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
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
41 #define GLINFO_LOCATION (*gl_info)
43 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
44 * so upload them above that
46 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
47 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
49 /* ARB_program_shader private data */
50 struct shader_arb_priv
{
51 GLuint current_vprogram_id
;
52 GLuint current_fprogram_id
;
53 GLuint depth_blt_vprogram_id
;
54 GLuint depth_blt_fprogram_id
[tex_type_count
];
55 BOOL use_arbfp_fixed_func
;
56 struct hash_table_t
*fragment_shaders
;
59 /********************************************************
60 * ARB_[vertex/fragment]_program helper functions follow
61 ********************************************************/
64 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
65 * When constant_list == NULL, it will load all the constants.
67 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
68 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
70 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, const WineD3D_GL_Info
*gl_info
,
71 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
73 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
74 local_constant
* lconst
;
78 if (TRACE_ON(d3d_shader
)) {
79 for(i
= 0; i
< max_constants
; i
++) {
80 if(!dirty_consts
[i
]) continue;
81 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
82 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
83 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
86 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
87 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& WINED3DSHADER_VERSION_MAJOR(shader_version
) == 1)
90 for(i
= 0; i
< max_constants
; i
++) {
91 if(!dirty_consts
[i
]) continue;
95 if(constants
[j
+ 0] > 1.0) lcl_const
[0] = 1.0;
96 else if(constants
[j
+ 0] < -1.0) lcl_const
[0] = -1.0;
97 else lcl_const
[0] = constants
[j
+ 0];
99 if(constants
[j
+ 1] > 1.0) lcl_const
[1] = 1.0;
100 else if(constants
[j
+ 1] < -1.0) lcl_const
[1] = -1.0;
101 else lcl_const
[1] = constants
[j
+ 1];
103 if(constants
[j
+ 2] > 1.0) lcl_const
[2] = 1.0;
104 else if(constants
[j
+ 2] < -1.0) lcl_const
[2] = -1.0;
105 else lcl_const
[2] = constants
[j
+ 2];
107 if(constants
[j
+ 3] > 1.0) lcl_const
[3] = 1.0;
108 else if(constants
[j
+ 3] < -1.0) lcl_const
[3] = -1.0;
109 else lcl_const
[3] = constants
[j
+ 3];
111 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
114 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
115 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
116 * or just reloading *all* constants at once
118 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
120 for(i
= 0; i
< max_constants
; i
++) {
121 if(!dirty_consts
[i
]) continue;
123 /* Find the next block of dirty constants */
126 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
130 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
133 for(i
= 0; i
< max_constants
; i
++) {
134 if(dirty_consts
[i
]) {
136 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
141 checkGLcall("glProgramEnvParameter4fvARB()");
143 /* Load immediate constants */
144 if(This
->baseShader
.load_local_constsF
) {
145 if (TRACE_ON(d3d_shader
)) {
146 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
147 GLfloat
* values
= (GLfloat
*)lconst
->value
;
148 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
149 values
[0], values
[1], values
[2], values
[3]);
152 /* Immediate constants are clamped for 1.X shaders at loading times */
154 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
155 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
156 ret
= max(ret
, lconst
->idx
+ 1);
157 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
159 checkGLcall("glProgramEnvParameter4fvARB()");
160 return ret
; /* The loaded immediate constants need reloading for the next shader */
162 return 0; /* No constants are dirty now */
167 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
169 * We only support float constants in ARB at the moment, so don't
170 * worry about the Integers or Booleans
172 static void shader_arb_load_constants(
173 IWineD3DDevice
* device
,
175 char useVertexShader
) {
177 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
178 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
179 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
182 if (useVertexShader
) {
183 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
185 /* Load DirectX 9 float constants for vertex shader */
186 deviceImpl
->highest_dirty_vs_const
= shader_arb_load_constantsF(
187 vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
188 deviceImpl
->highest_dirty_vs_const
,
189 stateBlock
->vertexShaderConstantF
,
190 deviceImpl
->activeContext
->vshader_const_dirty
);
192 /* Upload the position fixup */
193 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
196 if (usePixelShader
) {
198 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
199 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
201 /* Load DirectX 9 float constants for pixel shader */
202 deviceImpl
->highest_dirty_ps_const
= shader_arb_load_constantsF(
203 pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
204 deviceImpl
->highest_dirty_ps_const
,
205 stateBlock
->pixelShaderConstantF
,
206 deviceImpl
->activeContext
->pshader_const_dirty
);
208 for(i
= 0; i
< psi
->numbumpenvmatconsts
; i
++) {
209 /* The state manager takes care that this function is always called if the bump env matrix changes
211 const float *data
= (const float *)&stateBlock
->textureState
[(int) psi
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
212 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
[i
].const_num
, data
));
213 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->bumpenvmatconst
[i
].const_num
] = 1;
215 if(psi
->luminanceconst
[i
].const_num
!= -1) {
216 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
217 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
218 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
219 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
221 const float *scale
= (const float *)&stateBlock
->textureState
[(int) psi
->luminanceconst
[i
].texunit
][WINED3DTSS_BUMPENVLSCALE
];
222 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->luminanceconst
[i
].const_num
, scale
));
223 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->luminanceconst
[i
].const_num
] = 1;
229 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
231 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
233 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
234 * context. On a context switch the old context will be fully dirtified */
235 memset(This
->activeContext
->vshader_const_dirty
+ start
, 1,
236 sizeof(*This
->activeContext
->vshader_const_dirty
) * count
);
237 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
+ 1);
240 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
242 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
244 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
245 * context. On a context switch the old context will be fully dirtified */
246 memset(This
->activeContext
->pshader_const_dirty
+ start
, 1,
247 sizeof(*This
->activeContext
->pshader_const_dirty
) * count
);
248 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
+ 1);
251 /* Generate the variable & register declarations for the ARB_vertex_program output target */
252 static void shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
253 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
)
255 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
256 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
258 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
);
259 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
260 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
261 UINT extra_constants_needed
= 0;
262 const local_constant
*lconst
;
264 /* Temporary Output register */
265 shader_addline(buffer
, "TEMP TMP_OUT;\n");
267 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
268 if (reg_maps
->temporary
[i
])
269 shader_addline(buffer
, "TEMP R%u;\n", i
);
272 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
273 if (reg_maps
->address
[i
])
274 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
277 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
278 if (reg_maps
->texcoord
[i
])
279 shader_addline(buffer
,"TEMP T%u;\n", i
);
282 /* Texture coordinate registers must be pre-loaded */
283 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
284 if (reg_maps
->texcoord
[i
])
285 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
288 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
289 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
;
290 if(!reg_maps
->bumpmat
[i
]) continue;
292 cur
= ps
->numbumpenvmatconsts
;
293 ps
->bumpenvmatconst
[cur
].const_num
= -1;
294 ps
->bumpenvmatconst
[cur
].texunit
= i
;
295 ps
->luminanceconst
[cur
].const_num
= -1;
296 ps
->luminanceconst
[cur
].texunit
= i
;
298 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
299 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
302 if(max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
)) {
303 ps
->bumpenvmatconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
304 shader_addline(buffer
, "PARAM bumpenvmat%d = program.env[%d];\n",
305 i
, ps
->bumpenvmatconst
[cur
].const_num
);
306 extra_constants_needed
++;
308 if(reg_maps
->luminanceparams
&& max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
)) {
309 ((IWineD3DPixelShaderImpl
*)This
)->luminanceconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
310 shader_addline(buffer
, "PARAM luminance%d = program.env[%d];\n",
311 i
, ps
->luminanceconst
[cur
].const_num
);
312 extra_constants_needed
++;
313 } else if(reg_maps
->luminanceparams
) {
314 FIXME("No free constant to load the luminance parameters\n");
317 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
320 ps
->numbumpenvmatconsts
= cur
+ 1;
323 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] && pshader
) {
324 shader_addline(buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
325 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
326 shader_addline(buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
327 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
328 shader_addline(buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
329 srgb_pow
, srgb_pow
, srgb_pow
);
330 shader_addline(buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
331 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
332 shader_addline(buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
333 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
336 /* Load local constants using the program-local space,
337 * this avoids reloading them each time the shader is used
339 if(!This
->baseShader
.load_local_constsF
) {
340 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
341 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
346 /* we use the array-based constants array if the local constants are marked for loading,
347 * because then we use indirect addressing, or when the local constant list is empty,
348 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
