regedit: An English (United States) spelling fix.
[wine/multimedia.git] / dlls / wined3d / arb_program_shader.c
blob2b23ca0d51654746ba8336506fde2363f44bd4de
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
45 char *p, *q;
47 p = *ptr;
48 if (!(q = strstr(p, "\n")))
50 if (!*p) return NULL;
51 *ptr += strlen(p);
52 return p;
54 *q = '\0';
55 *ptr = q + 1;
57 return p;
60 static void shader_arb_dump_program_source(const char *source)
62 ULONG source_size;
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67 if (!tmp)
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70 return;
72 memcpy(tmp, source, source_size);
74 ptr = tmp;
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
76 FIXME("\n");
78 HeapFree(GetProcessHeap(), 0, tmp);
81 enum arb_helper_value
83 ARB_ZERO,
84 ARB_ONE,
85 ARB_TWO,
86 ARB_0001,
87 ARB_EPS,
89 ARB_VS_REL_OFFSET
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
94 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
96 ERR("Geometry shaders are unsupported\n");
97 return "bad";
100 if (shader == WINED3D_SHADER_TYPE_PIXEL)
102 switch (value)
104 case ARB_ZERO: return "ps_helper_const.x";
105 case ARB_ONE: return "ps_helper_const.y";
106 case ARB_TWO: return "coefmul.x";
107 case ARB_0001: return "ps_helper_const.xxxy";
108 case ARB_EPS: return "ps_helper_const.z";
109 default: break;
112 else
114 switch (value)
116 case ARB_ZERO: return "helper_const.x";
117 case ARB_ONE: return "helper_const.y";
118 case ARB_TWO: return "helper_const.z";
119 case ARB_EPS: return "helper_const.w";
120 case ARB_0001: return "helper_const.xxxy";
121 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
124 FIXME("Unmanaged %s shader helper constant requested: %u\n",
125 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
126 switch (value)
128 case ARB_ZERO: return "0.0";
129 case ARB_ONE: return "1.0";
130 case ARB_TWO: return "2.0";
131 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
132 case ARB_EPS: return "1e-8";
133 default: return "bad";
137 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
139 return state->lowest_disabled_stage < 7;
142 /* ARB_program_shader private data */
144 struct control_frame
146 struct list entry;
147 enum
150 IFC,
151 LOOP,
153 } type;
154 BOOL muting;
155 BOOL outer_loop;
156 union
158 unsigned int loop;
159 unsigned int ifc;
160 } no;
161 struct wined3d_shader_loop_control loop_control;
162 BOOL had_else;
165 struct arb_ps_np2fixup_info
167 struct ps_np2fixup_info super;
168 /* For ARB we need a offset value:
169 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171 * array we need an offset to the index inside the program local parameter array. */
172 UINT offset;
175 struct arb_ps_compile_args
177 struct ps_compile_args super;
178 WORD bools;
179 WORD clip; /* only a boolean, use a WORD for alignment */
180 unsigned char loop_ctrl[MAX_CONST_I][3];
183 struct stb_const_desc
185 unsigned char texunit;
186 UINT const_num;
189 struct arb_ps_compiled_shader
191 struct arb_ps_compile_args args;
192 struct arb_ps_np2fixup_info np2fixup_info;
193 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
194 struct stb_const_desc luminanceconst[MAX_TEXTURES];
195 UINT int_consts[MAX_CONST_I];
196 GLuint prgId;
197 UINT ycorrection;
198 unsigned char numbumpenvmatconsts;
199 char num_int_consts;
202 struct arb_vs_compile_args
204 struct vs_compile_args super;
205 union
207 struct
209 WORD bools;
210 unsigned char clip_texcoord;
211 unsigned char clipplane_mask;
212 } boolclip;
213 DWORD boolclip_compare;
214 } clip;
215 DWORD ps_signature;
216 union
218 unsigned char samplers[4];
219 DWORD samplers_compare;
220 } vertex;
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct arb_vs_compiled_shader
226 struct arb_vs_compile_args args;
227 GLuint prgId;
228 UINT int_consts[MAX_CONST_I];
229 char num_int_consts;
230 char need_color_unclamp;
231 UINT pos_fixup;
234 struct recorded_instruction
236 struct wined3d_shader_instruction ins;
237 struct list entry;
240 struct shader_arb_ctx_priv
242 char addr_reg[20];
243 enum
245 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
246 ARB,
247 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
248 NV2,
249 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
251 } target_version;
253 const struct arb_vs_compile_args *cur_vs_args;
254 const struct arb_ps_compile_args *cur_ps_args;
255 const struct arb_ps_compiled_shader *compiled_fprog;
256 const struct arb_vs_compiled_shader *compiled_vprog;
257 struct arb_ps_np2fixup_info *cur_np2fixup_info;
258 struct list control_frames;
259 struct list record;
260 BOOL recording;
261 BOOL muted;
262 unsigned int num_loops, loop_depth, num_ifcs;
263 int aL;
265 unsigned int vs_clipplanes;
266 BOOL footer_written;
267 BOOL in_main_func;
269 /* For 3.0 vertex shaders */
270 const char *vs_output[MAX_REG_OUTPUT];
271 /* For 2.x and earlier vertex shaders */
272 const char *texcrd_output[8], *color_output[2], *fog_output;
274 /* 3.0 pshader input for compatibility with fixed function */
275 const char *ps_input[MAX_REG_INPUT];
278 struct ps_signature
280 struct wined3d_shader_signature_element *sig;
281 DWORD idx;
282 struct wine_rb_entry entry;
285 struct arb_pshader_private {
286 struct arb_ps_compiled_shader *gl_shaders;
287 UINT num_gl_shaders, shader_array_size;
288 DWORD input_signature_idx;
289 DWORD clipplane_emulation;
290 BOOL clamp_consts;
293 struct arb_vshader_private {
294 struct arb_vs_compiled_shader *gl_shaders;
295 UINT num_gl_shaders, shader_array_size;
296 UINT rel_offset;
299 struct shader_arb_priv
301 GLuint current_vprogram_id;
302 GLuint current_fprogram_id;
303 const struct arb_ps_compiled_shader *compiled_fprog;
304 const struct arb_vs_compiled_shader *compiled_vprog;
305 GLuint depth_blt_vprogram_id;
306 GLuint depth_blt_fprogram_id_full[tex_type_count];
307 GLuint depth_blt_fprogram_id_masked[tex_type_count];
308 BOOL use_arbfp_fixed_func;
309 struct wine_rb_tree fragment_shaders;
310 BOOL last_ps_const_clamped;
311 BOOL last_vs_color_unclamp;
313 struct wine_rb_tree signature_tree;
314 DWORD ps_sig_number;
316 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
317 char *vshader_const_dirty, *pshader_const_dirty;
318 const struct wined3d_context *last_context;
321 /* GL locking for state handlers is done by the caller. */
322 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
323 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
325 if (shader_data->rel_offset) return TRUE;
326 if (!reg_maps->usesmova) return FALSE;
327 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
330 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
331 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
333 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
334 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
337 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
338 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
340 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
341 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
342 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
343 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
344 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
345 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
346 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
347 return FALSE;
350 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
351 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
353 unsigned int ret = 1;
354 /* We use one PARAM for the pos fixup, and in some cases one to load
355 * some immediate values into the shader. */
356 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
357 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
358 return ret;
361 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
362 * When constant_list == NULL, it will load all the constants.
364 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
365 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
367 /* GL locking is done by the caller */
368 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
369 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
370 const float *constants, char *dirty_consts)
372 struct wined3d_shader_lconst *lconst;
373 DWORD i, j;
374 unsigned int ret;
376 if (TRACE_ON(d3d_constants))
378 for(i = 0; i < max_constants; i++) {
379 if(!dirty_consts[i]) continue;
380 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
381 constants[i * 4 + 0], constants[i * 4 + 1],
382 constants[i * 4 + 2], constants[i * 4 + 3]);
386 i = 0;
388 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
389 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
391 float lcl_const[4];
392 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
393 * shaders, the first 8 constants are marked dirty for reload
395 for(; i < min(8, max_constants); i++) {
396 if(!dirty_consts[i]) continue;
397 dirty_consts[i] = 0;
399 j = 4 * i;
400 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
401 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
402 else lcl_const[0] = constants[j + 0];
404 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
405 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
406 else lcl_const[1] = constants[j + 1];
408 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
409 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
410 else lcl_const[2] = constants[j + 2];
412 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
413 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
414 else lcl_const[3] = constants[j + 3];
416 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
419 /* If further constants are dirty, reload them without clamping.
