
4219 ERR("Out of memory\n");
4222 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4223 HeapFree(GetProcessHeap(), 0, dst_param);
4227 for(i = 0; i < ins->src_count; i++)
4229 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4231 HeapFree(GetProcessHeap(), 0, src_param);
4233 HeapFree(GetProcessHeap(), 0, rec);
4236 static void free_recorded_instruction(struct list *list)
4238 struct recorded_instruction *rec_ins, *entry2;
4241 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4243 list_remove(&rec_ins->entry);
4244 if(rec_ins->ins.dst)
4246 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4247 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4249 if(rec_ins->ins.src)
4251 for(i = 0; i < rec_ins->ins.src_count; i++)
4253 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4255 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4257 HeapFree(GetProcessHeap(), 0, rec_ins);
4261 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4262 SHADER_HANDLER hw_fct;
4263 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4264 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4265 struct control_frame *control_frame;
4266 SHADER_BUFFER *buffer = ins->ctx->buffer;
4268 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4270 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4271 list_add_head(&priv->control_frames, &control_frame->entry);
4273 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4274 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4276 if(priv->target_version >= NV2)
4278 control_frame->loop_no = priv->num_loops++;
4283 /* Don't bother recording when we're in a not used if branch */
4289 if(!priv->recording)
4291 int control_values[3];
4292 get_int_const(ins, This, ins->src[0].reg.idx, control_values);
4293 list_init(&priv->record);
4294 priv->recording = TRUE;
4295 control_frame->outer_loop = TRUE;
4296 control_frame->loop_control[0] = control_values[0];
4297 control_frame->loop_control[1] = control_values[1];
4298 control_frame->loop_control[2] = control_values[2];
4299 return; /* Instruction is handled */
4301 /* Record this loop in the outer loop's recording */
4304 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4306 if(priv->target_version >= NV2)
4308 /* Nothing to do. The control frame is popped after the HW instr handler */
4312 struct list *e = list_head(&priv->control_frames);
4313 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4314 list_remove(&control_frame->entry);
4316 if(control_frame->outer_loop)
4318 int iteration, aL = 0;
4321 /* Turn off recording before playback */
4322 priv->recording = FALSE;
4324 /* Move the recorded instructions to a separate list and get them out of the private data
4325 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4326 * be recorded again, thus priv->record might be overwritten
4329 list_move_tail(©, &priv->record);
4330 list_init(&priv->record);
4332 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4334 shader_addline(buffer, "#unrolling loop: %d iterations, aL=%d, inc %d\n",
4335 control_frame->loop_control[0], control_frame->loop_control[1],
4336 control_frame->loop_control[2]);
4337 aL = control_frame->loop_control[1];
4341 shader_addline(buffer, "#unrolling rep: %d iterations\n", control_frame->loop_control[0]);
4344 for(iteration = 0; iteration < control_frame->loop_control[0]; iteration++)
4346 struct recorded_instruction *rec_ins;
4347 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4350 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4354 shader_addline(buffer, "#Iteration %d\n", iteration);
4357 LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
4359 shader_arb_handle_instruction(&rec_ins->ins);
4362 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4364 aL += control_frame->loop_control[2];
4367 shader_addline(buffer, "#end loop/rep\n");
4369 free_recorded_instruction(©);
4370 HeapFree(GetProcessHeap(), 0, control_frame);
4371 return; /* Instruction is handled */
4375 /* This is a nested loop. Proceed to the normal recording function */
4376 HeapFree(GetProcessHeap(), 0, control_frame);
4383 record_instruction(&priv->record, ins);
4388 if(ins->handler_idx == WINED3DSIH_IF)
4390 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4391 list_add_head(&priv->control_frames, &control_frame->entry);
4392 control_frame->type = IF;
4394 if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
4396 shader_addline(buffer, "#if(FALSE){\n");
4398 control_frame->muting = TRUE;
4400 else shader_addline(buffer, "#if(TRUE) {\n");
4402 return; /* Instruction is handled */
4404 else if(ins->handler_idx == WINED3DSIH_IFC)
4406 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
4407 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4408 control_frame->type = IFC;
4409 control_frame->ifc_no = priv->num_ifcs++;
4410 list_add_head(&priv->control_frames, &control_frame->entry);
4412 else if(ins->handler_idx == WINED3DSIH_ELSE)
4414 struct list *e = list_head(&priv->control_frames);
4415 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4417 if(control_frame->type == IF)
4419 shader_addline(buffer, "#} else {\n");
4420 if(!priv->muted && !control_frame->muting)
4423 control_frame->muting = TRUE;
4425 else if(control_frame->muting) priv->muted = FALSE;
4426 return; /* Instruction is handled. */
4428 /* In case of an ifc, generate a HW shader instruction */
4430 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4432 struct list *e = list_head(&priv->control_frames);
4433 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4435 if(control_frame->type == IF)
4437 shader_addline(buffer, "#} endif\n");
4438 if(control_frame->muting) priv->muted = FALSE;
4439 list_remove(&control_frame->entry);
4440 HeapFree(GetProcessHeap(), 0, control_frame);
4441 return; /* Instruction is handled */
4445 if(priv->muted) return;
4447 /* Select handler */
4448 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
4450 /* Unhandled opcode */
4453 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4458 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4460 struct list *e = list_head(&priv->control_frames);
4461 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4462 list_remove(&control_frame->entry);
4463 HeapFree(GetProcessHeap(), 0, control_frame);
4466 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4468 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
4469 struct list *e = list_head(&priv->control_frames);
4470 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4471 list_remove(&control_frame->entry);
4472 HeapFree(GetProcessHeap(), 0, control_frame);
4476 shader_arb_add_instruction_modifiers(ins);
4479 const shader_backend_t arb_program_shader_backend = {
4480 shader_arb_handle_instruction,
4482 shader_arb_select_depth_blt,
4483 shader_arb_deselect_depth_blt,
4484 shader_arb_update_float_vertex_constants,
4485 shader_arb_update_float_pixel_constants,
4486 shader_arb_load_constants,
4487 shader_arb_load_np2fixup_constants,
4491 shader_arb_dirty_const,
4492 shader_arb_get_caps,
4493 shader_arb_color_fixup_supported,
4496 /* ARB_fragment_program fixed function pipeline replacement definitions */
4497 #define ARB_FFP_CONST_TFACTOR 0
4498 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
4499 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