349 * local constants do not declare the loaded constants as an array because ARB compilers usually
350 * do not optimize unused constants away
352 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
353 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
354 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
355 max_constantsF
, max_constantsF
- 1);
357 for(i
= 0; i
< max_constantsF
; i
++) {
358 if(!shader_constant_is_local(This
, i
)) {
359 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
365 static const char * const shift_tab
[] = {
366 "dummy", /* 0 (none) */
367 "coefmul.x", /* 1 (x2) */
368 "coefmul.y", /* 2 (x4) */
369 "coefmul.z", /* 3 (x8) */
370 "coefmul.w", /* 4 (x16) */
371 "dummy", /* 5 (x32) */
372 "dummy", /* 6 (x64) */
373 "dummy", /* 7 (x128) */
374 "dummy", /* 8 (d256) */
375 "dummy", /* 9 (d128) */
376 "dummy", /* 10 (d64) */
377 "dummy", /* 11 (d32) */
378 "coefdiv.w", /* 12 (d16) */
379 "coefdiv.z", /* 13 (d8) */
380 "coefdiv.y", /* 14 (d4) */
381 "coefdiv.x" /* 15 (d2) */
384 static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG
*arg
, const DWORD param
, char *write_mask
)
386 char *ptr
= write_mask
;
387 char vshader
= shader_is_vshader_version(arg
->reg_maps
->shader_version
);
389 if(vshader
&& shader_get_regtype(param
) == WINED3DSPR_ADDR
) {
392 } else if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
394 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
395 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
396 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
397 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
403 static void shader_arb_get_swizzle(const DWORD param
, BOOL fixup
, char *swizzle_str
) {
404 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
405 * but addressed as "rgba". To fix this we need to swap the register's x
406 * and z components. */
407 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
408 char *ptr
= swizzle_str
;
410 /* swizzle bits fields: wwzzyyxx */
411 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
412 DWORD swizzle_x
= swizzle
& 0x03;
413 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
414 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
415 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
417 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
418 * generate a swizzle string. Unless we need to our own swizzling. */
419 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
421 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
422 *ptr
++ = swizzle_chars
[swizzle_x
];
424 *ptr
++ = swizzle_chars
[swizzle_x
];
425 *ptr
++ = swizzle_chars
[swizzle_y
];
426 *ptr
++ = swizzle_chars
[swizzle_z
];
427 *ptr
++ = swizzle_chars
[swizzle_w
];
434 static void pshader_get_register_name(IWineD3DBaseShader
* iface
,
435 const DWORD param
, char* regstr
) {
437 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
438 DWORD regtype
= shader_get_regtype(param
);
439 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
442 case WINED3DSPR_TEMP
:
443 sprintf(regstr
, "R%u", reg
);
445 case WINED3DSPR_INPUT
:
447 strcpy(regstr
, "fragment.color.primary");
449 strcpy(regstr
, "fragment.color.secondary");
452 case WINED3DSPR_CONST
:
453 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
454 sprintf(regstr
, "C[%u]", reg
);
456 sprintf(regstr
, "C%u", reg
);
459 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
460 sprintf(regstr
,"T%u", reg
);
462 case WINED3DSPR_COLOROUT
:
464 sprintf(regstr
, "TMP_COLOR");
466 /* TODO: See GL_ARB_draw_buffers */
467 FIXME("Unsupported write to render target %u\n", reg
);
468 sprintf(regstr
, "unsupported_register");
471 case WINED3DSPR_DEPTHOUT
:
472 sprintf(regstr
, "result.depth");
474 case WINED3DSPR_ATTROUT
:
475 sprintf(regstr
, "oD[%u]", reg
);
477 case WINED3DSPR_TEXCRDOUT
:
478 sprintf(regstr
, "oT[%u]", reg
);
481 FIXME("Unhandled register name Type(%d)\n", regtype
);
482 sprintf(regstr
, "unrecognized_register");
487 /* TODO: merge with pixel shader */
488 static void vshader_program_add_param(const SHADER_OPCODE_ARG
*arg
, const DWORD param
, BOOL is_input
, char *hwLine
)
490 IWineD3DVertexShaderImpl
* This
= (IWineD3DVertexShaderImpl
*) arg
->shader
;
492 /* oPos, oFog and oPts in D3D */
493 static const char * const hwrastout_reg_names
[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
495 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
496 DWORD regtype
= shader_get_regtype(param
);
498 BOOL is_color
= FALSE
;
500 if ((param
& WINED3DSP_SRCMOD_MASK
) == WINED3DSPSM_NEG
) {
501 strcat(hwLine
, " -");
507 case WINED3DSPR_TEMP
:
508 sprintf(tmpReg
, "R%u", reg
);
509 strcat(hwLine
, tmpReg
);
511 case WINED3DSPR_INPUT
:
513 if (This
->cur_args
->swizzle_map
& (1 << reg
)) is_color
= TRUE
;
515 sprintf(tmpReg
, "vertex.attrib[%u]", reg
);
516 strcat(hwLine
, tmpReg
);
518 case WINED3DSPR_CONST
:
519 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
520 if(reg
>= This
->rel_offset
) {
521 sprintf(tmpReg
, "C[A0.x + %u]", reg
- This
->rel_offset
);
523 sprintf(tmpReg
, "C[A0.x - %u]", -reg
+ This
->rel_offset
);
526 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
527 sprintf(tmpReg
, "C[%u]", reg
);
529 sprintf(tmpReg
, "C%u", reg
);
532 strcat(hwLine
, tmpReg
);
534 case WINED3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
535 sprintf(tmpReg
, "A%u", reg
);
536 strcat(hwLine
, tmpReg
);
538 case WINED3DSPR_RASTOUT
:
539 sprintf(tmpReg
, "%s", hwrastout_reg_names
[reg
]);
540 strcat(hwLine
, tmpReg
);
542 case WINED3DSPR_ATTROUT
:
544 strcat(hwLine
, "result.color.primary");
546 strcat(hwLine
, "result.color.secondary");
549 case WINED3DSPR_TEXCRDOUT
:
550 sprintf(tmpReg
, "result.texcoord[%u]", reg
);
551 strcat(hwLine
, tmpReg
);
554 FIXME("Unknown reg type %d %d\n", regtype
, reg
);
555 strcat(hwLine
, "unrecognized_register");
561 shader_arb_get_write_mask(arg
, param
, write_mask
);
562 strcat(hwLine
, write_mask
);
565 shader_arb_get_swizzle(param
, is_color
, swizzle
);
566 strcat(hwLine
, swizzle
);
570 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
572 switch(channel_source
)
574 case CHANNEL_SOURCE_ZERO
: return "0";
575 case CHANNEL_SOURCE_ONE
: return "1";
576 case CHANNEL_SOURCE_X
: return "x";
577 case CHANNEL_SOURCE_Y
: return "y";
578 case CHANNEL_SOURCE_Z
: return "z";
579 case CHANNEL_SOURCE_W
: return "w";
581 FIXME("Unhandled channel source %#x\n", channel_source
);
586 static void gen_color_correction(SHADER_BUFFER
*buffer
, const char *reg
, DWORD dst_mask
,
587 const char *one
, const char *two
, struct color_fixup_desc fixup
)
591 if (is_yuv_fixup(fixup
))
593 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
594 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
599 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
600 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
601 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
602 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
607 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
608 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
609 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
613 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
614 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
615 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
616 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
622 char *ptr
= reg_mask
;
624 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
627 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
628 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
629 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
630 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
634 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
638 static void shader_hw_sample(const SHADER_OPCODE_ARG
*arg
, DWORD sampler_idx
, const char *dst_str
,
639 const char *coord_reg
, BOOL projected
, BOOL bias
)
641 SHADER_BUFFER
* buffer
= arg
->buffer
;
642 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
643 const char *tex_type
;
644 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
645 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
647 switch(sampler_type
) {
653 if(device
->stateBlock
->textures
[sampler_idx
] &&
654 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
661 case WINED3DSTT_VOLUME
:
665 case WINED3DSTT_CUBE
:
670 ERR("Unexpected texture type %d\n", sampler_type
);
675 /* Shouldn't be possible, but let's check for it */
676 if(projected
) FIXME("Biased and Projected texture sampling\n");
677 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
678 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
679 } else if (projected
) {
680 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
682 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
685 if(shader_is_pshader_version(arg
->reg_maps
->shader_version
)) {
686 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
687 gen_color_correction(buffer
, dst_str
, arg
->dst
& WINED3DSP_WRITEMASK_ALL
, "one", "coefmul.x",
688 ps
->cur_args
->color_fixup
[sampler_idx
]);
692 static void pshader_gen_input_modifier_line (
693 IWineD3DBaseShader
*iface
,
694 SHADER_BUFFER
* buffer
,
699 /* Generate a line that does the input modifier computation and return the input register to use */
704 /* Assume a new line will be added */
707 /* Get register name */
708 pshader_get_register_name(iface
, instr
, regstr
);
709 shader_arb_get_swizzle(instr
, FALSE
, swzstr
);
711 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
712 case WINED3DSPSM_NONE
:
713 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
716 case WINED3DSPSM_NEG
:
717 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
720 case WINED3DSPSM_BIAS
:
721 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
723 case WINED3DSPSM_BIASNEG
:
724 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
726 case WINED3DSPSM_SIGN
:
727 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
729 case WINED3DSPSM_SIGNNEG
:
730 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
732 case WINED3DSPSM_COMP
:
733 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
736 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
738 case WINED3DSPSM_X2NEG
:
739 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
742 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
743 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
746 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
747 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
750 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
754 /* Return modified or original register, with swizzle */
756 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
759 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER
*buffer
, int saturate
, const char *write_mask
,
760 int shift
, const char *regstr
)
762 /* Generate a line that does the output modifier computation */
763 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
764 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
767 static void pshader_hw_bem(const SHADER_OPCODE_ARG
*arg
)
769 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
771 SHADER_BUFFER
* buffer
= arg
->buffer
;
773 char src_name
[2][50];
775 DWORD sampler_code
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
776 BOOL has_bumpmat
= FALSE
;
779 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
780 if(This