421 * The alternative is not to touch them, but then we cannot reset the dirty constant count
422 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
423 * above would always re-check the first 8 constants since max_constant remains at the init
424 * value
428 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
430 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
431 * or just reloading *all* constants at once
433 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
435 for(; i < max_constants; i++) {
436 if(!dirty_consts[i]) continue;
438 /* Find the next block of dirty constants */
439 dirty_consts[i] = 0;
440 j = i;
441 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
442 dirty_consts[i] = 0;
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
447 } else {
448 for(; i < max_constants; i++) {
449 if(dirty_consts[i]) {
450 dirty_consts[i] = 0;
451 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
455 checkGLcall("glProgramEnvParameter4fvARB()");
457 /* Load immediate constants */
458 if (shader->load_local_constsF)
460 if (TRACE_ON(d3d_shader))
462 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
464 GLfloat* values = (GLfloat*)lconst->value;
465 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
466 values[0], values[1], values[2], values[3]);
469 /* Immediate constants are clamped for 1.X shaders at loading times */
470 ret = 0;
471 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
473 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
474 ret = max(ret, lconst->idx + 1);
475 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
477 checkGLcall("glProgramEnvParameter4fvARB()");
478 return ret; /* The loaded immediate constants need reloading for the next shader */
479 } else {
480 return 0; /* No constants are dirty now */
485 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
487 static void shader_arb_load_np2fixup_constants(void *shader_priv,
488 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
490 const struct shader_arb_priv * priv = shader_priv;
492 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
493 if (!use_ps(state)) return;
495 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
496 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
497 UINT i;
498 WORD active = fixup->super.active;
499 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
501 for (i = 0; active; active >>= 1, ++i)
503 const struct wined3d_texture *tex = state->textures[i];
504 const unsigned char idx = fixup->super.idx[i];
505 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
507 if (!(active & 1)) continue;
509 if (!tex) {
510 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
511 continue;
514 if (idx % 2)
516 tex_dim[2] = tex->pow2_matrix[0];
517 tex_dim[3] = tex->pow2_matrix[5];
519 else
521 tex_dim[0] = tex->pow2_matrix[0];
522 tex_dim[1] = tex->pow2_matrix[5];
526 for (i = 0; i < fixup->super.num_consts; ++i) {
527 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
528 fixup->offset + i, &np2fixup_constants[i * 4]));
533 /* GL locking is done by the caller. */
534 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
535 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
537 const struct wined3d_gl_info *gl_info = context->gl_info;
538 unsigned char i;
540 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
542 int texunit = gl_shader->bumpenvmatconst[i].texunit;
544 /* The state manager takes care that this function is always called if the bump env matrix changes */
545 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
546 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
547 gl_shader->bumpenvmatconst[i].const_num, data));
549 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
551 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
552 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
553 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
554 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
556 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
557 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
558 gl_shader->luminanceconst[i].const_num, scale));
561 checkGLcall("Load bumpmap consts");
563 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
565 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
566 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
567 * ycorrection.z: 1.0
568 * ycorrection.w: 0.0
570 float val[4];
571 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
572 val[1] = context->render_offscreen ? 1.0f : -1.0f;
573 val[2] = 1.0f;
574 val[3] = 0.0f;
575 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
576 checkGLcall("y correction loading");
579 if (!gl_shader->num_int_consts) return;
581 for(i = 0; i < MAX_CONST_I; i++)
583 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
585 float val[4];
586 val[0] = (float)state->ps_consts_i[4 * i];
587 val[1] = (float)state->ps_consts_i[4 * i + 1];
588 val[2] = (float)state->ps_consts_i[4 * i + 2];
589 val[3] = -1.0f;
591 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
594 checkGLcall("Load ps int consts");
597 /* GL locking is done by the caller. */
598 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
599 const struct wined3d_context *context, const struct wined3d_state *state)
601 const struct wined3d_gl_info *gl_info = context->gl_info;
602 float position_fixup[4];
603 unsigned char i;
605 /* Upload the position fixup */
606 shader_get_position_fixup(context, state, position_fixup);
607 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
609 if (!gl_shader->num_int_consts) return;
611 for(i = 0; i < MAX_CONST_I; i++)
613 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
615 float val[4];
616 val[0] = (float)state->vs_consts_i[4 * i];
617 val[1] = (float)state->vs_consts_i[4 * i + 1];
618 val[2] = (float)state->vs_consts_i[4 * i + 2];
619 val[3] = -1.0f;
621 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
624 checkGLcall("Load vs int consts");
628 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
630 * We only support float constants in ARB at the moment, so don't
631 * worry about the Integers or Booleans
633 /* GL locking is done by the caller (state handler) */
634 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
636 struct wined3d_device *device = context->swapchain->device;
637 const struct wined3d_state *state = &device->stateBlock->state;
638 const struct wined3d_gl_info *gl_info = context->gl_info;
639 struct shader_arb_priv *priv = device->shader_priv;
641 if (context != priv->last_context)
643 memset(priv->vshader_const_dirty, 1,
644 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
645 priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
647 memset(priv->pshader_const_dirty, 1,
648 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
649 priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
651 priv->last_context = context;
654 if (useVertexShader)
656 struct wined3d_shader *vshader = state->vertex_shader;
657 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
659 /* Load DirectX 9 float constants for vertex shader */
660 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
661 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
662 shader_arb_vs_local_constants(gl_shader, context, state);
665 if (usePixelShader)
667 struct wined3d_shader *pshader = state->pixel_shader;
668 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
669 UINT rt_height = state->fb->render_targets[0]->resource.height;
671 /* Load DirectX 9 float constants for pixel shader */
672 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
673 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
674 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
678 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
680 struct wined3d_context *context = context_get_current();
681 struct shader_arb_priv *priv = device->shader_priv;
683 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
684 * context. On a context switch the old context will be fully dirtified */
685 if (!context || context->swapchain->device != device) return;
687 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
688 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
691 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
693 struct wined3d_context *context = context_get_current();
694 struct shader_arb_priv *priv = device->shader_priv;
696 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
697 * context. On a context switch the old context will be fully dirtified */
698 if (!context || context->swapchain->device != device) return;
700 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
701 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
704 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
706 const struct wined3d_shader_lconst *lconst;
707 DWORD *ret;
708 DWORD idx = 0;
710 if (shader->load_local_constsF || list_empty(&shader->constantsF))
711 return NULL;
713 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
714 if (!ret)
716 ERR("Out of memory\n");
717 return NULL;
720 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
722 ret[lconst->idx] = idx++;
724 return ret;
727 /* Generate the variable & register declarations for the ARB_vertex_program output target */
728 static DWORD shader_generate_arb_declarations(const struct wined3d_shader *shader,
729 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
730 const struct wined3d_gl_info *gl_info, const DWORD *lconst_map,
731 DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
733 DWORD i, next_local = 0;
734 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
735 const struct wined3d_shader_lconst *lconst;
736 unsigned max_constantsF;
737 DWORD map;
739 /* In pixel shaders, all private constants are program local, we don't need anything
740 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
741 * If we need a private constant the GL implementation will squeeze it in somewhere
743 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
744 * immediate values. The posFixup is loaded using program.env for now, so always
745 * subtract one from the number of constants. If the shader uses indirect addressing,
746 * account for the helper const too because we have to declare all available d3d constants
747 * and don't know which are actually used.