4500 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
4501 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
4503 struct arbfp_ffp_desc
4505 struct ffp_frag_desc parent;
4507 unsigned int num_textures_used;
4510 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
4513 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4514 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
4516 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4517 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4522 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
4523 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4524 struct shader_arb_priv *priv;
4525 /* Share private data between the shader backend and the pipeline replacement, if both
4526 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
4527 * if no pixel shader is bound or not
4529 if(This->shader_backend == &arb_program_shader_backend) {
4530 This->fragment_priv = This->shader_priv;
4532 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
4533 if(!This->fragment_priv) return E_OUTOFMEMORY;
4535 priv = This->fragment_priv;
4536 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
4538 ERR("Failed to initialize rbtree.\n");
4539 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4540 return E_OUTOFMEMORY;
4542 priv->use_arbfp_fixed_func = TRUE;
4546 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
4548 const WineD3D_GL_Info *gl_info = context;
4549 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
4552 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
4553 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
4554 HeapFree(GetProcessHeap(), 0, entry_arb);
4558 static void arbfp_free(IWineD3DDevice *iface) {
4559 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4560 struct shader_arb_priv *priv = This->fragment_priv;
4562 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
4563 priv->use_arbfp_fixed_func = FALSE;
4565 if(This->shader_backend != &arb_program_shader_backend) {
4566 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4570 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
4572 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
4573 WINED3DTEXOPCAPS_SELECTARG1 |
4574 WINED3DTEXOPCAPS_SELECTARG2 |
4575 WINED3DTEXOPCAPS_MODULATE4X |
4576 WINED3DTEXOPCAPS_MODULATE2X |
4577 WINED3DTEXOPCAPS_MODULATE |
4578 WINED3DTEXOPCAPS_ADDSIGNED2X |
4579 WINED3DTEXOPCAPS_ADDSIGNED |
4580 WINED3DTEXOPCAPS_ADD |
4581 WINED3DTEXOPCAPS_SUBTRACT |
4582 WINED3DTEXOPCAPS_ADDSMOOTH |
4583 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
4584 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
4585 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
4586 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
4587 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
4588 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
4589 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
4590 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
4591 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
4592 WINED3DTEXOPCAPS_DOTPRODUCT3 |
4593 WINED3DTEXOPCAPS_MULTIPLYADD |
4594 WINED3DTEXOPCAPS_LERP |
4595 WINED3DTEXOPCAPS_BUMPENVMAP |
4596 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
4598 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
4600 caps->MaxTextureBlendStages = 8;
4601 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
4603 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
4605 #undef GLINFO_LOCATION
4607 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
4608 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4610 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4612 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4613 * application provided constants
4615 if(device->shader_backend == &arb_program_shader_backend) {
4616 if (use_ps(stateblock)) return;
4618 device = stateblock->wineD3DDevice;
4619 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
4620 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
4623 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
4624 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
4625 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
4629 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4631 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4633 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4634 * application provided constants
4636 if(device->shader_backend == &arb_program_shader_backend) {
4637 if (use_ps(stateblock)) return;
4639 device = stateblock->wineD3DDevice;
4640 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
4641 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
4644 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
4645 /* The specular color has no alpha */
4646 col[0] = 1.0; col[1] = 1.0;
4647 col[2] = 1.0; col[3] = 0.0;
4649 col[0] = 0.0; col[1] = 0.0;
4650 col[2] = 0.0; col[3] = 0.0;
4652 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
4653 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
4656 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4657 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4658 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4661 if (use_ps(stateblock))
4664 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
4665 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
4668 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4669 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4673 if(device->shader_backend == &arb_program_shader_backend) {
4674 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4677 } else if(device->shader_backend == &arb_program_shader_backend) {
4678 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
4679 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
4682 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
4683 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
4684 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
4685 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
4687 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
4688 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
4691 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4692 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4693 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4696 if (use_ps(stateblock))
4699 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
4700 /* The pixel shader has to know the luminance offset. Do a constants update if it
4701 * isn't scheduled anyway
4703 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4704 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4708 if(device->shader_backend == &arb_program_shader_backend) {
4709 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4712 } else if(device->shader_backend == &arb_program_shader_backend) {
4713 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
4714 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
4717 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
4718 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
4722 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
4723 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
4726 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