->bumpenvmatconst
[i
].const_num
!= -1 && This
->bumpenvmatconst
[i
].texunit
== sampler_code
) {
786 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
787 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
788 strcat(dst_name
, dst_wmask
);
790 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
791 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
794 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
795 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
796 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
797 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
798 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
800 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
802 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
806 static void pshader_hw_cnd(const SHADER_OPCODE_ARG
*arg
)
808 SHADER_BUFFER
* buffer
= arg
->buffer
;
811 char src_name
[3][50];
812 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
813 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
815 /* FIXME: support output modifiers */
817 /* Handle output register */
818 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
819 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
821 /* Generate input register names (with modifiers) */
822 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
823 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
824 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
826 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
827 if (arg
->reg_maps
->shader_version
<= WINED3DPS_VERSION(1, 3) && arg
->opcode_token
& WINED3DSI_COISSUE
)
829 shader_addline(buffer
, "MOV%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1]);
831 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
832 shader_addline(buffer
, "CMP%s %s%s, TMP, %s, %s;\n",
833 sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1], src_name
[2]);
836 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
839 static void pshader_hw_cmp(const SHADER_OPCODE_ARG
*arg
)
841 SHADER_BUFFER
* buffer
= arg
->buffer
;
844 char src_name
[3][50];
845 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
846 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
848 /* FIXME: support output modifiers */
850 /* Handle output register */
851 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
852 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
854 /* Generate input register names (with modifiers) */
855 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
856 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
857 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
859 shader_addline(buffer
, "CMP%s %s%s, %s, %s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
860 src_name
[0], src_name
[2], src_name
[1]);
863 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
866 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
867 * dst = dot2(src0, src1) + src2 */
868 static void pshader_hw_dp2add(const SHADER_OPCODE_ARG
*arg
)
870 SHADER_BUFFER
* buffer
= arg
->buffer
;
873 char src_name
[3][50];
874 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
875 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
877 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
878 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
880 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
881 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
882 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
884 /* Emulate a DP2 with a DP3 and 0.0 */
885 shader_addline(buffer
, "MOV TMP, %s;\n", src_name
[0]);
886 shader_addline(buffer
, "MOV TMP.z, 0.0;\n");
887 shader_addline(buffer
, "DP3 TMP2, TMP, %s;\n", src_name
[1]);
888 shader_addline(buffer
, "ADD%s %s%s, TMP2, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[2]);
891 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
894 /* Map the opcode 1-to-1 to the GL code */
895 static void shader_hw_map2gl(const SHADER_OPCODE_ARG
*arg
)
897 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
898 SHADER_BUFFER
* buffer
= arg
->buffer
;
899 DWORD dst
= arg
->dst
;
900 const DWORD
*src
= arg
->src
;
901 const char *instruction
;
905 switch (curOpcode
->opcode
)
907 case WINED3DSIO_ABS
: instruction
= "ABS"; break;
908 case WINED3DSIO_ADD
: instruction
= "ADD"; break;
909 case WINED3DSIO_CRS
: instruction
= "XPD"; break;
910 case WINED3DSIO_DP3
: instruction
= "DP3"; break;
911 case WINED3DSIO_DP4
: instruction
= "DP4"; break;
912 case WINED3DSIO_DST
: instruction
= "DST"; break;
913 case WINED3DSIO_EXP
: instruction
= "EX2"; break;
914 case WINED3DSIO_EXPP
: instruction
= "EXP"; break;
915 case WINED3DSIO_FRC
: instruction
= "FRC"; break;
916 case WINED3DSIO_LIT
: instruction
= "LIT"; break;
917 case WINED3DSIO_LOG
: instruction
= "LG2"; break;
918 case WINED3DSIO_LOGP
: instruction
= "LOG"; break;
919 case WINED3DSIO_LRP
: instruction
= "LRP"; break;
920 case WINED3DSIO_MAD
: instruction
= "MAD"; break;
921 case WINED3DSIO_MAX
: instruction
= "MAX"; break;
922 case WINED3DSIO_MIN
: instruction
= "MIN"; break;
923 case WINED3DSIO_MOV
: instruction
= "MOV"; break;
924 case WINED3DSIO_MUL
: instruction
= "MUL"; break;
925 case WINED3DSIO_NOP
: instruction
= "NOP"; break;
926 case WINED3DSIO_POW
: instruction
= "POW"; break;
927 case WINED3DSIO_SGE
: instruction
= "SGE"; break;
928 case WINED3DSIO_SLT
: instruction
= "SLT"; break;
929 case WINED3DSIO_SUB
: instruction
= "SUB"; break;
930 default: instruction
= "";
931 FIXME("Unhandled opcode %s\n", curOpcode
->name
);
935 if (shader_is_pshader_version(arg
->reg_maps
->shader_version
))
937 /* Output token related */
938 char output_rname
[256];
939 char output_wmask
[20];
940 char operands
[4][100];
941 BOOL saturate
= FALSE
;
942 BOOL centroid
= FALSE
;
943 BOOL partialprecision
= FALSE
;
944 const char *modifier
;
947 if (!curOpcode
->num_params
)
949 ERR("Opcode \"%s\" has no parameters\n", curOpcode
->name
);
953 /* Process modifiers */
954 if (dst
& WINED3DSP_DSTMOD_MASK
)
956 DWORD mask
= dst
& WINED3DSP_DSTMOD_MASK
;
958 saturate
= mask
& WINED3DSPDM_SATURATE
;
959 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
960 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
961 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
963 FIXME("Unrecognized modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
966 FIXME("Unhandled modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
968 shift
= (dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
969 modifier
= (saturate
&& !shift
) ? "_SAT" : "";
971 /* Generate input register names (with modifiers) */
972 for (i
= 1; i
< curOpcode
->num_params
; ++i
)
973 pshader_gen_input_modifier_line(arg
->shader
, buffer
, src
[i
-1], i
-1, operands
[i
]);
975 /* Handle output register */
976 pshader_get_register_name(arg
->shader
, dst
, output_rname
);
977 strcpy(operands
[0], output_rname
);
978 shader_arb_get_write_mask(arg
, dst
, output_wmask
);
979 strcat(operands
[0], output_wmask
);
982 strcat(arguments
, operands
[0]);
983 for (i
= 1; i
< curOpcode
->num_params
; i
++)
985 strcat(arguments
, ", ");
986 strcat(arguments
, operands
[i
]);
988 shader_addline(buffer
, "%s%s %s;\n", instruction
, modifier
, arguments
);
990 /* A shift requires another line. */
991 if (shift
) pshader_gen_output_modifier_line(buffer
, saturate
, output_wmask
, shift
, output_rname
);
993 /* Note that vshader_program_add_param() adds spaces. */
996 if (curOpcode
->num_params
> 0)
998 vshader_program_add_param(arg
, dst
, FALSE
, arguments
);
999 for (i
= 1; i
< curOpcode
->num_params
; ++i
)
1001 strcat(arguments
, ",");
1002 vshader_program_add_param(arg
, src
[i
-1], TRUE
, arguments
);
1005 shader_addline(buffer
, "%s%s;\n", instruction
, arguments
);
1009 static void shader_hw_mov(const SHADER_OPCODE_ARG
*arg
)
1011 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1013 if ((WINED3DSHADER_VERSION_MAJOR(arg
->reg_maps
->shader_version
) == 1
1014 && !shader_is_pshader_version(arg
->reg_maps
->shader_version
)
1015 && shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
)
1016 || arg
->opcode
->opcode
== WINED3DSIO_MOVA
)
1018 SHADER_BUFFER
*buffer
= arg
->buffer
;
1019 char src0_param
[256];
1021 if (arg
->opcode
->opcode
== WINED3DSIO_MOVA
)
1022 FIXME("mova should round\n");
1024 src0_param
[0] = '\0';
1025 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1027 vshader_program_add_param(arg
, arg
->src
[0], TRUE
, src0_param
);
1028 shader_addline(buffer
, "ADD TMP.x, %s, helper_const.z;\n", src0_param
);
1029 shader_addline(buffer
, "ARL A0.x, TMP.x;\n");
1033 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1034 * with more than one component. Thus replicate the first source argument over all
1035 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1037 DWORD parm
= arg
->src
[0] & ~(WINED3DVS_SWIZZLE_MASK
);
1038 if((arg
->src
[0] & WINED3DVS_X_W
) == WINED3DVS_X_W
)
1039 parm
|= WINED3DVS_X_W
| WINED3DVS_Y_W
| WINED3DVS_Z_W
| WINED3DVS_W_W
;
1040 else if((arg
->src
[0] & WINED3DVS_X_Z
) == WINED3DVS_X_Z
)
1041 parm
|= WINED3DVS_X_Z
| WINED3DVS_Y_Z
| WINED3DVS_Z_Z
| WINED3DVS_W_Z
;
1042 else if((arg
->src
[0] & WINED3DVS_X_Y
) == WINED3DVS_X_Y
)
1043 parm
|= WINED3DVS_X_Y
| WINED3DVS_Y_Y
| WINED3DVS_Z_Y
| WINED3DVS_W_Y
;
1044 else if((arg
->src
[0] & WINED3DVS_X_X
) == WINED3DVS_X_X
)
1045 parm
|= WINED3DVS_X_X
| WINED3DVS_Y_X
| WINED3DVS_Z_X
| WINED3DVS_W_X
;
1046 vshader_program_add_param(arg
, parm
, TRUE
, src0_param
);
1047 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1052 shader_hw_map2gl(arg
);
1056 static void pshader_hw_texkill(const SHADER_OPCODE_ARG
*arg
)
1058 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1059 SHADER_BUFFER
* buffer
= arg
->buffer
;
1062 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1063 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1065 pshader_get_register_name(arg
->shader
, arg
->dst
, reg_dest
);
1067 if (shader_version
>= WINED3DPS_VERSION(2,0))
1069 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1070 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
1072 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1073 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1075 shader_addline(buffer
, "MOV TMP, %s;\n", reg_dest
);
1076 shader_addline(buffer
, "MOV TMP.w, one.w;\n");
1077 shader_addline(buffer
, "KIL TMP;\n");
1081 static void pshader_hw_tex(const SHADER_OPCODE_ARG
*arg
)
1083 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1084 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1086 DWORD dst
= arg
->dst
;
1087 const DWORD
*src
= arg
->src
;
1088 SHADER_BUFFER
* buffer
= arg
->buffer
;
1089 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1090 BOOL projected
= FALSE
, bias
= FALSE
;
1094 DWORD reg_dest_code
;
1095 DWORD reg_sampler_code
;
1097 /* All versions have a destination register */
1098 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1099 pshader_get_register_name(arg
->shader
, dst
, reg_dest
);
1101 /* 1.0-1.3: Use destination register as coordinate source.
1102 1.4+: Use provided coordinate source register. */
1103 if (shader_version
< WINED3DPS_VERSION(1,4))
1104 strcpy(reg_coord
, reg_dest
);
1106 pshader_gen_input_modifier_line(arg
->shader
, buffer
, src
[0], 0, reg_coord
);
1108 /* 1.0-1.4: Use destination register number as texture code.