749 if (pshader)
751 max_constantsF = gl_info->limits.arb_ps_native_constants;
752 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
753 if (max_constantsF < 24)
754 max_constantsF = gl_info->limits.arb_ps_float_constants;
756 else
758 const struct arb_vshader_private *shader_data = shader->backend_data;
759 max_constantsF = gl_info->limits.arb_vs_native_constants;
760 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
761 * Also prevents max_constantsF from becoming less than 0 and
762 * wrapping . */
763 if (max_constantsF < 96)
764 max_constantsF = gl_info->limits.arb_vs_float_constants;
766 if (reg_maps->usesrelconstF)
768 DWORD highest_constf = 0, clip_limit;
770 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
771 max_constantsF -= count_bits(reg_maps->integer_constants);
773 for (i = 0; i < shader->limits.constant_float; ++i)
775 DWORD idx = i >> 5;
776 DWORD shift = i & 0x1f;
777 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
780 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
782 if(ctx->cur_vs_args->super.clip_enabled)
783 clip_limit = gl_info->limits.clipplanes;
784 else
785 clip_limit = 0;
787 else
789 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
790 clip_limit = min(count_bits(mask), 4);
792 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
793 max_constantsF -= *num_clipplanes;
794 if(*num_clipplanes < clip_limit)
796 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
799 else
801 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
802 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
806 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
808 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
811 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
813 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
816 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
818 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
820 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
824 /* Load local constants using the program-local space,
825 * this avoids reloading them each time the shader is used
827 if (lconst_map)
829 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
831 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
832 lconst_map[lconst->idx]);
833 next_local = max(next_local, lconst_map[lconst->idx] + 1);
837 /* After subtracting privately used constants from the hardware limit(they are loaded as
838 * local constants), make sure the shader doesn't violate the env constant limit
840 if(pshader)
842 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
844 else
846 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
849 /* Avoid declaring more constants than needed */
850 max_constantsF = min(max_constantsF, shader->limits.constant_float);
852 /* we use the array-based constants array if the local constants are marked for loading,
853 * because then we use indirect addressing, or when the local constant list is empty,
854 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
855 * local constants do not declare the loaded constants as an array because ARB compilers usually
856 * do not optimize unused constants away
858 if (reg_maps->usesrelconstF)
860 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
861 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
862 max_constantsF, max_constantsF - 1);
863 } else {
864 for(i = 0; i < max_constantsF; i++) {
865 DWORD idx, mask;
866 idx = i >> 5;
867 mask = 1 << (i & 0x1f);
868 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
870 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
875 return next_local;
878 static const char * const shift_tab[] = {
879 "dummy", /* 0 (none) */
880 "coefmul.x", /* 1 (x2) */
881 "coefmul.y", /* 2 (x4) */
882 "coefmul.z", /* 3 (x8) */
883 "coefmul.w", /* 4 (x16) */
884 "dummy", /* 5 (x32) */
885 "dummy", /* 6 (x64) */
886 "dummy", /* 7 (x128) */
887 "dummy", /* 8 (d256) */
888 "dummy", /* 9 (d128) */
889 "dummy", /* 10 (d64) */
890 "dummy", /* 11 (d32) */
891 "coefdiv.w", /* 12 (d16) */
892 "coefdiv.z", /* 13 (d8) */
893 "coefdiv.y", /* 14 (d4) */
894 "coefdiv.x" /* 15 (d2) */
897 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
898 const struct wined3d_shader_dst_param *dst, char *write_mask)
900 char *ptr = write_mask;
902 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
904 *ptr++ = '.';
905 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
906 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
907 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
908 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
911 *ptr = '\0';
914 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
916 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
917 * but addressed as "rgba". To fix this we need to swap the register's x
918 * and z components. */
919 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
920 char *ptr = swizzle_str;
922 /* swizzle bits fields: wwzzyyxx */
923 DWORD swizzle = param->swizzle;
924 DWORD swizzle_x = swizzle & 0x03;
925 DWORD swizzle_y = (swizzle >> 2) & 0x03;
926 DWORD swizzle_z = (swizzle >> 4) & 0x03;
927 DWORD swizzle_w = (swizzle >> 6) & 0x03;
929 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
930 * generate a swizzle string. Unless we need to our own swizzling. */
931 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
933 *ptr++ = '.';
934 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
935 *ptr++ = swizzle_chars[swizzle_x];
936 } else {
937 *ptr++ = swizzle_chars[swizzle_x];
938 *ptr++ = swizzle_chars[swizzle_y];
939 *ptr++ = swizzle_chars[swizzle_z];
940 *ptr++ = swizzle_chars[swizzle_w];
944 *ptr = '\0';
947 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
949 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
950 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
952 if (!strcmp(priv->addr_reg, src)) return;
954 strcpy(priv->addr_reg, src);
955 shader_addline(buffer, "ARL A0.x, %s;\n", src);
958 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
959 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
961 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
962 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
964 /* oPos, oFog and oPts in D3D */
965 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
966 const struct wined3d_shader *shader = ins->ctx->shader;
967 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
968 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
969 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
971 *is_color = FALSE;
973 switch (reg->type)
975 case WINED3DSPR_TEMP:
976 sprintf(register_name, "R%u", reg->idx);
977 break;
979 case WINED3DSPR_INPUT:
980 if (pshader)
982 if (reg_maps->shader_version.major < 3)
984 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
985 else strcpy(register_name, "fragment.color.secondary");
987 else
989 if(reg->rel_addr)
991 char rel_reg[50];
992 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
994 if (!strcmp(rel_reg, "**aL_emul**"))
996 DWORD idx = ctx->aL + reg->idx;
997 if(idx < MAX_REG_INPUT)
999 strcpy(register_name, ctx->ps_input[idx]);
1001 else
1003 ERR("Pixel shader input register out of bounds: %u\n", idx);
1004 sprintf(register_name, "out_of_bounds_%u", idx);
1007 else if (reg_maps->input_registers & 0x0300)
1009 /* There are two ways basically:
1011 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1012 * That means trouble if the loop also contains a breakc or if the control values
1013 * aren't local constants.
1014 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1015 * source dynamically. The trouble is that we cannot simply read aL.y because it
1016 * is an ADDRESS register. We could however push it, load .zw with a value and use
1017 * ADAC to load the condition code register and pop it again afterwards
1019 FIXME("Relative input register addressing with more than 8 registers\n");
1021 /* This is better than nothing for now */
1022 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1024 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1026 /* This is problematic because we'd have to consult the ctx->ps_input strings
1027 * for where to find the varying. Some may be "0.0", others can be texcoords or
1028 * colors. This needs either a pipeline replacement to make the vertex shader feed
1029 * proper varyings, or loop unrolling
1031 * For now use the texcoords and hope for the best
1033 FIXME("Non-vertex shader varying input with indirect addressing\n");
1034 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1036 else
1038 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1039 * pulls GL_NV_fragment_program2 in
1041 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1044 else
1046 if(reg->idx < MAX_REG_INPUT)
1048 strcpy(register_name, ctx->ps_input[reg->idx]);
1050 else
1052 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1053 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1058 else
1060 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1061 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1063 break;
1065 case WINED3DSPR_CONST:
1066 if (!pshader && reg->rel_addr)
1068 const struct arb_vshader_private *shader_data = shader->backend_data;
1069 UINT rel_offset = shader_data->rel_offset;
1070 BOOL aL = FALSE;
1071 char rel_reg[50];
1072 if (reg_maps->shader_version.major < 2)
1074 sprintf(rel_reg, "A0.x");
1075 } else {
1076 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1077 if(ctx->target_version == ARB) {
1078 if (!strcmp(rel_reg, "**aL_emul**"))
1080 aL = TRUE;
1081 } else {
1082 shader_arb_request_a0(ins, rel_reg);
1083 sprintf(rel_reg, "A0.x");
1087 if(aL)
1088 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1089 else if (reg->idx >= rel_offset)
1090 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1091 else
1092 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1094 else
1096 if (reg_maps->usesrelconstF)
1097 sprintf(register_name, "C[%u]", reg->idx);
1098 else
1099 sprintf(register_name, "C%u", reg->idx);
1101 break;
1103 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1104 if (pshader)
1106 if (reg_maps->shader_version.major == 1
1107 && reg_maps->shader_version.minor <= 3)
1109 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1110 * and as source to most instructions. For some instructions it is the texcoord
1111 * input. Those instructions know about the special use
1113 sprintf(register_name, "T%u", reg->idx);
1114 } else {
1115 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1116 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1119 else
1121 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1123 sprintf(register_name, "A%u", reg->idx);
1125 else
1127 sprintf(register_name, "A%u_SHADOW", reg->idx);
1130 break;
1132 case WINED3DSPR_COLOROUT:
1133 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1135 strcpy(register_name, "TMP_COLOR");
1137 else
1139 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1140 if (reg_maps->rt_mask > 1)
1142 sprintf(register_name, "result.color[%u]", reg->idx);
1144 else
1146 strcpy(register_name, "result.color");
1149 break;
1151 case WINED3DSPR_RASTOUT:
1152 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1153 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1154 break;