4729 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
4731 switch(arg & WINED3DTA_SELECTMASK) {
4732 case WINED3DTA_DIFFUSE:
4733 ret = "fragment.color.primary"; break;
4735 case WINED3DTA_CURRENT:
4736 if(stage == 0) ret = "fragment.color.primary";
4740 case WINED3DTA_TEXTURE:
4742 case 0: ret = "tex0"; break;
4743 case 1: ret = "tex1"; break;
4744 case 2: ret = "tex2"; break;
4745 case 3: ret = "tex3"; break;
4746 case 4: ret = "tex4"; break;
4747 case 5: ret = "tex5"; break;
4748 case 6: ret = "tex6"; break;
4749 case 7: ret = "tex7"; break;
4750 default: ret = "unknown texture";
4754 case WINED3DTA_TFACTOR:
4755 ret = "tfactor"; break;
4757 case WINED3DTA_SPECULAR:
4758 ret = "fragment.color.secondary"; break;
4760 case WINED3DTA_TEMP:
4761 ret = "tempreg"; break;
4763 case WINED3DTA_CONSTANT:
4764 FIXME("Implement perstage constants\n");
4766 case 0: ret = "const0"; break;
4767 case 1: ret = "const1"; break;
4768 case 2: ret = "const2"; break;
4769 case 3: ret = "const3"; break;
4770 case 4: ret = "const4"; break;
4771 case 5: ret = "const5"; break;
4772 case 6: ret = "const6"; break;
4773 case 7: ret = "const7"; break;
4774 default: ret = "unknown constant";
4782 if(arg & WINED3DTA_COMPLEMENT) {
4783 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
4784 if(argnum == 0) ret = "arg0";
4785 if(argnum == 1) ret = "arg1";
4786 if(argnum == 2) ret = "arg2";
4788 if(arg & WINED3DTA_ALPHAREPLICATE) {
4789 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
4790 if(argnum == 0) ret = "arg0";
4791 if(argnum == 1) ret = "arg1";
4792 if(argnum == 2) ret = "arg2";
4797 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
4798 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
4799 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
4800 unsigned int mul = 1;
4801 BOOL mul_final_dest = FALSE;
4803 if(color && alpha) dstmask = "";
4804 else if(color) dstmask = ".xyz";
4805 else dstmask = ".w";
4807 if(dst == tempreg) dstreg = "tempreg";
4808 else dstreg = "ret";
4810 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
4811 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
4812 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
4815 case WINED3DTOP_DISABLE:
4816 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
4819 case WINED3DTOP_SELECTARG2:
4821 case WINED3DTOP_SELECTARG1:
4822 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
4825 case WINED3DTOP_MODULATE4X:
4827 case WINED3DTOP_MODULATE2X:
4829 if(strcmp(dstreg, "result.color") == 0) {
4831 mul_final_dest = TRUE;
4833 case WINED3DTOP_MODULATE:
4834 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4837 case WINED3DTOP_ADDSIGNED2X:
4839 if(strcmp(dstreg, "result.color") == 0) {
4841 mul_final_dest = TRUE;
4843 case WINED3DTOP_ADDSIGNED:
4844 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
4846 case WINED3DTOP_ADD:
4847 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4850 case WINED3DTOP_SUBTRACT:
4851 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4854 case WINED3DTOP_ADDSMOOTH:
4855 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
4856 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
4859 case WINED3DTOP_BLENDCURRENTALPHA:
4860 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
4861 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4863 case WINED3DTOP_BLENDFACTORALPHA:
4864 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
4865 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4867 case WINED3DTOP_BLENDTEXTUREALPHA:
4868 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
4869 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4871 case WINED3DTOP_BLENDDIFFUSEALPHA:
4872 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
4873 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4876 case WINED3DTOP_BLENDTEXTUREALPHAPM:
4877 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
4878 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
4879 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
4882 /* D3DTOP_PREMODULATE ???? */
4884 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
4885 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
4886 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
4888 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
4889 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
4891 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
4892 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
4893 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
4895 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
4896 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
4899 case WINED3DTOP_DOTPRODUCT3:
4901 if(strcmp(dstreg, "result.color") == 0) {
4903 mul_final_dest = TRUE;
4905 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
4906 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
4907 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
4910 case WINED3DTOP_MULTIPLYADD:
4911 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
4914 case WINED3DTOP_LERP:
4915 /* The msdn is not quite right here */
4916 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4919 case WINED3DTOP_BUMPENVMAP:
4920 case WINED3DTOP_BUMPENVMAPLUMINANCE:
4921 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
4925 FIXME("Unhandled texture op %08x\n", op);
4929 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
4930 } else if(mul == 4) {
4931 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
4935 /* The stateblock is passed for GLINFO_LOCATION */
4936 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
4939 SHADER_BUFFER buffer;
4940 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
4941 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
4942 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
4943 const char *textype;
4944 const char *instr, *sat;
4945 char colorcor_dst[8];
4947 DWORD arg0, arg1, arg2;
4948 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
4950 const char *final_combiner_src = "ret";
4952 /* Find out which textures are read */
4953 for(stage = 0; stage < MAX_TEXTURES; stage++) {
4954 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
4955 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
4956 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
4957 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
4958 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4959 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4960 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4962 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
4963 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
4964 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
4965 bump_used[stage] = TRUE;
4966 tex_read[stage] = TRUE;
4968 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
4969 bump_used[stage] = TRUE;
4970 tex_read[stage] = TRUE;
4971 luminance_used[stage] = TRUE;
4972 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
4973 tfactor_used = TRUE;
4976 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
4977 tfactor_used = TRUE;
4980 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
4981 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
4982 tempreg_used = TRUE;
4985 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
4986 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