1109 2.0+: Use provided sampler number as texure code. */
1110 if (shader_version
< WINED3DPS_VERSION(2,0))
1111 reg_sampler_code
= reg_dest_code
;
1113 reg_sampler_code
= src
[1] & WINED3DSP_REGNUM_MASK
;
1116 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1117 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1118 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1120 if (shader_version
< WINED3DPS_VERSION(1,4))
1123 if(reg_sampler_code
< MAX_TEXTURES
) {
1124 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1126 if (flags
& WINED3DTTFF_PROJECTED
) {
1130 else if (shader_version
< WINED3DPS_VERSION(2,0))
1132 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1133 if (src_mod
== WINED3DSPSM_DZ
) {
1135 } else if(src_mod
== WINED3DSPSM_DW
) {
1139 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1142 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
1146 shader_hw_sample(arg
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1149 static void pshader_hw_texcoord(const SHADER_OPCODE_ARG
*arg
)
1151 DWORD dst
= arg
->dst
;
1152 SHADER_BUFFER
* buffer
= arg
->buffer
;
1155 shader_arb_get_write_mask(arg
, dst
, tmp
);
1156 if (arg
->reg_maps
->shader_version
!= WINED3DPS_VERSION(1,4))
1158 DWORD reg
= dst
& WINED3DSP_REGNUM_MASK
;
1159 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
1161 DWORD reg1
= dst
& WINED3DSP_REGNUM_MASK
;
1164 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, reg_src
);
1165 shader_addline(buffer
, "MOV R%u%s, %s;\n", reg1
, tmp
, reg_src
);
1169 static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG
*arg
)
1171 SHADER_BUFFER
* buffer
= arg
->buffer
;
1172 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1173 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1176 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1180 sprintf(dst_str
, "T%u", reg1
);
1181 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1182 shader_addline(buffer
, "MOV TMP.x, %s.w;\n", src_str
);
1183 shader_addline(buffer
, "MOV TMP.y, %s.x;\n", src_str
);
1184 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1185 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1188 static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG
*arg
)
1190 SHADER_BUFFER
* buffer
= arg
->buffer
;
1192 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1196 sprintf(dst_str
, "T%u", reg1
);
1197 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1198 shader_addline(buffer
, "MOV TMP.x, %s.y;\n", src_str
);
1199 shader_addline(buffer
, "MOV TMP.y, %s.z;\n", src_str
);
1200 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", FALSE
, FALSE
);
1203 static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG
*arg
)
1205 SHADER_BUFFER
* buffer
= arg
->buffer
;
1206 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1210 sprintf(dst_str
, "T%u", reg1
);
1211 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1212 shader_hw_sample(arg
, reg1
, dst_str
, src_str
, FALSE
, FALSE
);
1215 static void pshader_hw_texbem(const SHADER_OPCODE_ARG
*arg
)
1217 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1218 BOOL has_bumpmat
= FALSE
;
1219 BOOL has_luminance
= FALSE
;
1222 DWORD dst
= arg
->dst
;
1223 DWORD src
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1224 SHADER_BUFFER
* buffer
= arg
->buffer
;
1227 DWORD reg_dest_code
;
1229 /* All versions have a destination register */
1230 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1231 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1232 pshader_get_register_name(arg
->shader
, dst
, reg_coord
);
1234 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1235 if(This
->bumpenvmatconst
[i
].const_num
!= -1 && reg_dest_code
== This
->bumpenvmatconst
[i
].texunit
) {
1240 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1241 if(This
->luminanceconst
[i
].const_num
!= -1 && reg_dest_code
== This
->luminanceconst
[i
].texunit
) {
1242 has_luminance
= TRUE
;
1248 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1250 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1251 shader_addline(buffer
, "DP3 TMP.x, TMP2, T%u;\n", src
);
1252 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1253 shader_addline(buffer
, "DP3 TMP.y, TMP2, T%u;\n", src
);
1255 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1256 * so we can't let the GL handle this.
1258 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1259 & WINED3DTTFF_PROJECTED
) {
1260 shader_addline(buffer
, "RCP TMP2.w, %s.w;\n", reg_coord
);
1261 shader_addline(buffer
, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord
);
1262 shader_addline(buffer
, "ADD TMP.xy, TMP, TMP2;\n");
1264 shader_addline(buffer
, "ADD TMP.xy, TMP, %s;\n", reg_coord
);
1267 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, "TMP", FALSE
, FALSE
);
1269 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
&& has_luminance
) {
1270 shader_addline(buffer
, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1271 src
, reg_dest_code
, reg_dest_code
);
1272 shader_addline(buffer
, "MUL %s, %s, TMP;\n", reg_coord
, reg_coord
);
1277 if(reg_dest_code
< MAX_TEXTURES
) {
1278 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1282 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1283 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, reg_coord
, tf
& WINED3DTTFF_PROJECTED
, FALSE
);
1287 static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG
*arg
)
1289 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1290 SHADER_BUFFER
* buffer
= arg
->buffer
;
1293 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1294 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
1297 static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG
*arg
)
1299 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1300 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1302 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1303 SHADER_BUFFER
* buffer
= arg
->buffer
;
1307 sprintf(dst_str
, "T%u", reg
);
1308 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1309 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
1310 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1311 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1314 static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG
*arg
)
1316 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1317 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1318 SHADER_BUFFER
* buffer
= arg
->buffer
;
1319 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1322 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1323 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
1324 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1327 static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG
*arg
)
1329 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1330 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1332 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1333 SHADER_BUFFER
* buffer
= arg
->buffer
;
1334 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1338 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1339 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1341 /* Sample the texture using the calculated coordinates */
1342 sprintf(dst_str
, "T%u", reg
);
1343 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1344 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1345 current_state
->current_row
= 0;
1348 static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG
*arg
)
1350 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1351 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1353 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1354 SHADER_BUFFER
* buffer
= arg
->buffer
;
1355 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1359 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1360 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1362 /* Construct the eye-ray vector from w coordinates */
1363 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1364 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1365 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
1367 /* Calculate reflection vector
1369 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
1370 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1371 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1372 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1373 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1374 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1375 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1377 /* Sample the texture using the calculated coordinates */
1378 sprintf(dst_str
, "T%u", reg
);
1379 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1380 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1381 current_state
->current_row
= 0;
1384 static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG
*arg
)
1386 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1387 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1389 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1390 DWORD reg3
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1391 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1392 SHADER_BUFFER
* buffer
= arg
->buffer
;
1396 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1397 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1399 /* Calculate reflection vector.
1402 * TMP.xyz = 2 * --------- * N - E
1405 * Which normalizes the normal vector
1407 shader_addline(buffer
, "DP3 TMP.w, TMP, C[%u];\n", reg3
);
1408 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1409 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1410 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1411 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1412 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3
);
1414 /* Sample the texture using the calculated coordinates */
1415 sprintf(dst_str
, "T%u", reg
);
1416 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1417 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1418 current_state
->current_row
= 0;
1421 static void pshader_hw_texdepth(const SHADER_OPCODE_ARG
*arg
)
1423 SHADER_BUFFER
* buffer
= arg
->buffer
;
1426 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1427 * which is essentially an input, is the destination register because it is the first
1428 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1431 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1433 /* According to the msdn, the source register(must be r5) is unusable after
1434 * the texdepth instruction, so we're free to modify it
1436 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
1438 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1439 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1440 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1442 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
1443 shader_addline(buffer
, "MUL TMP.x, %s.x, %s.y;\n", dst_name
, dst_name
);
1444 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1445 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1448 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1449 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1450 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1451 static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG
*arg
)
1453 SHADER_BUFFER
* buffer
= arg
->buffer
;
1454 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1458 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1459 shader_addline(buffer
, "MOV TMP, 0.0;\n");
1460 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", sampler_idx
, src0
);
1462 sprintf(dst_str
, "T%u", sampler_idx
);
1463 shader_hw_sample(arg
, sampler_idx
, dst_str
, "TMP", FALSE
/* Only one coord, can't be projected */, FALSE
);
1466 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1467 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1468 static void pshader_hw_texdp3(const SHADER_OPCODE_ARG
*arg
)
1473 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1474 SHADER_BUFFER
* buffer
= arg
->buffer
;
1476 /* Handle output register */
1477 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_str
);
1478 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1480 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1481 shader_addline(buffer
, "DP3 %s%s, T%u, %s;\n", dst_str
, dst_mask
, dstreg
, src0
);
1483 /* TODO: Handle output modifiers */
1486 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1487 * Perform the 3rd row of a 3x3 matrix multiply */
1488 static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG
*arg
)
1490 SHADER_BUFFER
* buffer
= arg
->buffer
;
1494 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1496 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_str
);
1497 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1499 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1500 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", dst_reg
, src0
);
1501 shader_addline(buffer
, "MOV %s%s, TMP;\n", dst_str
, dst_mask
);
1503 /* TODO: Handle output modifiers */
1506 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1507 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1508 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1509 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1511 static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG
*arg
)
1513 SHADER_BUFFER
* buffer
= arg
->buffer
;
1514 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1517 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1518 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", dst_reg
, src0
);
1520 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1521 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1522 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1524 shader_addline(buffer
, "RCP TMP.y, TMP.y;\n");
1525 shader_addline(buffer
, "MUL TMP.x, TMP.x, TMP.y;\n");
1526 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1527 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1530 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1531 Vertex/Pixel shaders to ARB_vertex_program codes */
1532 static void shader_hw_mnxn(const SHADER_OPCODE_ARG
*arg
)
1535 int nComponents
= 0;
1536 SHADER_OPCODE_ARG tmpArg
;
1537 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1538 const SHADER_OPCODE
*opcode_table
= shader
->baseShader
.shader_ins
;
1539 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1541 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1543 /* Set constants for the temporary argument */
1544 tmpArg
.shader
= arg
->shader
;
1545 tmpArg
.buffer
= arg
->buffer
;
1546 tmpArg
.src
[0] = arg
->src
[0];
1547 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1548 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1549 tmpArg
.reg_maps
= arg
->reg_maps
;
1551 switch(arg
->opcode
->opcode
) {
1552 case WINED3DSIO_M4x4
:
1554 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP4
);
1556 case WINED3DSIO_M4x3
:
1558 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP4
);
1560 case WINED3DSIO_M3x4
:
1562 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1564 case WINED3DSIO_M3x3
:
1566 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1568 case WINED3DSIO_M3x2
:
1570 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1576 for (i
= 0; i
< nComponents
; i
++) {
1577 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1578 tmpArg
.src
[1] = arg
->src
[1]+i
;
1579 shader_hw_map2gl(&tmpArg
);
1583 static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG
*arg
)
1585 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1586 SHADER_BUFFER
* buffer
= arg
->buffer
;
1587 DWORD dst
= arg
->dst
;
1588 DWORD src
= arg
->src
[0];
1589 DWORD swizzle
= (src
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1590 const char *instruction
;
1594 switch(curOpcode
->opcode
)
1596 case WINED3DSIO_RSQ
: instruction
= "RSQ"; break;
1597 case WINED3DSIO_RCP
: instruction
= "RCP"; break;
1598 default: instruction
= "";