1156 case WINED3DSPR_DEPTHOUT:
1157 strcpy(register_name, "result.depth");
1158 break;
1160 case WINED3DSPR_ATTROUT:
1161 /* case WINED3DSPR_OUTPUT: */
1162 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1163 else strcpy(register_name, ctx->color_output[reg->idx]);
1164 break;
1166 case WINED3DSPR_TEXCRDOUT:
1167 if (pshader)
1169 sprintf(register_name, "oT[%u]", reg->idx);
1171 else
1173 if (reg_maps->shader_version.major < 3)
1175 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1177 else
1179 strcpy(register_name, ctx->vs_output[reg->idx]);
1182 break;
1184 case WINED3DSPR_LOOP:
1185 if(ctx->target_version >= NV2)
1187 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1188 if(pshader) sprintf(register_name, "A0.x");
1189 else sprintf(register_name, "aL.y");
1191 else
1193 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1194 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1195 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1196 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1197 * indexing
1199 sprintf(register_name, "**aL_emul**");
1202 break;
1204 case WINED3DSPR_CONSTINT:
1205 sprintf(register_name, "I%u", reg->idx);
1206 break;
1208 case WINED3DSPR_MISCTYPE:
1209 if (!reg->idx)
1211 sprintf(register_name, "vpos");
1213 else if(reg->idx == 1)
1215 sprintf(register_name, "fragment.facing.x");
1217 else
1219 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1221 break;
1223 default:
1224 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1225 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1226 break;
1230 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1231 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1233 char register_name[255];
1234 char write_mask[6];
1235 BOOL is_color;
1237 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1238 strcpy(str, register_name);
1240 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1241 strcat(str, write_mask);
1244 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1246 switch(channel_source)
1248 case CHANNEL_SOURCE_ZERO: return "0";
1249 case CHANNEL_SOURCE_ONE: return "1";
1250 case CHANNEL_SOURCE_X: return "x";
1251 case CHANNEL_SOURCE_Y: return "y";
1252 case CHANNEL_SOURCE_Z: return "z";
1253 case CHANNEL_SOURCE_W: return "w";
1254 default:
1255 FIXME("Unhandled channel source %#x\n", channel_source);
1256 return "undefined";
1260 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1261 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1263 DWORD mask;
1265 if (is_complex_fixup(fixup))
1267 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1268 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1269 return;
1272 mask = 0;
1273 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1274 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1275 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1276 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1277 mask &= dst_mask;
1279 if (mask)
1281 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1282 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1283 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1286 mask = 0;
1287 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1288 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1289 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1290 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1291 mask &= dst_mask;
1293 if (mask)
1295 char reg_mask[6];
1296 char *ptr = reg_mask;
1298 if (mask != WINED3DSP_WRITEMASK_ALL)
1300 *ptr++ = '.';
1301 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1302 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1303 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1304 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1306 *ptr = '\0';
1308 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1312 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1314 DWORD mod;
1315 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1316 if (!ins->dst_count) return "";
1318 mod = ins->dst[0].modifiers;
1320 /* Silently ignore PARTIALPRECISION if its not supported */
1321 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1323 if(mod & WINED3DSPDM_MSAMPCENTROID)
1325 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1326 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1329 switch(mod)
1331 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1332 return "H_SAT";
1334 case WINED3DSPDM_SATURATE:
1335 return "_SAT";
1337 case WINED3DSPDM_PARTIALPRECISION:
1338 return "H";
1340 case 0:
1341 return "";
1343 default:
1344 FIXME("Unknown modifiers 0x%08x\n", mod);
1345 return "";
1349 #define TEX_PROJ 0x1
1350 #define TEX_BIAS 0x2
1351 #define TEX_LOD 0x4
1352 #define TEX_DERIV 0x10
1354 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1355 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1357 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1358 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1359 const struct wined3d_shader *shader = ins->ctx->shader;
1360 const struct wined3d_texture *texture;
1361 const char *tex_type;
1362 BOOL np2_fixup = FALSE;
1363 struct wined3d_device *device = shader->device;
1364 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1365 const char *mod;
1366 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1368 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1369 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1371 switch(sampler_type) {
1372 case WINED3DSTT_1D:
1373 tex_type = "1D";
1374 break;
1376 case WINED3DSTT_2D:
1377 texture = device->stateBlock->state.textures[sampler_idx];
1378 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1380 tex_type = "RECT";
1381 } else {
1382 tex_type = "2D";
1384 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1386 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1388 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1389 else np2_fixup = TRUE;
1392 break;
1394 case WINED3DSTT_VOLUME:
1395 tex_type = "3D";
1396 break;
1398 case WINED3DSTT_CUBE:
1399 tex_type = "CUBE";
1400 break;
1402 default:
1403 ERR("Unexpected texture type %d\n", sampler_type);
1404 tex_type = "";
1407 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1408 * so don't use shader_arb_get_modifier
1410 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1411 else mod = "";
1413 /* Fragment samplers always have indentity mapping */
1414 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1416 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1419 if (flags & TEX_DERIV)
1421 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1422 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1423 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1424 dsx, dsy,sampler_idx, tex_type);
1426 else if(flags & TEX_LOD)
1428 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1429 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1430 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1431 sampler_idx, tex_type);
1433 else if (flags & TEX_BIAS)
1435 /* Shouldn't be possible, but let's check for it */
1436 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1437 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1438 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1440 else if (flags & TEX_PROJ)
1442 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1444 else
1446 if (np2_fixup)
1448 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1449 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1450 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1452 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1454 else
1455 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1458 if (pshader)
1460 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1461 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1462 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1463 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1467 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1468 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1470 /* Generate a line that does the input modifier computation and return the input register to use */
1471 BOOL is_color = FALSE;
1472 char regstr[256];
1473 char swzstr[20];
1474 int insert_line;
1475 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1476 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1477 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1478 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1480 /* Assume a new line will be added */
1481 insert_line = 1;
1483 /* Get register name */
1484 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1485 shader_arb_get_swizzle(src, is_color, swzstr);
1487 switch (src->modifiers)
1489 case WINED3DSPSM_NONE:
1490 sprintf(outregstr, "%s%s", regstr, swzstr);
1491 insert_line = 0;
1492 break;
1493 case WINED3DSPSM_NEG:
1494 sprintf(outregstr, "-%s%s", regstr, swzstr);
1495 insert_line = 0;
1496 break;
1497 case WINED3DSPSM_BIAS:
1498 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1499 break;
1500 case WINED3DSPSM_BIASNEG:
1501 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1502 break;
1503 case WINED3DSPSM_SIGN:
1504 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1505 break;
1506 case WINED3DSPSM_SIGNNEG:
1507 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1508 break;
1509 case WINED3DSPSM_COMP:
1510 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1511 break;
1512 case WINED3DSPSM_X2:
1513 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1514 break;
1515 case WINED3DSPSM_X2NEG:
1516 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1517 break;
1518 case WINED3DSPSM_DZ:
1519 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1520 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1521 break;
1522 case WINED3DSPSM_DW:
1523 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1524 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1525 break;
1526 case WINED3DSPSM_ABS:
1527 if(ctx->target_version >= NV2) {
1528 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1529 insert_line = 0;
1530 } else {
1531 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1533 break;
1534 case WINED3DSPSM_ABSNEG:
1535 if(ctx->target_version >= NV2) {
1536 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1537 } else {
1538 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1539 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1541 insert_line = 0;
1542 break;
1543 default:
1544 sprintf(outregstr, "%s%s", regstr, swzstr);
1545 insert_line = 0;
1548 /* Return modified or original register, with swizzle */
1549 if (insert_line)
1550 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1553 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1555 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1556 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1557 char dst_name[50];
1558 char src_name[2][50];
1559 DWORD sampler_code = dst->reg.idx;
1561 shader_arb_get_dst_param(ins, dst, dst_name);
1563 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1565 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1566 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1567 * temps is done.