4987 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
4988 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
4989 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4990 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4991 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
4993 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
4994 tempreg_used = TRUE;
4996 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
4997 tfactor_used = TRUE;
5002 shader_buffer_init(&buffer);
5004 shader_addline(&buffer, "!!ARBfp1.0\n");
5006 switch(settings->fog) {
5007 case FOG_OFF: break;
5008 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5009 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5010 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5011 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5014 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5015 shader_addline(&buffer, "TEMP TMP;\n");
5016 shader_addline(&buffer, "TEMP ret;\n");
5017 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5018 shader_addline(&buffer, "TEMP arg0;\n");
5019 shader_addline(&buffer, "TEMP arg1;\n");
5020 shader_addline(&buffer, "TEMP arg2;\n");
5021 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5022 if(!tex_read[stage]) continue;
5023 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5024 if(!bump_used[stage]) continue;
5025 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5026 if(!luminance_used[stage]) continue;
5027 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5030 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5032 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5034 if(settings->sRGB_write) {
5035 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5036 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5037 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5038 srgb_sub_high, 0.0, 0.0, 0.0);
5041 /* Generate texture sampling instructions) */
5042 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5043 if(!tex_read[stage]) continue;
5045 switch(settings->op[stage].tex_type) {
5046 case tex_1d: textype = "1D"; break;
5047 case tex_2d: textype = "2D"; break;
5048 case tex_3d: textype = "3D"; break;
5049 case tex_cube: textype = "CUBE"; break;
5050 case tex_rect: textype = "RECT"; break;
5051 default: textype = "unexpected_textype"; break;
5054 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5055 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5061 if(settings->op[stage].projected == proj_none) {
5063 } else if(settings->op[stage].projected == proj_count4 ||
5064 settings->op[stage].projected == proj_count3) {
5067 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5072 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5073 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5074 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5075 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5076 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5077 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5079 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5080 * so multiply the displacement with the dividing parameter before passing it to TXP
5082 if (settings->op[stage].projected != proj_none) {
5083 if(settings->op[stage].projected == proj_count4) {
5084 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5085 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5087 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5088 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5091 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5094 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5095 instr, sat, stage, stage, textype);
5096 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5097 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5098 stage - 1, stage - 1, stage - 1);
5099 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5101 } else if(settings->op[stage].projected == proj_count3) {
5102 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5103 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5104 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5105 instr, sat, stage, stage, textype);
5107 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5108 instr, sat, stage, stage, stage, textype);
5111 sprintf(colorcor_dst, "tex%u", stage);
5112 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5113 settings->op[stage].color_fixup);
5116 /* Generate the main shader */
5117 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5118 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5120 final_combiner_src = "fragment.color.primary";
5125 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5126 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5127 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5128 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5129 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5130 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5131 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5132 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5133 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5134 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5135 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5136 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5138 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5139 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5140 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5141 settings->op[stage].carg2 == settings->op[stage].aarg2;
5144 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5145 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5146 settings->op[stage].cop, settings->op[stage].carg0,
5147 settings->op[stage].carg1, settings->op[stage].carg2);
5149 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5151 } else if(op_equal) {
5152 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5153 settings->op[stage].cop, settings->op[stage].carg0,
5154 settings->op[stage].carg1, settings->op[stage].carg2);
5156 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5157 settings->op[stage].cop, settings->op[stage].carg0,
5158 settings->op[stage].carg1, settings->op[stage].carg2);
5159 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5160 settings->op[stage].aop, settings->op[stage].aarg0,
5161 settings->op[stage].aarg1, settings->op[stage].aarg2);
5165 if(settings->sRGB_write) {
5166 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5167 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5169 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5173 shader_addline(&buffer, "END\n");
5175 /* Generate the shader */
5176 GL_EXTCALL(glGenProgramsARB(1, &ret));
5177 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5178 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5180 if (glGetError() == GL_INVALID_OPERATION) {
5182 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5183 FIXME("Fragment program error at position %d: %s\n", pos,
5184 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5186 shader_buffer_free(&buffer);
5190 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5191 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5192 struct shader_arb_priv *priv = device->fragment_priv;