1599 FIXME("Unhandled opcode %s\n", curOpcode
->name
);
1603 strcpy(tmpLine
, instruction
);
1604 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
); /* Destination */
1605 strcat(tmpLine
, ",");
1606 vshader_program_add_param(arg
, src
, TRUE
, tmpLine
);
1607 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) == swizzle
) {
1608 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1611 strcat(tmpLine
, ".w");
1614 shader_addline(buffer
, "%s;\n", tmpLine
);
1617 static void shader_hw_nrm(const SHADER_OPCODE_ARG
*arg
)
1619 SHADER_BUFFER
* buffer
= arg
->buffer
;
1623 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1624 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1626 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1627 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1629 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
);
1630 shader_addline(buffer
, "DP3 TMP, %s, %s;\n", src_name
, src_name
);
1631 shader_addline(buffer
, "RSQ TMP, TMP.x;\n");
1632 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1633 shader_addline(buffer
, "MUL%s %s%s, %s, TMP;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1637 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1640 static void shader_hw_sincos(const SHADER_OPCODE_ARG
*arg
)
1642 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1643 * must contain fixed constants. So we need a separate function to filter those constants and
1646 SHADER_BUFFER
* buffer
= arg
->buffer
;
1650 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1651 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1653 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1654 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1656 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
);
1657 shader_addline(buffer
, "SCS%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1661 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1665 static GLuint
create_arb_blt_vertex_program(const WineD3D_GL_Info
*gl_info
)
1667 GLuint program_id
= 0;
1668 const char *blt_vprogram
=
1670 "PARAM c[1] = { { 1, 0.5 } };\n"
1671 "MOV result.position, vertex.position;\n"
1672 "MOV result.color, c[0].x;\n"
1673 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1676 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1677 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1678 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1680 if (glGetError() == GL_INVALID_OPERATION
) {
1682 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1683 FIXME("Vertex program error at position %d: %s\n", pos
,
1684 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1690 static GLuint
create_arb_blt_fragment_program(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
1692 GLuint program_id
= 0;
1693 static const char * const blt_fprograms
[tex_type_count
] =
1700 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1701 "MOV result.depth.z, R0.x;\n"
1708 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1709 "MOV result.depth.z, R0.x;\n"
1714 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1715 "MOV result.depth.z, R0.x;\n"
1719 if (!blt_fprograms
[tex_type
])
1721 FIXME("tex_type %#x not supported\n", tex_type
);
1725 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1726 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1727 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
1729 if (glGetError() == GL_INVALID_OPERATION
) {
1731 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1732 FIXME("Fragment program error at position %d: %s\n", pos
,
1733 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1739 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1740 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1741 struct shader_arb_priv
*priv
= This
->shader_priv
;
1742 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1745 struct vs_compile_args compile_args
;
1747 TRACE("Using vertex shader\n");
1748 find_vs_compile_args((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, This
->stateBlock
, &compile_args
);
1749 priv
->current_vprogram_id
= find_gl_vshader((IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
, &compile_args
);
1751 /* Bind the vertex program */
1752 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1753 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1755 /* Enable OpenGL vertex programs */
1756 glEnable(GL_VERTEX_PROGRAM_ARB
);
1757 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1758 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1759 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1760 priv
->current_vprogram_id
= 0;
1761 glDisable(GL_VERTEX_PROGRAM_ARB
);
1762 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1766 struct ps_compile_args compile_args
;
1767 TRACE("Using pixel shader\n");
1768 find_ps_compile_args((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
, This
->stateBlock
, &compile_args
);
1769 priv
->current_fprogram_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
,
1772 /* Bind the fragment program */
1773 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1774 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1776 if(!priv
->use_arbfp_fixed_func
) {
1777 /* Enable OpenGL fragment programs */
1778 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1779 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1781 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1782 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
1783 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1784 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1785 * replacement shader
1787 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1788 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1789 priv
->current_fprogram_id
= 0;
1793 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
1794 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1795 struct shader_arb_priv
*priv
= This
->shader_priv
;
1796 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
1797 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1799 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1800 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
1801 glEnable(GL_VERTEX_PROGRAM_ARB
);
1803 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
1804 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
1805 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1808 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
1809 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1810 struct shader_arb_priv
*priv
= This
->shader_priv
;
1811 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1813 if (priv
->current_vprogram_id
) {
1814 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1815 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1817 glEnable(GL_VERTEX_PROGRAM_ARB
);
1818 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1820 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1822 glDisable(GL_VERTEX_PROGRAM_ARB
);
1823 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1826 if (priv
->current_fprogram_id
) {
1827 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1828 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1830 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1831 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1833 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1835 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1836 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1840 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
1841 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
1842 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
)->adapter
->gl_info
;
1844 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
))
1846 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
1850 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1851 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1852 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1855 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1856 This
->gl_shaders
= NULL
;
1857 This
->num_gl_shaders
= 0;
1858 This
->shader_array_size
= 0;
1860 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
1864 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1865 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1866 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1869 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1870 This
->gl_shaders
= NULL
;
1871 This
->num_gl_shaders
= 0;
1872 This
->shader_array_size
= 0;
1876 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
1877 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1878 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
1882 static void shader_arb_free(IWineD3DDevice
*iface
) {
1883 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1884 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1885 struct shader_arb_priv
*priv
= This
->shader_priv
;
1888 if(priv
->depth_blt_vprogram_id
) {
1889 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
1891 for (i
= 0; i
< tex_type_count
; ++i
) {
1892 if (priv
->depth_blt_fprogram_id
[i
]) {
1893 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
1897 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
1900 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
1904 static void arbfp_add_sRGB_correction(SHADER_BUFFER
*buffer
, const char *fragcolor
, const char *tmp1
,
1905 const char *tmp2
, const char *tmp3
, const char *tmp4
) {
1906 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1908 /* Calculate the > 0.0031308 case */
1909 shader_addline(buffer
, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1
, fragcolor
);
1910 shader_addline(buffer
, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1
, fragcolor
);
1911 shader_addline(buffer
, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1
, fragcolor
);
1912 shader_addline(buffer
, "MUL %s, %s, srgb_mul_hi;\n", tmp1
, tmp1
);
1913 shader_addline(buffer
, "SUB %s, %s, srgb_sub_hi;\n", tmp1
, tmp1
);
1914 /* Calculate the < case */
1915 shader_addline(buffer
, "MUL %s, srgb_mul_low, %s;\n", tmp2
, fragcolor
);
1916 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1917 shader_addline(buffer
, "SLT %s, srgb_comparison, %s;\n", tmp3
, fragcolor
);
1918 shader_addline(buffer
, "SGE %s, srgb_comparison, %s;\n", tmp4
, fragcolor
);
1919 /* Store the components > 0.0031308 in the destination */
1920 shader_addline(buffer
, "MUL %s, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
1921 /* Add the components that are < 0.0031308 */
1922 shader_addline(buffer
, "MAD result.color.xyz, %s, %s, %s;\n", tmp2
, tmp4
, fragcolor
);
1923 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1926 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
) {
1927 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1928 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1929 CONST DWORD
*function
= This
->baseShader
.function
;
1930 DWORD shader_version
= reg_maps
->shader_version
;
1931 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
1932 const local_constant
*lconst
;
1934 const char *fragcolor
;
1936 /* Create the hw ARB shader */
1937 shader_addline(buffer
, "!!ARBfp1.0\n");
1939 if (shader_version
< WINED3DPS_VERSION(3,0)) {
1944 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
1947 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
1950 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
1955 shader_addline(buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
1956 shader_addline(buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
1957 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
1958 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
1959 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
1960 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1961 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1962 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1964 if (shader_version
< WINED3DPS_VERSION(2,0)) {
1967 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
1968 fragcolor
= "TMP_COLOR";
1971 /* Base Declarations */
1972 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
1974 /* Base Shader Body */
1975 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
1977 if(args
->srgb_correction
) {
1978 arbfp_add_sRGB_correction(buffer
, fragcolor
, "TMP", "TMP2", "TA", "TB");
1980 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
1981 shader_addline(buffer
, "END\n");
1983 /* TODO: change to resource.glObjectHandle or something like that */
1984 GL_EXTCALL(glGenProgramsARB(1, &retval
));
1986 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
1987 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
1989 TRACE("Created hw pixel shader, prg=%d\n", retval
);
1990 /* Create the program and check for errors */
1991 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1992 buffer
->bsize
, buffer
->buffer
));
1994 if (glGetError() == GL_INVALID_OPERATION
) {
1996 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
1997 FIXME("HW PixelShader Error at position %d: %s\n",
1998 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2002 /* Load immediate constants */
2003 if(!This
->baseShader
.load_local_constsF
) {
2004 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2005 const float *value
= (const float *)lconst
->value
;
2006 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst
->idx
, value
));
2007 checkGLcall("glProgramLocalParameter4fvARB");
2014 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
) {
2015 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
2016 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2017 CONST DWORD
*function
= This
->baseShader
.function
;
2018 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2019 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
2020 const local_constant
*lconst
;
2023 /* Create the hw ARB shader */
2024 shader_addline(buffer
, "!!ARBvp1.0\n");
2025 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
2027 /* Mesa supports only 95 constants */
2028 if (GL_VEND(MESA
) || GL_VEND(WINE
))
2029 This
->baseShader
.limits
.constant_float
=
2030 min(95, This
->baseShader
.limits
.constant_float
);
2032 shader_addline(buffer
, "TEMP TMP;\n");
2034 /* Base Declarations */
2035 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
2037 /* We need a constant to fixup the final position */
2038 shader_addline(buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
2040 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2041 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2042 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2043 * a replacement shader depend on the texcoord.w being set properly.
2045 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2046 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2047 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2048 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2049 * this can eat a number of instructions, so skip it unless this cap is set as well
2051 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
2052 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
2054 if((GLINFO_LOCATION
).set_texcoord_w
&& !device
->frag_pipe
->ffp_proj_control
) {
2056 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2057 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2058 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2059 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
2065 /* Base Shader Body */
2066 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
2068 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2069 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2070 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2071 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2073 if(args
->fog_src
== VS_FOG_Z
) {
2074 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2075 } else if (!reg_maps
->fog
) {
2076 shader_addline(buffer
, "MOV result.fogcoord, 0.0;\n");
2079 /* Write the final position.