1569 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1570 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1571 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1572 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1573 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1575 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1576 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1579 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1581 *extra_char = ' ';
1582 switch(mod)
1584 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1585 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1586 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1587 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1588 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1589 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1590 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1591 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1592 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1593 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1594 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1595 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1596 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1598 FIXME("Unknown modifier %u\n", mod);
1599 return mod;
1602 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1604 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1605 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1606 char dst_name[50];
1607 char src_name[3][50];
1608 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1609 ins->ctx->reg_maps->shader_version.minor);
1611 shader_arb_get_dst_param(ins, dst, dst_name);
1612 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1614 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1615 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1617 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1619 else
1621 struct wined3d_shader_src_param src0_copy = ins->src[0];
1622 char extra_neg;
1624 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1625 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1627 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1628 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1629 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1630 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1631 dst_name, src_name[1], src_name[2]);
1635 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1637 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1638 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1639 char dst_name[50];
1640 char src_name[3][50];
1642 shader_arb_get_dst_param(ins, dst, dst_name);
1644 /* Generate input register names (with modifiers) */
1645 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1646 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1647 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1649 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1650 dst_name, src_name[0], src_name[2], src_name[1]);
1653 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1654 * dst = dot2(src0, src1) + src2 */
1655 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1657 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1658 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1659 char dst_name[50];
1660 char src_name[3][50];
1661 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1663 shader_arb_get_dst_param(ins, dst, dst_name);
1664 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1665 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1667 if(ctx->target_version >= NV3)
1669 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1670 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1671 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1672 dst_name, src_name[0], src_name[1], src_name[2]);
1674 else if(ctx->target_version >= NV2)
1676 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1677 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1678 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1679 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1681 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1683 * .xyxy and other swizzles that we could get with this are not valid in
1684 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1686 struct wined3d_shader_src_param tmp_param = ins->src[1];
1687 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1688 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1690 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1692 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1693 dst_name, src_name[2], src_name[0], src_name[1]);
1695 else
1697 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1698 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1699 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1701 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1702 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1703 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1704 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1708 /* Map the opcode 1-to-1 to the GL code */
1709 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1711 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1712 const char *instruction;
1713 char arguments[256], dst_str[50];
1714 unsigned int i;
1715 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1717 switch (ins->handler_idx)
1719 case WINED3DSIH_ABS: instruction = "ABS"; break;
1720 case WINED3DSIH_ADD: instruction = "ADD"; break;
1721 case WINED3DSIH_CRS: instruction = "XPD"; break;
1722 case WINED3DSIH_DP3: instruction = "DP3"; break;
1723 case WINED3DSIH_DP4: instruction = "DP4"; break;
1724 case WINED3DSIH_DST: instruction = "DST"; break;
1725 case WINED3DSIH_FRC: instruction = "FRC"; break;
1726 case WINED3DSIH_LIT: instruction = "LIT"; break;
1727 case WINED3DSIH_LRP: instruction = "LRP"; break;
1728 case WINED3DSIH_MAD: instruction = "MAD"; break;
1729 case WINED3DSIH_MAX: instruction = "MAX"; break;
1730 case WINED3DSIH_MIN: instruction = "MIN"; break;
1731 case WINED3DSIH_MOV: instruction = "MOV"; break;
1732 case WINED3DSIH_MUL: instruction = "MUL"; break;
1733 case WINED3DSIH_SGE: instruction = "SGE"; break;
1734 case WINED3DSIH_SLT: instruction = "SLT"; break;
1735 case WINED3DSIH_SUB: instruction = "SUB"; break;
1736 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1737 case WINED3DSIH_DSX: instruction = "DDX"; break;
1738 default: instruction = "";
1739 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1740 break;
1743 /* Note that shader_arb_add_dst_param() adds spaces. */
1744 arguments[0] = '\0';
1745 shader_arb_get_dst_param(ins, dst, dst_str);
1746 for (i = 0; i < ins->src_count; ++i)
1748 char operand[100];
1749 strcat(arguments, ", ");
1750 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1751 strcat(arguments, operand);
1753 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1756 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1758 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1759 shader_addline(buffer, "NOP;\n");
1762 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1764 const struct wined3d_shader *shader = ins->ctx->shader;
1765 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1766 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1767 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1768 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1769 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1770 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1772 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1773 char src0_param[256];
1775 if (ins->handler_idx == WINED3DSIH_MOVA)
1777 const struct arb_vshader_private *shader_data = shader->backend_data;
1778 char write_mask[6];
1779 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1781 if(ctx->target_version >= NV2) {
1782 shader_hw_map2gl(ins);
1783 return;
1785 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1786 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1788 /* This implements the mova formula used in GLSL. The first two instructions
1789 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1790 * in this case:
1791 * mova A0.x, 0.0
1793 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1795 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1796 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1798 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1799 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1801 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1802 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1803 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1804 if (shader_data->rel_offset)
1806 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1808 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1810 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1812 else if (reg_maps->shader_version.major == 1
1813 && !shader_is_pshader_version(reg_maps->shader_version.type)
1814 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1816 const struct arb_vshader_private *shader_data = shader->backend_data;
1817 src0_param[0] = '\0';
1819 if (shader_data->rel_offset)
1821 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1822 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1823 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1824 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1826 else
1828 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1829 * with more than one component. Thus replicate the first source argument over all
1830 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1831 struct wined3d_shader_src_param tmp_src = ins->src[0];
1832 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1833 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1834 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1837 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1839 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1841 shader_addline(buffer, "#mov handled in srgb write code\n");
1842 return;
1844 shader_hw_map2gl(ins);
1846 else
1848 shader_hw_map2gl(ins);
1852 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1854 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1855 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1856 char reg_dest[40];
1858 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1859 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1861 shader_arb_get_dst_param(ins, dst, reg_dest);
1863 if (ins->ctx->reg_maps->shader_version.major >= 2)
1865 const char *kilsrc = "TA";
1866 BOOL is_color;
1868 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1869 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1871 kilsrc = reg_dest;
1873 else
1875 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1876 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1877 * masked out components to 0(won't kill)
1879 char x = '0', y = '0', z = '0', w = '0';
1880 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1881 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1882 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1883 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1884 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1886 shader_addline(buffer, "KIL %s;\n", kilsrc);
1887 } else {
1888 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1889 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1891 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1892 * or pass in any temporary register(in shader phase 2)
1894 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1895 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1896 } else {
1897 shader_arb_get_dst_param(ins, dst, reg_dest);
1899 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1900 shader_addline(buffer, "KIL TA;\n");
1904 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1906 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1907 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1908 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1909 ins->ctx->reg_maps->shader_version.minor);
1910 struct wined3d_shader_src_param src;
1912 char reg_dest[40];
1913 char reg_coord[40];
1914 DWORD reg_sampler_code;
1915 WORD myflags = 0;
1916 BOOL swizzle_coord = FALSE;
1918 /* All versions have a destination register */
1919 shader_arb_get_dst_param(ins, dst, reg_dest);
1921 /* 1.0-1.4: Use destination register number as texture code.
1922 2.0+: Use provided sampler number as texure code. */
1923 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1924 reg_sampler_code = dst->reg.idx;
1925 else
1926 reg_sampler_code = ins->src[1].reg.idx;
1928 /* 1.0-1.3: Use the texcoord varying.
1929 1.4+: Use provided coordinate source register. */
1930 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1931 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1932 else {
1933 /* TEX is the only instruction that can handle DW and DZ natively */
1934 src = ins->src[0];
1935 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1936 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1937 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1940 /* projection flag:
1941 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1942 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1943 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1945 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1947 DWORD flags = 0;
1948 if (reg_sampler_code < MAX_TEXTURES)
1949 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1950 if (flags & WINED3D_PSARGS_PROJECTED)
1952 myflags |= TEX_PROJ;
1953 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1954 swizzle_coord = TRUE;
1957 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1959 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1960 if (src_mod == WINED3DSPSM_DZ)
1962 swizzle_coord = TRUE;
1963 myflags |= TEX_PROJ;
1964 } else if(src_mod == WINED3DSPSM_DW) {
1965 myflags |= TEX_PROJ;
1967 } else {
1968 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1969 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1972 if (swizzle_coord)
1974 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
1975 * reg_coord is a read-only varying register, so we need a temp reg */
1976 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1977 strcpy(reg_coord, "TA");
1980 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1983 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1985 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1986 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1987 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1988 ins->ctx->reg_maps->shader_version.minor);
1989 char dst_str[50];
1991 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1993 DWORD reg = dst->reg.idx;
1995 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1996 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1997 } else {
1998 char reg_src[40];
2000 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2001 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2002 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2006 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2008 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2009 DWORD flags = 0;
2011 DWORD reg1 = ins->dst[0].reg.idx;
2012 char dst_str[50];
2013 char src_str[50];
2015 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2016 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2017 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2018 /* Move .x first in case src_str is "TA" */
2019 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2020 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2021 if (reg1 < MAX_TEXTURES)
2023 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2024 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2026 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2029 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2031 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2033 DWORD reg1 = ins->dst[0].reg.idx;
2034 char dst_str[50];
2035 char src_str[50];
2037 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2038 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2039 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2040 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2041 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2042 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2045 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2047 DWORD reg1 = ins->dst[0].reg.idx;
2048 char dst_str[50];
2049 char src_str[50];
2051 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2052 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2053 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2054 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2057 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2059 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2060 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2061 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2062 char reg_coord[40], dst_reg[50], src_reg[50];
2063 DWORD reg_dest_code;
2065 /* All versions have a destination register. The Tx where the texture coordinates come
2066 * from is the varying incarnation of the texture register
2068 reg_dest_code = dst->reg.idx;
2069 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2070 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2071 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2073 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2074 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2076 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2077 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2079 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2080 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2081 * extension.
2083 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2084 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2085 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2086 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2088 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2089 * so we can't let the GL handle this.