5193 BOOL use_pshader = use_ps(stateblock);
5194 BOOL use_vshader = use_vs(stateblock);
5195 struct ffp_frag_settings settings;
5196 const struct arbfp_ffp_desc *desc;
5199 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5201 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5202 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5203 /* Reload fixed function constants since they collide with the pixel shader constants */
5204 for(i = 0; i < MAX_TEXTURES; i++) {
5205 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5207 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5208 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5209 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5210 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
5216 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5217 gen_ffp_frag_op(stateblock, &settings, FALSE);
5218 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5220 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5223 ERR("Out of memory\n");
5226 new_desc->num_textures_used = 0;
5227 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
5228 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5229 new_desc->num_textures_used = i;
5232 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5233 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5234 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5235 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5239 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5240 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5243 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5244 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5245 priv->current_fprogram_id = desc->shader;
5247 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5248 /* Reload fixed function constants since they collide with the pixel shader constants */
5249 for(i = 0; i < MAX_TEXTURES; i++) {
5250 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5252 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5253 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5255 context->last_was_pshader = FALSE;
5257 context->last_was_pshader = TRUE;
5260 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5261 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5262 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5263 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5264 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5266 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5269 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5270 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
5272 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
5273 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
5277 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5281 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5282 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5283 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5284 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5285 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5287 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5288 enum fogsource new_source;
5290 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5292 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5293 fragment_prog_arbfp(state, stateblock, context);
5296 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
5298 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
5299 if(use_vs(stateblock)) {
5300 new_source = FOGSOURCE_VS;
5302 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5303 new_source = FOGSOURCE_COORD;
5305 new_source = FOGSOURCE_FFP;
5309 new_source = FOGSOURCE_FFP;
5311 if(new_source != context->fog_source) {
5312 context->fog_source = new_source;
5313 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
5317 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5318 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5319 fragment_prog_arbfp(state, stateblock, context);
5323 #undef GLINFO_LOCATION
5325 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
5326 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
5327 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5328 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5329 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5330 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5331 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5332 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5333 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5334 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5335 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5336 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5337 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5338 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5339 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5340 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5341 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5342 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5343 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5344 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5345 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5346 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5347 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5348 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5349 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5350 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5351 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5352 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5353 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5354 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5355 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5356 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5357 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5358 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5359 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5360 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5361 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5362 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5363 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5364 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5365 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5366 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5367 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5368 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5369 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5370 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5371 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5372 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5373 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5374 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5375 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5376 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5377 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5378 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5379 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5380 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5381 