2081 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2082 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2083 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2084 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2086 shader_addline(buffer
, "MUL TMP, posFixup, TMP_OUT.w;\n");
2087 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2088 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2090 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2091 * and the glsl equivalent
2093 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2095 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2097 shader_addline(buffer
, "END\n");
2099 /* TODO: change to resource.glObjectHandle or something like that */
2100 GL_EXTCALL(glGenProgramsARB(1, &ret
));
2102 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
2103 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
2105 TRACE("Created hw vertex shader, prg=%d\n", ret
);
2106 /* Create the program and check for errors */
2107 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2108 buffer
->bsize
, buffer
->buffer
));
2110 if (glGetError() == GL_INVALID_OPERATION
) {
2112 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2113 FIXME("HW VertexShader Error at position %d: %s\n",
2114 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2117 /* Load immediate constants */
2118 if(!This
->baseShader
.load_local_constsF
) {
2119 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2120 const float *value
= (const float *)lconst
->value
;
2121 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst
->idx
, value
));
2128 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
2130 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2131 * then overwrite the shader specific ones
2133 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
2135 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
2136 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
2137 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2138 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
2141 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2142 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
2143 pCaps
->PixelShader1xMaxValue
= 8.0;
2144 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2148 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
2150 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
2152 TRACE("Checking support for color_fixup:\n");
2153 dump_color_fixup_desc(fixup
);
2156 /* We support everything except YUV conversions. */
2157 if (!is_yuv_fixup(fixup
))
2163 TRACE("[FAILED]\n");
2167 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
2169 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
2170 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
2171 /* WINED3DSIH_BEM */ pshader_hw_bem
,
2172 /* WINED3DSIH_BREAK */ NULL
,
2173 /* WINED3DSIH_BREAKC */ NULL
,
2174 /* WINED3DSIH_BREAKP */ NULL
,
2175 /* WINED3DSIH_CALL */ NULL
,
2176 /* WINED3DSIH_CALLNZ */ NULL
,
2177 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
2178 /* WINED3DSIH_CND */ pshader_hw_cnd
,
2179 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
2180 /* WINED3DSIH_DCL */ NULL
,
2181 /* WINED3DSIH_DEF */ NULL
,
2182 /* WINED3DSIH_DEFB */ NULL
,
2183 /* WINED3DSIH_DEFI */ NULL
,
2184 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
2185 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
2186 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
2187 /* WINED3DSIH_DST */ shader_hw_map2gl
,
2188 /* WINED3DSIH_DSX */ NULL
,
2189 /* WINED3DSIH_DSY */ NULL
,
2190 /* WINED3DSIH_ELSE */ NULL
,
2191 /* WINED3DSIH_ENDIF */ NULL
,
2192 /* WINED3DSIH_ENDLOOP */ NULL
,
2193 /* WINED3DSIH_ENDREP */ NULL
,
2194 /* WINED3DSIH_EXP */ shader_hw_map2gl
,
2195 /* WINED3DSIH_EXPP */ shader_hw_map2gl
,
2196 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
2197 /* WINED3DSIH_IF */ NULL
,
2198 /* WINED3DSIH_IFC */ NULL
,
2199 /* WINED3DSIH_LABEL */ NULL
,
2200 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
2201 /* WINED3DSIH_LOG */ shader_hw_map2gl
,
2202 /* WINED3DSIH_LOGP */ shader_hw_map2gl
,
2203 /* WINED3DSIH_LOOP */ NULL
,
2204 /* WINED3DSIH_LRP */ shader_hw_map2gl
,
2205 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
2206 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
2207 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
2208 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
2209 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
2210 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
2211 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
2212 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
2213 /* WINED3DSIH_MOV */ shader_hw_mov
,
2214 /* WINED3DSIH_MOVA */ shader_hw_mov
,
2215 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
2216 /* WINED3DSIH_NOP */ shader_hw_map2gl
,
2217 /* WINED3DSIH_NRM */ shader_hw_nrm
,
2218 /* WINED3DSIH_PHASE */ NULL
,
2219 /* WINED3DSIH_POW */ shader_hw_map2gl
,
2220 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp
,
2221 /* WINED3DSIH_REP */ NULL
,
2222 /* WINED3DSIH_RET */ NULL
,
2223 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp
,
2224 /* WINED3DSIH_SETP */ NULL
,
2225 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
2226 /* WINED3DSIH_SGN */ NULL
,
2227 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
2228 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
2229 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
2230 /* WINED3DSIH_TEX */ pshader_hw_tex
,
2231 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
2232 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
2233 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
2234 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
2235 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
2236 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
2237 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
2238 /* WINED3DSIH_TEXLDD */ NULL
,
2239 /* WINED3DSIH_TEXLDL */ NULL
,
2240 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
2241 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
2242 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
2243 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
2244 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
2245 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
2246 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
2247 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
2248 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
2249 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
2250 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
2251 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
2254 const shader_backend_t arb_program_shader_backend
= {
2255 shader_arb_instruction_handler_table
,
2257 shader_arb_select_depth_blt
,
2258 shader_arb_deselect_depth_blt
,
2259 shader_arb_update_float_vertex_constants
,
2260 shader_arb_update_float_pixel_constants
,
2261 shader_arb_load_constants
,
2265 shader_arb_dirty_const
,
2266 shader_arb_generate_pshader
,
2267 shader_arb_generate_vshader
,
2268 shader_arb_get_caps
,
2269 shader_arb_color_fixup_supported
,
2272 /* ARB_fragment_program fixed function pipeline replacement definitions */
2273 #define ARB_FFP_CONST_TFACTOR 0
2274 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2275 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2276 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2277 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2279 struct arbfp_ffp_desc
2281 struct ffp_frag_desc parent
;
2283 unsigned int num_textures_used
;
2286 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
2288 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2289 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2291 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2292 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2296 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
2297 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2298 struct shader_arb_priv
*priv
;
2299 /* Share private data between the shader backend and the pipeline replacement, if both
2300 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2301 * if no pixel shader is bound or not
2303 if(This
->shader_backend
== &arb_program_shader_backend
) {
2304 This
->fragment_priv
= This
->shader_priv
;
2306 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
2307 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
2309 priv
= This
->fragment_priv
;
2310 priv
->fragment_shaders
= hash_table_create(ffp_frag_program_key_hash
, ffp_frag_program_key_compare
);
2311 priv
->use_arbfp_fixed_func
= TRUE
;
2315 static void arbfp_free_ffpshader(void *value
, void *gli
) {
2316 const WineD3D_GL_Info
*gl_info
= gli
;
2317 struct arbfp_ffp_desc
*entry_arb
= value
;
2320 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
2321 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2322 HeapFree(GetProcessHeap(), 0, entry_arb
);
2326 static void arbfp_free(IWineD3DDevice
*iface
) {
2327 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2328 struct shader_arb_priv
*priv
= This
->fragment_priv
;
2330 hash_table_destroy(priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
2331 priv
->use_arbfp_fixed_func
= FALSE
;
2333 if(This
->shader_backend
!= &arb_program_shader_backend
) {
2334 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
2338 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
)
2340 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
2341 WINED3DTEXOPCAPS_SELECTARG1
|
2342 WINED3DTEXOPCAPS_SELECTARG2
|
2343 WINED3DTEXOPCAPS_MODULATE4X
|
2344 WINED3DTEXOPCAPS_MODULATE2X
|
2345 WINED3DTEXOPCAPS_MODULATE
|
2346 WINED3DTEXOPCAPS_ADDSIGNED2X
|
2347 WINED3DTEXOPCAPS_ADDSIGNED
|
2348 WINED3DTEXOPCAPS_ADD
|
2349 WINED3DTEXOPCAPS_SUBTRACT
|
2350 WINED3DTEXOPCAPS_ADDSMOOTH
|
2351 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
2352 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
2353 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
2354 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
2355 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
2356 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
2357 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
2358 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
2359 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
2360 WINED3DTEXOPCAPS_DOTPRODUCT3
|
2361 WINED3DTEXOPCAPS_MULTIPLYADD
|
2362 WINED3DTEXOPCAPS_LERP
|
2363 WINED3DTEXOPCAPS_BUMPENVMAP
|
2364 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
2366 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2368 caps
->MaxTextureBlendStages
= 8;
2369 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
2371 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
2373 #undef GLINFO_LOCATION
2375 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2376 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2378 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2380 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2381 * application provided constants
2383 if(device
->shader_backend
== &arb_program_shader_backend
) {
2384 if (use_ps(stateblock
)) return;
2386 device
= stateblock
->wineD3DDevice
;
2387 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
2388 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
2391 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
2392 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
2393 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2397 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2399 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2401 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2402 * application provided constants
2404 if(device
->shader_backend
== &arb_program_shader_backend
) {
2405 if (use_ps(stateblock
)) return;
2407 device
= stateblock
->wineD3DDevice
;
2408 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
2409 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
2412 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
2413 /* The specular color has no alpha */
2414 col
[0] = 1.0; col
[1] = 1.0;
2415 col
[2] = 1.0; col
[3] = 0.0;
2417 col
[0] = 0.0; col
[1] = 0.0;
2418 col
[2] = 0.0; col
[3] = 0.0;
2420 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
2421 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2424 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2425 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2426 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2429 if (use_ps(stateblock
))
2432 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
[stage
]) {
2433 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2436 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2437 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2441 if(device
->shader_backend
== &arb_program_shader_backend
) {
2442 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2445 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2446 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
2447 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
2450 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
2451 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
2452 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
2453 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
2455 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
2456 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2459 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2460 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2461 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2464 if (use_ps(stateblock
))
2467 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
[stage
]) {
2468 /* The pixel shader has to know the luminance offset. Do a constants update if it
2469 * isn't scheduled anyway
2471 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2472 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2476 if(device
->shader_backend
== &arb_program_shader_backend
) {
2477 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2480 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2481 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
2482 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
2485 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
2486 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
2490 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
2491 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2494 static const char *get_argreg(SHADER_BUFFER
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
) {
2497 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
2499 switch(arg
& WINED3DTA_SELECTMASK
) {
2500 case WINED3DTA_DIFFUSE
:
2501 ret
= "fragment.color.primary"; break;
2503 case WINED3DTA_CURRENT
:
2504 if(stage
== 0) ret
= "fragment.color.primary";
2508 case WINED3DTA_TEXTURE
:
2510 case 0: ret
= "tex0"; break;
2511 case 1: ret
= "tex1"; break;
2512 case 2: ret
= "tex2"; break;
2513 case 3: ret
= "tex3"; break;
2514 case 4: ret
= "tex4"; break;
2515 case 5: ret
= "tex5"; break;
2516 case 6: ret
= "tex6"; break;
2517 case 7: ret
= "tex7"; break;
2518 default: ret
= "unknown texture";
2522 case WINED3DTA_TFACTOR
:
2523 ret
= "tfactor"; break;
2525 case WINED3DTA_SPECULAR
:
2526 ret
= "fragment.color.secondary"; break;
2528 case WINED3DTA_TEMP
:
2529 ret
= "tempreg"; break;
2531 case WINED3DTA_CONSTANT
:
2532 FIXME("Implement perstage constants\n");
2534 case 0: ret
= "const0"; break;
2535 case 1: ret
= "const1"; break;
2536 case 2: ret
= "const2"; break;
2537 case 3: ret
= "const3"; break;
2538 case 4: ret
= "const4"; break;
2539 case 5: ret
= "const5"; break;
2540 case 6: ret
= "const6"; break;
2541 case 7: ret
= "const7"; break;
2542 default: ret
= "unknown constant";
2550 if(arg
& WINED3DTA_COMPLEMENT
) {
2551 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
2552 if(argnum
== 0) ret
= "arg0";
2553 if(argnum
== 1) ret
= "arg1";
2554 if(argnum
== 2) ret
= "arg2";
2556 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
2557 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
2558 if(argnum
== 0) ret
= "arg0";
2559 if(argnum
== 1) ret
= "arg1";
2560 if(argnum
== 2) ret
= "arg2";
2565 static void gen_ffp_instr(SHADER_BUFFER
*buffer
, unsigned int stage
, BOOL color
, BOOL alpha
,
2566 DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
) {
2567 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
2568 unsigned int mul
= 1;
2569 BOOL mul_final_dest
= FALSE
;
2571 if(color
&& alpha
) dstmask
= "";
2572 else if(color
) dstmask
= ".xyz";
2573 else dstmask
= ".w";
2575 if(dst
== tempreg
) dstreg
= "tempreg";
2576 else dstreg
= "ret";
2578 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
2579 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
2580 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
2583 case WINED3DTOP_DISABLE
:
2584 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
2587 case WINED3DTOP_SELECTARG2
:
2589 case WINED3DTOP_SELECTARG1
:
2590 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
2593 case WINED3DTOP_MODULATE4X
:
2595 case WINED3DTOP_MODULATE2X
:
2597 if(strcmp(dstreg
, "result.color") == 0) {
2599 mul_final_dest
= TRUE
;
2601 case WINED3DTOP_MODULATE
:
2602 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2605 case WINED3DTOP_ADDSIGNED2X
:
2607 if(strcmp(dstreg
, "result.color") == 0) {
2609 mul_final_dest
= TRUE
;
2611 case WINED3DTOP_ADDSIGNED
:
2612 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2614 case WINED3DTOP_ADD
:
2615 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2618 case WINED3DTOP_SUBTRACT
:
2619 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2622 case WINED3DTOP_ADDSMOOTH
:
2623 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
2624 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2627 case WINED3DTOP_BLENDCURRENTALPHA
:
2628 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
2629 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2631 case WINED3DTOP_BLENDFACTORALPHA
:
2632 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
2633 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2635 case WINED3DTOP_BLENDTEXTUREALPHA
:
2636 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2637 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2639 case WINED3DTOP_BLENDDIFFUSEALPHA
:
2640 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
2641 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2644 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2645 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2646 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
2647 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2650 /* D3DTOP_PREMODULATE ???? */
2652 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2653 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
2654 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2656 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2657 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2659 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2660 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
2661 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
2663 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2664 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2667 case WINED3DTOP_DOTPRODUCT3
:
2669 if(strcmp(dstreg
, "result.color") == 0) {
2671 mul_final_dest
= TRUE
;
2673 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
2674 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2675 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
2678 case WINED3DTOP_MULTIPLYADD
:
2679 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
2682 case WINED3DTOP_LERP
:
2683 /* The msdn is not quite right here */
2684 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2687 case WINED3DTOP_BUMPENVMAP
:
2688 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
2689 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2693 FIXME("Unhandled texture op %08x\n", op
);
2697 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2698 } else if(mul
== 4) {
2699 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2703 /* The stateblock is passed for GLINFO_LOCATION */
2704 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
2707 SHADER_BUFFER buffer
;
2708 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2709 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2710 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2711 const char *textype
;
2712 const char *instr
, *sat
;
2713 char colorcor_dst
[8];
2715 DWORD arg0
, arg1
, arg2
;
2716 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
2718 const char *final_combiner_src
= "ret";
2720 /* Find out which textures are read */
2721 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2722 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
2723 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
2724 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
2725 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
2726 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2727 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2728 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2730 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
2731 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
2732 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
2733 bump_used
[stage
] = TRUE
;
2734 tex_read
[stage
] = TRUE
;
2736 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2737 bump_used
[stage
] = TRUE
;
2738 tex_read
[stage
] = TRUE
;
2739 luminance_used
[stage
] = TRUE
;
2740 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
2741 tfactor_used
= TRUE
;
2744 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2745 tfactor_used
= TRUE
;
2748 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
2749 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2750 tempreg_used
= TRUE
;
2753 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
2754 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
2755 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
2756 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
2757 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2758 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2759 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2761 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2762 tempreg_used