2091 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2092 & WINED3D_PSARGS_PROJECTED)
2094 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2095 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2096 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2097 } else {
2098 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2101 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2103 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2105 /* No src swizzles are allowed, so this is ok */
2106 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2107 src_reg, reg_dest_code, reg_dest_code);
2108 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2112 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2114 DWORD reg = ins->dst[0].reg.idx;
2115 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2116 char src0_name[50], dst_name[50];
2117 BOOL is_color;
2118 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2120 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2121 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2122 * T<reg+1> register. Use this register to store the calculated vector
2124 tmp_reg.idx = reg + 1;
2125 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2126 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2129 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2131 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2132 DWORD flags;
2133 DWORD reg = ins->dst[0].reg.idx;
2134 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2135 char dst_str[50];
2136 char src0_name[50];
2137 char dst_reg[50];
2138 BOOL is_color;
2140 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2141 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2143 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2144 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2145 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2146 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2147 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2150 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2152 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2153 DWORD reg = ins->dst[0].reg.idx;
2154 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2155 char src0_name[50], dst_name[50];
2156 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2157 BOOL is_color;
2159 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2160 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2161 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2163 tmp_reg.idx = reg + 2 - tex_mx->current_row;
2164 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2166 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2167 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2168 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2169 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2172 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2174 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2175 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2176 DWORD flags;
2177 DWORD reg = ins->dst[0].reg.idx;
2178 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2179 char dst_str[50];
2180 char src0_name[50], dst_name[50];
2181 BOOL is_color;
2183 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2184 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2185 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2187 /* Sample the texture using the calculated coordinates */
2188 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2189 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2190 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2191 tex_mx->current_row = 0;
2194 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2196 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2197 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2198 DWORD flags;
2199 DWORD reg = ins->dst[0].reg.idx;
2200 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2201 char dst_str[50];
2202 char src0_name[50];
2203 char dst_reg[50];
2204 BOOL is_color;
2206 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2207 * components for temporary data storage
2209 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2210 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2211 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2213 /* Construct the eye-ray vector from w coordinates */
2214 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2215 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2216 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2218 /* Calculate reflection vector
2220 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2221 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2222 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2223 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2224 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2225 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2226 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2228 /* Sample the texture using the calculated coordinates */
2229 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2230 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2231 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2232 tex_mx->current_row = 0;
2235 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2237 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2238 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2239 DWORD flags;
2240 DWORD reg = ins->dst[0].reg.idx;
2241 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2242 char dst_str[50];
2243 char src0_name[50];
2244 char src1_name[50];
2245 char dst_reg[50];
2246 BOOL is_color;
2248 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2249 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2250 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2251 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2252 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2254 /* Calculate reflection vector.
2256 * dot(N, E)
2257 * dst_reg.xyz = 2 * --------- * N - E
2258 * dot(N, N)
2260 * Which normalizes the normal vector
2262 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2263 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2264 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2265 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2266 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2267 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2269 /* Sample the texture using the calculated coordinates */
2270 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2271 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2272 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2273 tex_mx->current_row = 0;
2276 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2278 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2279 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2280 char dst_name[50];
2281 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2282 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2284 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2285 * which is essentially an input, is the destination register because it is the first
2286 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2287 * here(writemasks/swizzles are not valid on texdepth)
2289 shader_arb_get_dst_param(ins, dst, dst_name);
2291 /* According to the msdn, the source register(must be r5) is unusable after
2292 * the texdepth instruction, so we're free to modify it
2294 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2296 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2297 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2298 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2300 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2301 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2302 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2303 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2306 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2307 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2308 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2309 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2311 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2312 DWORD sampler_idx = ins->dst[0].reg.idx;
2313 char src0[50];
2314 char dst_str[50];
2316 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2317 shader_addline(buffer, "MOV TB, 0.0;\n");
2318 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2320 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2321 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2324 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2325 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2326 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2328 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2329 char src0[50];
2330 char dst_str[50];
2331 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2333 /* Handle output register */
2334 shader_arb_get_dst_param(ins, dst, dst_str);
2335 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2336 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2339 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2340 * Perform the 3rd row of a 3x3 matrix multiply */
2341 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2343 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2344 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2345 char dst_str[50], dst_name[50];
2346 char src0[50];
2347 BOOL is_color;
2349 shader_arb_get_dst_param(ins, dst, dst_str);
2350 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2351 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2352 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2353 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2356 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2357 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2358 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2359 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2361 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2363 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2364 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2365 char src0[50], dst_name[50];
2366 BOOL is_color;
2367 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2368 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2370 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2371 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2372 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2374 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2375 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2376 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2378 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2379 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2380 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2381 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2384 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2385 Vertex/Pixel shaders to ARB_vertex_program codes */
2386 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2388 int i;
2389 int nComponents = 0;
2390 struct wined3d_shader_dst_param tmp_dst = {{0}};
2391 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2392 struct wined3d_shader_instruction tmp_ins;
2394 memset(&tmp_ins, 0, sizeof(tmp_ins));
2396 /* Set constants for the temporary argument */
2397 tmp_ins.ctx = ins->ctx;
2398 tmp_ins.dst_count = 1;
2399 tmp_ins.dst = &tmp_dst;
2400 tmp_ins.src_count = 2;
2401 tmp_ins.src = tmp_src;
2403 switch(ins->handler_idx)
2405 case WINED3DSIH_M4x4:
2406 nComponents = 4;
2407 tmp_ins.handler_idx = WINED3DSIH_DP4;
2408 break;
2409 case WINED3DSIH_M4x3:
2410 nComponents = 3;
2411 tmp_ins.handler_idx = WINED3DSIH_DP4;
2412 break;
2413 case WINED3DSIH_M3x4:
2414 nComponents = 4;
2415 tmp_ins.handler_idx = WINED3DSIH_DP3;
2416 break;
2417 case WINED3DSIH_M3x3:
2418 nComponents = 3;
2419 tmp_ins.handler_idx = WINED3DSIH_DP3;
2420 break;
2421 case WINED3DSIH_M3x2:
2422 nComponents = 2;
2423 tmp_ins.handler_idx = WINED3DSIH_DP3;
2424 break;
2425 default:
2426 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2427 break;
2430 tmp_dst = ins->dst[0];
2431 tmp_src[0] = ins->src[0];
2432 tmp_src[1] = ins->src[1];
2433 for (i = 0; i < nComponents; i++) {
2434 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2435 shader_hw_map2gl(&tmp_ins);
2436 ++tmp_src[1].reg.idx;
2440 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2442 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2444 char dst[50];
2445 char src[50];
2447 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2448 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2449 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2451 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2452 * .w is used
2454 strcat(src, ".w");
2457 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2460 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2462 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2463 const char *instruction;
2465 char dst[50];
2466 char src[50];
2468 switch(ins->handler_idx)
2470 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2471 case WINED3DSIH_RCP: instruction = "RCP"; break;
2472 case WINED3DSIH_EXP: instruction = "EX2"; break;
2473 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2474 default: instruction = "";
2475 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2476 break;
2479 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2480 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2481 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2483 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2484 * .w is used
2486 strcat(src, ".w");
2489 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2492 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2494 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2495 char dst_name[50];
2496 char src_name[50];
2497 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2498 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2499 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2501 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2502 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2504 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2505 * otherwise NRM or RSQ would return NaN */
2506 if(pshader && priv->target_version >= NV3)
2508 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2510 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2512 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2513 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2514 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2516 else if(priv->target_version >= NV2)
2518 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2519 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2520 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2521 src_name);
2523 else
2525 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2527 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2528 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2529 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2531 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2532 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2534 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2535 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2536 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2537 src_name);
2541 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2543 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2544 char dst_name[50];
2545 char src_name[3][50];
2547 /* ARB_fragment_program has a convenient LRP instruction */
2548 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2549 shader_hw_map2gl(ins);
2550 return;
2553 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2554 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2555 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2556 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2558 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2559 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2560 dst_name, src_name[0], src_name[2]);
2563 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2565 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2566 * must contain fixed constants. So we need a separate function to filter those constants and
2567 * can't use map2gl
2569 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2570 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2571 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2572 char dst_name[50];
2573 char src_name0[50], src_name1[50], src_name2[50];
2574 BOOL is_color;
2576 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2577 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2578 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2579 /* No modifiers are supported on SCS */
2580 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2582 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2584 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2585 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2587 } else if(priv->target_version >= NV2) {
2588 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2590 /* Sincos writemask must be .x, .y or .xy */
2591 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2592 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2593 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2594 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2595 } else {
2596 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2597 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2599 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2600 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2602 * The constants we get are:
2604 * +1 +1, -1 -1 +1 +1 -1 -1
2605 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2606 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2608 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2610 * (x/2)^2 = x^2 / 4
2611 * (x/2)^3 = x^3 / 8
2612 * (x/2)^4 = x^4 / 16
2613 * (x/2)^5 = x^5 / 32
2614 * etc
2616 * To get the final result:
2617 * sin(x) = 2 * sin(x/2) * cos(x/2)
2618 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2619 * (from sin(x+y) and cos(x+y) rules)
2621 * As per MSDN, dst.z is undefined after the operation, and so is
2622 * dst.x and dst.y if they're masked out by the writemask. Ie
2623 * sincos dst.y, src1, c0, c1
2624 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2625 * vsa.exe also stops with an error if the dest register is the same register as the source
2626 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2627 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2629 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2630 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2631 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2633 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2634 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2635 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2636 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2637 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2638 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2640 /* sin(x/2)
2642 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2643 * properly merge that with MULs in the code above?