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5382 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5383 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5384 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5385 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5386 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5387 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5388 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5389 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5390 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5391 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5392 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5393 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5394 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5395 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5396 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5397 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5398 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5399 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5400 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5401 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5402 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5403 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5404 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5405 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5406 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5407 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5408 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5409 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5410 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5411 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5412 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5413 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5414 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5415 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5416 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5417 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5418 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5419 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5420 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5421 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5422 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5423 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5424 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5425 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5426 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5427 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5428 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5429 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5430 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5431 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5432 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5433 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5434 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5435 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5436 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5437 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5438 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5439 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5440 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5441 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5442 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5443 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5444 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5445 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5446 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5447 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5448 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5449 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5450 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5451 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5452 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5453 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5454 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5455 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5456 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5457 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5458 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5459 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5460 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5461 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5462 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5463 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5464 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5465 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5466 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5467 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5468 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5469 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5470 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5471 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5472 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
5473 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5476 const struct fragment_pipeline arbfp_fragment_pipeline = {
5481 shader_arb_color_fixup_supported,
5482 arbfp_fragmentstate_template,
5483 TRUE /* We can disable projected textures */
5486 #define GLINFO_LOCATION device->adapter->gl_info
5488 struct arbfp_blit_priv {
5489 GLenum yuy2_rect_shader, yuy2_2d_shader;
5490 GLenum uyvy_rect_shader, uyvy_2d_shader;
5491 GLenum yv12_rect_shader, yv12_2d_shader;
5494 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
5495 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5496 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
5497 if(!device->blit_priv) {
5498 ERR("Out of memory\n");
5499 return E_OUTOFMEMORY;
5503 static void arbfp_blit_free(IWineD3DDevice *iface) {
5504 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5505 struct arbfp_blit_priv *priv = device->blit_priv;
5508 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
5509 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
5510 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
5511 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
5512 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
5513 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
5514 checkGLcall("Delete yuv programs\n");
5518 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
5521 const char *tex, *texinstr;
5523 if (yuv_fixup == YUV_FIXUP_UYVY) {
5531 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
5532 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
5534 /* This is more tricky than just replacing the texture type - we have to navigate
5535 * properly in the texture to find the correct chroma values
5537 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
5541 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
5542 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
5543 * filtering when we sample the texture.