= TRUE
;
2764 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2765 tfactor_used
= TRUE
;
2770 shader_buffer_init(&buffer
);
2772 shader_addline(&buffer
, "!!ARBfp1.0\n");
2774 switch(settings
->fog
) {
2775 case FOG_OFF
: break;
2776 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
2777 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
2778 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
2779 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
2782 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
2783 shader_addline(&buffer
, "TEMP TMP;\n");
2784 shader_addline(&buffer
, "TEMP ret;\n");
2785 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
2786 shader_addline(&buffer
, "TEMP arg0;\n");
2787 shader_addline(&buffer
, "TEMP arg1;\n");
2788 shader_addline(&buffer
, "TEMP arg2;\n");
2789 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2790 if(!tex_read
[stage
]) continue;
2791 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
2792 if(!bump_used
[stage
]) continue;
2793 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
2794 if(!luminance_used
[stage
]) continue;
2795 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
2798 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
2800 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
2802 if(settings
->sRGB_write
) {
2803 shader_addline(&buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2804 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
2805 shader_addline(&buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2806 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
2807 shader_addline(&buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2808 srgb_pow
, srgb_pow
, srgb_pow
);
2809 shader_addline(&buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2810 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
2811 shader_addline(&buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2812 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
2815 /* Generate texture sampling instructions) */
2816 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
2817 if(!tex_read
[stage
]) continue;
2819 switch(settings
->op
[stage
].tex_type
) {
2820 case tex_1d
: textype
= "1D"; break;
2821 case tex_2d
: textype
= "2D"; break;
2822 case tex_3d
: textype
= "3D"; break;
2823 case tex_cube
: textype
= "CUBE"; break;
2824 case tex_rect
: textype
= "RECT"; break;
2825 default: textype
= "unexpected_textype"; break;
2828 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
2829 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2835 if(settings
->op
[stage
].projected
== proj_none
) {
2837 } else if(settings
->op
[stage
].projected
== proj_count4
||
2838 settings
->op
[stage
].projected
== proj_count3
) {
2841 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
2846 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
2847 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
2848 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
2849 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
2850 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
2851 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
2853 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2854 * so multiply the displacement with the dividing parameter before passing it to TXP
2856 if (settings
->op
[stage
].projected
!= proj_none
) {
2857 if(settings
->op
[stage
].projected
== proj_count4
) {
2858 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
2859 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
2861 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
2862 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
2865 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
2868 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2869 instr
, sat
, stage
, stage
, textype
);
2870 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2871 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2872 stage
- 1, stage
- 1, stage
- 1);
2873 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
2875 } else if(settings
->op
[stage
].projected
== proj_count3
) {
2876 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
2877 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
2878 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2879 instr
, sat
, stage
, stage
, textype
);
2881 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2882 instr
, sat
, stage
, stage
, stage
, textype
);
2885 sprintf(colorcor_dst
, "tex%u", stage
);
2886 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
2887 settings
->op
[stage
].color_fixup
);
2890 /* Generate the main shader */
2891 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2892 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
2894 final_combiner_src
= "fragment.color.primary";
2899 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2900 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2901 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
2902 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2903 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2904 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
2905 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2906 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2907 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
2908 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2909 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2910 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2912 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
2913 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
2914 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
2915 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2918 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
2919 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2920 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2921 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2923 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
2925 } else if(op_equal
) {
2926 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
2927 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2928 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2930 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2931 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2932 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2933 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
2934 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
2935 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
2939 if(settings
->sRGB_write
) {
2940 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
2941 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg");
2942 shader_addline(&buffer
, "MOV result.color.w, ret.w;\n");
2944 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
2948 shader_addline(&buffer
, "END\n");
2950 /* Generate the shader */
2951 GL_EXTCALL(glGenProgramsARB(1, &ret
));
2952 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
2953 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
2955 if (glGetError() == GL_INVALID_OPERATION
) {
2957 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
2958 FIXME("Fragment program error at position %d: %s\n", pos
,
2959 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2961 shader_buffer_free(&buffer
);
2965 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2966 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2967 struct shader_arb_priv
*priv
= device
->fragment_priv
;
2968 BOOL use_pshader
= use_ps(stateblock
);
2969 BOOL use_vshader
= use_vs(stateblock
);
2970 struct ffp_frag_settings settings
;
2971 const struct arbfp_ffp_desc
*desc
;
2974 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
2976 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
2977 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
2978 /* Reload fixed function constants since they collide with the pixel shader constants */
2979 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
2980 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
2982 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
2983 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
2984 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
2985 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
2991 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2992 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
2993 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(priv
->fragment_shaders
, &settings
);
2995 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
2998 ERR("Out of memory\n");
3001 new_desc
->num_textures_used
= 0;
3002 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
3003 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
3004 new_desc
->num_textures_used
= i
;
3007 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
3008 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
3009 add_ffp_frag_shader(priv
->fragment_shaders
, &new_desc
->parent
);
3010 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
3014 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3015 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3018 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
3019 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3020 priv
->current_fprogram_id
= desc
->shader
;
3022 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3023 /* Reload fixed function constants since they collide with the pixel shader constants */
3024 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3025 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3027 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3028 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3030 context
->last_was_pshader
= FALSE
;
3032 context
->last_was_pshader
= TRUE
;
3035 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3036 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3037 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3038 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3039 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3041 * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
3042 * to be compiled before activating them(needs some cleanups in the shader backend interface)
3044 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3045 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3047 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
3048 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
3052 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3056 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3057 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3058 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3059 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3060 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3062 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3063 enum fogsource new_source
;
3065 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
3067 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3068 fragment_prog_arbfp(state
, stateblock
, context
);
3071 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
3073 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
3074 if(use_vs(stateblock
)) {
3075 new_source
= FOGSOURCE_VS
;
3077 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
3078 new_source
= FOGSOURCE_COORD
;
3080 new_source
= FOGSOURCE_FFP
;
3084 new_source
= FOGSOURCE_FFP
;
3086 if(new_source
!= context
->fog_source
) {
3087 context
->fog_source
= new_source
;
3088 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
3092 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3093 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3094 fragment_prog_arbfp(state
, stateblock
, context
);
3098 #undef GLINFO_LOCATION
3100 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
3101 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, 0 },
3102 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3103 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3104 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3105 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3106 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3107 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3108 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3109 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3110 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3111 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3112 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3113 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3114 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3115 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3116 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3117 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3118 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3119 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3120 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3121 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3122 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3123 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3124 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3125 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3126 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3127 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3128 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3129 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3130 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3131 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3132 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3133 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3134 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3135 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3136 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3137 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3138 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3139 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3140 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3141 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3142 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3143 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3144 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3145 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3146 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3147 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3148 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3149 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3150 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3151 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3152 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3153 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3154 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3155 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3156 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3157 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3158 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3159 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3160 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3161 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3162 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3163 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3164 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3165 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3166 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3167 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3168 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3169 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3170 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3171 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3172 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3173 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3174 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3175 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3176 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3177 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3178 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3179 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3180 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3181 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3182 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3183 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3184 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3185 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3186 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3187 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3188 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3189 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3190 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3191 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3192 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3193 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3194 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3195 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3196 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3197 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3198 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3199 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3200 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3201 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3202 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3203 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3204 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3205 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3206 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3207 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3208 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3209 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3210 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3211 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3212 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3213 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3214 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3215 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3216 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3217 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3218 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3219 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3220 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3221 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3222 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
3223 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
3224 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
3225 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
3226 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
3227 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
3228 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
3229 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
3230 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3231 { STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3232 { STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3233 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3234 { STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3235 { STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3236 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3237 { STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, 0 },
3238 { STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, 0 },
3239 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3240 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3241 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3242 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3243 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3244 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3245 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3246 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3247 { STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, 0 },
3248 {0 /* Terminate */, { 0, 0 }, 0 },
3251 const struct fragment_pipeline arbfp_fragment_pipeline
= {
3256 shader_arb_color_fixup_supported
,
3257 arbfp_fragmentstate_template
,
3258 TRUE
/* We can disable projected textures */
3261 #define GLINFO_LOCATION device->adapter->gl_info
3263 struct arbfp_blit_priv
{
3264 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
3265 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
3266 GLenum yv12_rect_shader
, yv12_2d_shader
;
3269 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
3270 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3271 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
3272 if(!device
->blit_priv
) {
3273 ERR("Out of memory\n");
3274 return E_OUTOFMEMORY
;
3278 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
3279 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3280 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3283 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
3284 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
3285 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
3286 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
3287 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
3288 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
3289 checkGLcall("Delete yuv programs\n");
3293 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
3296 const char *tex
, *texinstr
;
3298 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
3306 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
3307 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
3309 /* This is more tricky than just replacing the texture type - we have to navigate
3310 * properly in the texture to find the correct chroma values
3312 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3316 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3317 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3318 * filtering when we sample the texture.