2644 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2645 * we can merge the sine and cosine MAD rows to calculate them together.
2647 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2648 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2649 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2650 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2652 /* cos(x/2) */
2653 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2654 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2655 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2657 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2658 /* cos x */
2659 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2660 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2662 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2663 /* sin x */
2664 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2665 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2670 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2672 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2673 char dst_name[50];
2674 char src_name[50];
2675 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2677 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2678 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2680 /* SGN is only valid in vertex shaders */
2681 if(ctx->target_version >= NV2) {
2682 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2683 return;
2686 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2687 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2689 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2690 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2691 } else {
2692 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2693 * Then use TA, and calculate the final result
2695 * Not reading from TA? Store the first result in TA to avoid overwriting the
2696 * destination if src reg = dst reg
2698 if(strstr(src_name, "TA"))
2700 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2701 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2702 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2704 else
2706 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2707 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2708 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2713 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2715 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2716 char src[50];
2717 char dst[50];
2718 char dst_name[50];
2719 BOOL is_color;
2721 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2722 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2723 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2725 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2726 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2729 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2731 *need_abs = FALSE;
2733 switch(mod)
2735 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2736 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2737 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2738 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2739 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2740 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2741 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2742 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2743 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2744 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2745 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2746 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2747 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2749 FIXME("Unknown modifier %u\n", mod);
2750 return mod;
2753 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2755 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2756 char src0[50], dst[50];
2757 struct wined3d_shader_src_param src0_copy = ins->src[0];
2758 BOOL need_abs = FALSE;
2759 const char *instr;
2761 switch(ins->handler_idx)
2763 case WINED3DSIH_LOG: instr = "LG2"; break;
2764 case WINED3DSIH_LOGP: instr = "LOG"; break;
2765 default:
2766 ERR("Unexpected instruction %d\n", ins->handler_idx);
2767 return;
2770 /* LOG and LOGP operate on the absolute value of the input */
2771 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2773 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2774 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2776 if(need_abs)
2778 shader_addline(buffer, "ABS TA, %s;\n", src0);
2779 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2781 else
2783 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2787 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2789 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2790 char src0[50], src1[50], dst[50];
2791 struct wined3d_shader_src_param src0_copy = ins->src[0];
2792 BOOL need_abs = FALSE;
2793 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2794 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2796 /* POW operates on the absolute value of the input */
2797 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2799 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2800 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2801 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2803 if (need_abs)
2804 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2805 else
2806 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2808 if (priv->target_version >= NV2)
2810 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2811 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2812 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2814 else
2816 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2817 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2819 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2820 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2821 /* Possibly add flt_eps to avoid getting float special values */
2822 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2823 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2824 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2825 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2829 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2831 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2832 char src_name[50];
2833 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2835 /* src0 is aL */
2836 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2838 if(vshader)
2840 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2841 struct list *e = list_head(&priv->control_frames);
2842 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2844 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2845 /* The constant loader makes sure to load -1 into iX.w */
2846 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2847 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2848 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2850 else
2852 shader_addline(buffer, "LOOP %s;\n", src_name);
2856 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2858 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2859 char src_name[50];
2860 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2862 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2864 /* The constant loader makes sure to load -1 into iX.w */
2865 if(vshader)
2867 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2868 struct list *e = list_head(&priv->control_frames);
2869 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2871 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2873 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2874 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2875 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2877 else
2879 shader_addline(buffer, "REP %s;\n", src_name);
2883 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2885 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2886 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2888 if(vshader)
2890 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2891 struct list *e = list_head(&priv->control_frames);
2892 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2894 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2895 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2896 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2898 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2900 else
2902 shader_addline(buffer, "ENDLOOP;\n");
2906 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2908 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2909 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2911 if(vshader)
2913 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2914 struct list *e = list_head(&priv->control_frames);
2915 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2917 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2918 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2919 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2921 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2923 else
2925 shader_addline(buffer, "ENDREP;\n");
2929 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2931 struct control_frame *control_frame;
2933 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2935 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2937 ERR("Could not find loop for break\n");
2938 return NULL;
2941 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2943 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2944 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2945 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2947 if(vshader)
2949 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2951 else
2953 shader_addline(buffer, "BRK;\n");
2957 static const char *get_compare(enum wined3d_shader_rel_op op)
2959 switch (op)
2961 case WINED3D_SHADER_REL_OP_GT: return "GT";
2962 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2963 case WINED3D_SHADER_REL_OP_GE: return "GE";
2964 case WINED3D_SHADER_REL_OP_LT: return "LT";
2965 case WINED3D_SHADER_REL_OP_NE: return "NE";
2966 case WINED3D_SHADER_REL_OP_LE: return "LE";
2967 default:
2968 FIXME("Unrecognized operator %#x.\n", op);
2969 return "(\?\?)";
2973 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
2975 switch (op)
2977 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
2978 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
2979 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
2980 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
2981 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
2982 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
2983 default:
2984 FIXME("Unrecognized operator %#x.\n", op);
2985 return -1;
2989 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2991 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2992 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2993 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2994 char src_name0[50];
2995 char src_name1[50];
2996 const char *comp = get_compare(ins->flags);
2998 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2999 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3001 if(vshader)
3003 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3004 * away the subtraction result
3006 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3007 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3009 else
3011 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3012 shader_addline(buffer, "BRK (%s.x);\n", comp);
3016 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3018 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3019 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3020 struct list *e = list_head(&priv->control_frames);
3021 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3022 const char *comp;
3023 char src_name0[50];
3024 char src_name1[50];
3025 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3027 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3028 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3030 if(vshader)
3032 /* Invert the flag. We jump to the else label if the condition is NOT true */
3033 comp = get_compare(invert_compare(ins->flags));
3034 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3035 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3037 else
3039 comp = get_compare(ins->flags);
3040 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3041 shader_addline(buffer, "IF %s.x;\n", comp);
3045 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3047 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3048 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3049 struct list *e = list_head(&priv->control_frames);
3050 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3051 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3053 if(vshader)
3055 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3056 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3057 control_frame->had_else = TRUE;
3059 else
3061 shader_addline(buffer, "ELSE;\n");
3065 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3067 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3068 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3069 struct list *e = list_head(&priv->control_frames);
3070 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3071 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3073 if(vshader)
3075 if(control_frame->had_else)
3077 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3079 else
3081 shader_addline(buffer, "#No else branch. else is endif\n");
3082 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3085 else
3087 shader_addline(buffer, "ENDIF;\n");
3091 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3093 DWORD sampler_idx = ins->src[1].reg.idx;
3094 char reg_dest[40];
3095 char reg_src[3][40];
3096 WORD flags = TEX_DERIV;
3098 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3099 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3100 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3101 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3103 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3104 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3106 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3109 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3111 DWORD sampler_idx = ins->src[1].reg.idx;
3112 char reg_dest[40];
3113 char reg_coord[40];
3114 WORD flags = TEX_LOD;
3116 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3117 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3119 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3120 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3122 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3125 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3127 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3128 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3130 priv->in_main_func = FALSE;
3131 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3132 * subroutine, don't generate a label that will make GL complain
3134 if(priv->target_version == ARB) return;
3136 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3139 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3140 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3141 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3142 struct wined3d_shader_buffer *buffer)
3144 unsigned int i;
3146 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3147 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3148 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3149 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3151 if (args->super.fog_src == VS_FOG_Z)
3152 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3153 else if (!reg_maps->fog)
3154 /* posFixup.x is always 1.0, so we can safely use it */
3155 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3157 /* Clipplanes are always stored without y inversion */
3158 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3160 if (args->super.clip_enabled)
3162 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3164 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3168 else if (args->clip.boolclip.clip_texcoord)
3170 unsigned int cur_clip = 0;
3171 char component[4] = {'x', 'y', 'z', 'w'};
3172 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3174 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3176 if (args->clip.boolclip.clipplane_mask & (1 << i))
3178 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3179 component[cur_clip++], i);
3182 switch (cur_clip)
3184 case 0:
3185 shader_addline(buffer, "MOV TA, %s;\n", zero);
3186 break;
3187 case 1:
3188 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3189 break;
3190 case 2:
3191 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3192 break;
3193 case 3:
3194 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3195 break;
3197 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3198 args->clip.boolclip.clip_texcoord - 1);
3201 /* Write the final position.