5545 * These are the rules for reading the chroma:
5551 * So we have to get the sampling x position in non-normalized coordinates in integers
5553 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
5554 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
5555 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
5557 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5559 /* We must not allow filtering between pixel x and x+1, this would mix U and V
5560 * Vertical filtering is ok. However, bear in mind that the pixel center is at
5563 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
5564 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
5566 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
5567 * even and odd pixels respectively
5569 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
5570 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
5572 /* Sample Pixel 1 */
5573 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5575 /* Put the value into either of the chroma values */
5576 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5577 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
5578 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5579 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
5581 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
5582 * the pixel right to the current one. Otherwise, sample the left pixel.
5583 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
5585 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
5586 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
5587 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5589 /* Put the value into the other chroma */
5590 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5591 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
5592 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5593 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
5595 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
5596 * the current one and lerp the two U and V values
5599 /* This gives the correctly filtered luminance value */
5600 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
5605 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
5610 case GL_TEXTURE_2D: tex = "2D"; break;
5611 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
5613 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
5617 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
5618 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
5619 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
5620 * pitch of the luminance plane, the packing into the gl texture is a bit
5621 * unfortunate. If the whole texture is interpreted as luminance data it looks
5622 * approximately like this:
5624 * +----------------------------------+----
5636 * +----------------+-----------------+----
5638 * | U even rows | U odd rows |
5640 * +----------------+------------------ -
5642 * | V even rows | V odd rows |
5644 * +----------------+-----------------+----
5648 * So it appears as if there are 4 chroma images, but in fact the odd rows
5649 * in the chroma images are in the same row as the even ones. So its is
5650 * kinda tricky to read
5652 * When reading from rectangle textures, keep in mind that the input y coordinates
5653 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
5655 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
5656 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
5658 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5659 /* the chroma planes have only half the width */
5660 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
5662 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
5663 * the coordinate. Also read the right side of the image when reading odd lines
5665 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
5668 if(textype == GL_TEXTURE_2D) {
5670 shader_addline(buffer, "RCP chroma.w, size.y;\n");
5672 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
5674 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
5675 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
5677 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5678 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5679 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5680 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5681 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5683 /* clamp, keep the half pixel origin in mind */
5684 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
5685 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5686 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
5687 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5689 /* Read from [size - size+size/4] */
5690 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5691 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
5693 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5694 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5695 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5696 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5697 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
5698 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5700 /* Make sure to read exactly from the pixel center */
5701 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5702 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
5705 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
5706 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
5707 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5708 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
5709 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5711 /* Read the texture, put the result into the output register */
5712 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5713 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
5715 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
5716 * No need to clamp because we're just reusing the already clamped value from above
5718 if(textype == GL_TEXTURE_2D) {
5719 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
5721 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
5723 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5724 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
5726 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
5727 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
5728 * values due to filtering
5730 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5731 if(textype == GL_TEXTURE_2D) {
5732 /* Multiply the y coordinate by 2/3 and clamp it */
5733 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
5734 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
5735 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5736 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5738 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
5739 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
5742 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
5743 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
5744 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5751 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
5754 SHADER_BUFFER buffer;
5755 char luminance_component;
5756 struct arbfp_blit_priv *priv = device->blit_priv;
5759 shader_buffer_init(&buffer);
5762 GL_EXTCALL(glGenProgramsARB(1, &shader));
5763 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
5764 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
5765 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
5768 shader_buffer_free(&buffer);
5772 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
5773 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
5774 * two chroma(U and V) values. Each macropixel has two luminance values, one for
5775 * each single pixel it contains, and one U and one V value shared between both
5778 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
5779 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
5780 * take the format into account when generating the read swizzles
5782 * Reading the Y value is straightforward - just sample the texture. The hardware
5783 * takes care of filtering in the horizontal and vertical direction.
5785 * Reading the U and V values is harder. We have to avoid filtering horizontally,
5786 * because that would mix the U and V values of one pixel or two adjacent pixels.
5787 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
5788 * regardless of the filtering setting. Vertical filtering works automatically
5789 * though - the U and V values of two rows are mixed nicely.
5791 * Appart of avoiding filtering issues, the code has to know which value it just
5792 * read, and where it can find the other one. To determine this, it checks if
5793 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
5795 * Handling horizontal filtering of U and V values requires reading a 2nd pair
5796 * of pixels, extracting U and V and mixing them. This is not implemented yet.