3320 * These are the rules for reading the chroma:
3326 * So we have to get the sampling x position in non-normalized coordinates in integers
3328 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
3329 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3330 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
3332 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3334 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3335 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3338 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
3339 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
3341 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3342 * even and odd pixels respectively
3344 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
3345 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
3347 /* Sample Pixel 1 */
3348 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3350 /* Put the value into either of the chroma values */
3351 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3352 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
3353 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3354 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
3356 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3357 * the pixel right to the current one. Otherwise, sample the left pixel.
3358 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3360 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3361 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
3362 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3364 /* Put the value into the other chroma */
3365 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3366 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
3367 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3368 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
3370 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3371 * the current one and lerp the two U and V values
3374 /* This gives the correctly filtered luminance value */
3375 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
3380 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
3385 case GL_TEXTURE_2D
: tex
= "2D"; break;
3386 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
3388 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3392 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3393 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3394 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3395 * pitch of the luminance plane, the packing into the gl texture is a bit
3396 * unfortunate. If the whole texture is interpreted as luminance data it looks
3397 * approximately like this:
3399 * +----------------------------------+----
3411 * +----------------+-----------------+----
3413 * | U even rows | U odd rows |
3415 * +----------------+------------------ -
3417 * | V even rows | V odd rows |
3419 * +----------------+-----------------+----
3423 * So it appears as if there are 4 chroma images, but in fact the odd rows
3424 * in the chroma images are in the same row as the even ones. So its is
3425 * kinda tricky to read
3427 * When reading from rectangle textures, keep in mind that the input y coordinates
3428 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3430 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3431 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3433 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3434 /* the chroma planes have only half the width */
3435 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
3437 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3438 * the coordinate. Also read the right side of the image when reading odd lines
3440 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3443 if(textype
== GL_TEXTURE_2D
) {
3445 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
3447 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
3449 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
3450 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3452 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3453 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3454 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3455 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3456 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3458 /* clamp, keep the half pixel origin in mind */
3459 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3460 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3461 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3462 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3464 /* Read from [size - size+size/4] */
3465 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3466 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3468 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3469 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3470 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3471 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3472 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3473 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3475 /* Make sure to read exactly from the pixel center */
3476 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3477 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
3480 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
3481 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
3482 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3483 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
3484 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3486 /* Read the texture, put the result into the output register */
3487 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3488 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
3490 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3491 * No need to clamp because we're just reusing the already clamped value from above
3493 if(textype
== GL_TEXTURE_2D
) {
3494 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3496 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3498 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3499 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
3501 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3502 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3503 * values due to filtering
3505 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3506 if(textype
== GL_TEXTURE_2D
) {
3507 /* Multiply the y coordinate by 2/3 and clamp it */
3508 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3509 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3510 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3511 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3513 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3514 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3517 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
3518 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
3519 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3526 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
3529 SHADER_BUFFER buffer
;
3530 char luminance_component
;
3531 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3534 shader_buffer_init(&buffer
);
3537 GL_EXTCALL(glGenProgramsARB(1, &shader
));
3538 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3539 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3540 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3543 shader_buffer_free(&buffer
);
3547 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3548 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3549 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3550 * each single pixel it contains, and one U and one V value shared between both
3553 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3554 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3555 * take the format into account when generating the read swizzles
3557 * Reading the Y value is straightforward - just sample the texture. The hardware
3558 * takes care of filtering in the horizontal and vertical direction.
3560 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3561 * because that would mix the U and V values of one pixel or two adjacent pixels.
3562 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3563 * regardless of the filtering setting. Vertical filtering works automatically
3564 * though - the U and V values of two rows are mixed nicely.
3566 * Appart of avoiding filtering issues, the code has to know which value it just
3567 * read, and where it can find the other one. To determine this, it checks if
3568 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3570 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3571 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3573 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3574 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3575 * in an unfiltered situation. Finding the luminance on the other hand requires
3576 * finding out if it is an odd or even pixel. The real drawback of this approach
3577 * is filtering. This would have to be emulated completely in the shader, reading
3578 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3579 * vertically. Beyond that it would require adjustments to the texture handling
3580 * code to deal with the width scaling
3582 shader_addline(&buffer
, "!!ARBfp1.0\n");
3583 shader_addline(&buffer
, "TEMP luminance;\n");
3584 shader_addline(&buffer
, "TEMP temp;\n");
3585 shader_addline(&buffer
, "TEMP chroma;\n");
3586 shader_addline(&buffer
, "TEMP texcrd;\n");
3587 shader_addline(&buffer
, "TEMP texcrd2;\n");
3588 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3589 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3590 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
3594 case YUV_FIXUP_UYVY
:
3595 case YUV_FIXUP_YUY2
:
3596 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
3598 shader_buffer_free(&buffer
);
3603 case YUV_FIXUP_YV12
:
3604 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
3606 shader_buffer_free(&buffer
);
3612 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3613 shader_buffer_free(&buffer
);
3617 /* Calculate the final result. Formula is taken from
3618 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3619 * ranges from -0.5 to 0.5
3621 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
3623 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
3624 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
3625 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3626 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
3627 shader_addline(&buffer
, "END\n");
3630 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3632 if (glGetError() == GL_INVALID_OPERATION
) {
3634 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3635 FIXME("Fragment program error at position %d: %s\n", pos
,
3636 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3638 shader_buffer_free(&buffer
);
3643 case YUV_FIXUP_YUY2
:
3644 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
3645 else priv
->yuy2_2d_shader
= shader
;
3648 case YUV_FIXUP_UYVY
:
3649 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
3650 else priv
->uyvy_2d_shader
= shader
;
3653 case YUV_FIXUP_YV12
:
3654 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
3655 else priv
->yv12_2d_shader
= shader
;
3662 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, WINED3DFORMAT fmt
, GLenum textype
, UINT width
, UINT height
) {
3664 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3665 float size
[4] = {width
, height
, 1, 1};
3666 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
3667 const struct GlPixelFormatDesc
*glDesc
;
3668 enum yuv_fixup yuv_fixup
;
3670 getFormatDescEntry(fmt
, &GLINFO_LOCATION
, &glDesc
);
3672 if (!is_yuv_fixup(glDesc
->color_fixup
))
3675 dump_color_fixup_desc(glDesc
->color_fixup
);
3676 /* Don't bother setting up a shader for unconverted formats */
3679 checkGLcall("glEnable(textype)");
3684 yuv_fixup
= get_yuv_fixup(glDesc
->color_fixup
);
3688 case YUV_FIXUP_YUY2
:
3689 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
3692 case YUV_FIXUP_UYVY
:
3693 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
3696 case YUV_FIXUP_YV12
:
3697 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
3701 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
3704 checkGLcall("glEnable(textype)");
3709 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
3712 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
3713 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3714 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3715 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3716 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
3717 checkGLcall("glProgramLocalParameter4fvARB");
3723 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
3724 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3727 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
3728 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3729 glDisable(GL_TEXTURE_2D
);
3730 checkGLcall("glDisable(GL_TEXTURE_2D)");
3731 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3732 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3733 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3735 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3736 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3737 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3742 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
3744 enum yuv_fixup yuv_fixup
;
3746 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
3748 TRACE("Checking support for fixup:\n");
3749 dump_color_fixup_desc(fixup
);
3752 if (is_identity_fixup(fixup
))
3758 /* We only support YUV conversions. */
3759 if (!is_yuv_fixup(fixup
))
3761 TRACE("[FAILED]\n");
3765 yuv_fixup
= get_yuv_fixup(fixup
);
3768 case YUV_FIXUP_YUY2
:
3769 case YUV_FIXUP_UYVY
:
3770 case YUV_FIXUP_YV12
:
3775 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3776 TRACE("[FAILED]\n");
3781 const struct blit_shader arbfp_blit
= {
3786 arbfp_blit_color_fixup_supported
,
3789 #undef GLINFO_LOCATION