5798 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
5799 * with width / 2. This way one read gives all 3 values, finding U and V is easy
5800 * in an unfiltered situation. Finding the luminance on the other hand requires
5801 * finding out if it is an odd or even pixel. The real drawback of this approach
5802 * is filtering. This would have to be emulated completely in the shader, reading
5803 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
5804 * vertically. Beyond that it would require adjustments to the texture handling
5805 * code to deal with the width scaling
5807 shader_addline(&buffer, "!!ARBfp1.0\n");
5808 shader_addline(&buffer, "TEMP luminance;\n");
5809 shader_addline(&buffer, "TEMP temp;\n");
5810 shader_addline(&buffer, "TEMP chroma;\n");
5811 shader_addline(&buffer, "TEMP texcrd;\n");
5812 shader_addline(&buffer, "TEMP texcrd2;\n");
5813 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
5814 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
5815 shader_addline(&buffer, "PARAM size = program.local[0];\n");
5819 case YUV_FIXUP_UYVY:
5820 case YUV_FIXUP_YUY2:
5821 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
5823 shader_buffer_free(&buffer);
5828 case YUV_FIXUP_YV12:
5829 if (!gen_yv12_read(&buffer, textype, &luminance_component))
5831 shader_buffer_free(&buffer);
5837 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
5838 shader_buffer_free(&buffer);
5842 /* Calculate the final result. Formula is taken from
5843 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
5844 * ranges from -0.5 to 0.5
5846 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
5848 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
5849 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
5850 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
5851 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
5852 shader_addline(&buffer, "END\n");
5855 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5857 if (glGetError() == GL_INVALID_OPERATION) {
5859 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5860 FIXME("Fragment program error at position %d: %s\n", pos,
5861 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5863 shader_buffer_free(&buffer);
5868 case YUV_FIXUP_YUY2:
5869 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
5870 else priv->yuy2_2d_shader = shader;
5873 case YUV_FIXUP_UYVY:
5874 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
5875 else priv->uyvy_2d_shader = shader;
5878 case YUV_FIXUP_YV12:
5879 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
5880 else priv->yv12_2d_shader = shader;
5887 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5888 GLenum textype, UINT width, UINT height)
5891 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5892 float size[4] = {width, height, 1, 1};
5893 struct arbfp_blit_priv *priv = device->blit_priv;
5894 enum yuv_fixup yuv_fixup;
5896 if (!is_yuv_fixup(format_desc->color_fixup))
5899 dump_color_fixup_desc(format_desc->color_fixup);
5900 /* Don't bother setting up a shader for unconverted formats */
5903 checkGLcall("glEnable(textype)");
5908 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
5912 case YUV_FIXUP_YUY2:
5913 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
5916 case YUV_FIXUP_UYVY:
5917 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
5920 case YUV_FIXUP_YV12:
5921 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
5925 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
5928 checkGLcall("glEnable(textype)");
5933 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
5936 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5937 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5938 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
5939 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
5940 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
5941 checkGLcall("glProgramLocalParameter4fvARB");
5947 static void arbfp_blit_unset(IWineD3DDevice *iface) {
5948 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5951 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5952 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5953 glDisable(GL_TEXTURE_2D);
5954 checkGLcall("glDisable(GL_TEXTURE_2D)");
5955 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
5956 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5957 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5959 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
5960 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5961 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5966 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5968 enum yuv_fixup yuv_fixup;
5970 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5972 TRACE("Checking support for fixup:\n");
5973 dump_color_fixup_desc(fixup);
5976 if (is_identity_fixup(fixup))
5982 /* We only support YUV conversions. */
5983 if (!is_yuv_fixup(fixup))
5985 TRACE("[FAILED]\n");
5989 yuv_fixup = get_yuv_fixup(fixup);
5992 case YUV_FIXUP_YUY2:
5993 case YUV_FIXUP_UYVY:
5994 case YUV_FIXUP_YV12:
5999 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6000 TRACE("[FAILED]\n");
6005 const struct blit_shader arbfp_blit = {
6010 arbfp_blit_color_fixup_supported,
6013 #undef GLINFO_LOCATION