3203 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3204 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3205 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3206 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3208 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3209 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3210 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3212 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3213 * and the glsl equivalent
3215 if (need_helper_const(shader_data, reg_maps, gl_info))
3217 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3218 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3220 else
3222 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3223 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3226 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3228 priv_ctx->footer_written = TRUE;
3231 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3233 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3234 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3235 const struct wined3d_shader *shader = ins->ctx->shader;
3236 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3238 if(priv->target_version == ARB) return;
3240 if(vshader)
3242 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3243 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3246 shader_addline(buffer, "RET;\n");
3249 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3251 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3252 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3255 /* GL locking is done by the caller */
3256 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3258 GLuint program_id = 0;
3259 GLint pos;
3261 const char *blt_vprogram =
3262 "!!ARBvp1.0\n"
3263 "PARAM c[1] = { { 1, 0.5 } };\n"
3264 "MOV result.position, vertex.position;\n"
3265 "MOV result.color, c[0].x;\n"
3266 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3267 "END\n";
3269 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3270 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3271 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3272 strlen(blt_vprogram), blt_vprogram));
3273 checkGLcall("glProgramStringARB()");
3275 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3276 if (pos != -1)
3278 FIXME("Vertex program error at position %d: %s\n\n", pos,
3279 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3280 shader_arb_dump_program_source(blt_vprogram);
3282 else
3284 GLint native;
3286 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3287 checkGLcall("glGetProgramivARB()");
3288 if (!native) WARN("Program exceeds native resource limits.\n");
3291 return program_id;
3294 /* GL locking is done by the caller */
3295 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3296 enum tex_types tex_type, BOOL masked)
3298 GLuint program_id = 0;
3299 const char *fprogram;
3300 GLint pos;
3302 static const char * const blt_fprograms_full[tex_type_count] =
3304 /* tex_1d */
3305 NULL,
3306 /* tex_2d */
3307 "!!ARBfp1.0\n"
3308 "TEMP R0;\n"
3309 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3310 "MOV result.depth.z, R0.x;\n"
3311 "END\n",
3312 /* tex_3d */
3313 NULL,
3314 /* tex_cube */
3315 "!!ARBfp1.0\n"
3316 "TEMP R0;\n"
3317 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3318 "MOV result.depth.z, R0.x;\n"
3319 "END\n",
3320 /* tex_rect */
3321 "!!ARBfp1.0\n"
3322 "TEMP R0;\n"
3323 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3324 "MOV result.depth.z, R0.x;\n"
3325 "END\n",
3328 static const char * const blt_fprograms_masked[tex_type_count] =
3330 /* tex_1d */
3331 NULL,
3332 /* tex_2d */
3333 "!!ARBfp1.0\n"
3334 "PARAM mask = program.local[0];\n"
3335 "TEMP R0;\n"
3336 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3337 "MUL R0.x, R0.x, R0.y;\n"
3338 "KIL -R0.x;\n"
3339 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3340 "MOV result.depth.z, R0.x;\n"
3341 "END\n",
3342 /* tex_3d */
3343 NULL,
3344 /* tex_cube */
3345 "!!ARBfp1.0\n"
3346 "PARAM mask = program.local[0];\n"
3347 "TEMP R0;\n"
3348 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3349 "MUL R0.x, R0.x, R0.y;\n"
3350 "KIL -R0.x;\n"
3351 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3352 "MOV result.depth.z, R0.x;\n"
3353 "END\n",
3354 /* tex_rect */
3355 "!!ARBfp1.0\n"
3356 "PARAM mask = program.local[0];\n"
3357 "TEMP R0;\n"
3358 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3359 "MUL R0.x, R0.x, R0.y;\n"
3360 "KIL -R0.x;\n"
3361 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3362 "MOV result.depth.z, R0.x;\n"
3363 "END\n",
3366 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3367 if (!fprogram)
3369 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3370 tex_type = tex_2d;
3371 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3374 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3375 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3376 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3377 checkGLcall("glProgramStringARB()");
3379 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3380 if (pos != -1)
3382 FIXME("Fragment program error at position %d: %s\n\n", pos,
3383 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3384 shader_arb_dump_program_source(fprogram);
3386 else
3388 GLint native;
3390 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3391 checkGLcall("glGetProgramivARB()");
3392 if (!native) WARN("Program exceeds native resource limits.\n");
3395 return program_id;
3398 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3399 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3401 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3403 if(condcode)
3405 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3406 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3407 /* Calculate the > 0.0031308 case */
3408 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3409 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3410 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3411 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3412 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3413 /* Calculate the < case */
3414 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3416 else
3418 /* Calculate the > 0.0031308 case */
3419 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3420 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3421 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3422 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3423 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3424 /* Calculate the < case */
3425 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3426 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3427 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3428 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3429 /* Store the components > 0.0031308 in the destination */
3430 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3431 /* Add the components that are < 0.0031308 */
3432 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3433 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3434 * result.color writes(.rgb first, then .a), or handle overwriting already written
3435 * components. The assembler uses a temporary register in this case, which is usually
3436 * not allocated from one of our registers that were used earlier.
3439 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3442 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3444 const struct wined3d_shader_lconst *constant;
3446 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3448 if (constant->idx == idx)
3450 return constant->value;
3453 return NULL;
3456 static void init_ps_input(const struct wined3d_shader *shader,
3457 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3459 static const char * const texcoords[8] =
3461 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3462 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3464 unsigned int i;
3465 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3466 const char *semantic_name;
3467 DWORD semantic_idx;
3469 switch(args->super.vp_mode)
3471 case pretransformed:
3472 case fixedfunction:
3473 /* The pixelshader has to collect the varyings on its own. In any case properly load
3474 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3475 * other attribs to 0.0.
3477 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3478 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3479 * load the texcoord attrib pointers to match the pixel shader signature
3481 for(i = 0; i < MAX_REG_INPUT; i++)
3483 semantic_name = sig[i].semantic_name;
3484 semantic_idx = sig[i].semantic_idx;
3485 if (!semantic_name) continue;
3487 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3489 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3490 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3491 else priv->ps_input[i] = "0.0";
3493 else if(args->super.vp_mode == fixedfunction)
3495 priv->ps_input[i] = "0.0";
3497 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3499 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3500 else priv->ps_input[i] = "0.0";
3502 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3504 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3505 else priv->ps_input[i] = "0.0";
3507 else
3509 priv->ps_input[i] = "0.0";
3512 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3514 break;
3516 case vertexshader:
3517 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3518 * fragment.color
3520 for(i = 0; i < 8; i++)
3522 priv->ps_input[i] = texcoords[i];
3524 priv->ps_input[8] = "fragment.color.primary";
3525 priv->ps_input[9] = "fragment.color.secondary";
3526 break;
3530 /* GL locking is done by the caller */
3531 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3532 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3533 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3535 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3536 const struct wined3d_shader_lconst *lconst;
3537 const DWORD *function = shader->function;
3538 GLuint retval;
3539 char fragcolor[16];
3540 DWORD *lconst_map = local_const_mapping(shader), next_local;
3541 struct shader_arb_ctx_priv priv_ctx;
3542 BOOL dcl_td = FALSE;
3543 BOOL want_nv_prog = FALSE;
3544 struct arb_pshader_private *shader_priv = shader->backend_data;
3545 GLint errPos;
3546 DWORD map;
3548 char srgbtmp[4][4];
3549 unsigned int i, found = 0;
3551 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3553 if (!(map & 1)
3554 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3555 || (reg_maps->shader_version.major < 2 && !i))
3556 continue;
3558 sprintf(srgbtmp[found], "R%u", i);
3559 ++found;
3560 if (found == 4) break;
3563 switch(found) {
3564 case 0:
3565 sprintf(srgbtmp[0], "TA");
3566 sprintf(srgbtmp[1], "TB");
3567 sprintf(srgbtmp[2], "TC");
3568 sprintf(srgbtmp[3], "TD");
3569 dcl_td = TRUE;
3570 break;
3571 case 1:
3572 sprintf(srgbtmp[1], "TA");
3573 sprintf(srgbtmp[2], "TB");
3574 sprintf(srgbtmp[3], "TC");
3575 break;
3576 case 2:
3577 sprintf(srgbtmp[2], "TA");
3578 sprintf(srgbtmp[3], "TB");
3579 break;
3580 case 3:
3581 sprintf(srgbtmp[3], "TA");
3582 break;
3583 case 4:
3584 break;
3587 /* Create the hw ARB shader */
3588 memset(&priv_ctx, 0, sizeof(priv_ctx));
3589 priv_ctx.cur_ps_args = args;
3590 priv_ctx.compiled_fprog = compiled;
3591 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3592 init_ps_input(shader, args, &priv_ctx);
3593 list_init(&priv_ctx.control_frames);
3595 /* Avoid enabling NV_fragment_program* if we do not need it.
3597 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3598 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3599 * is faster than what we gain from using higher native instructions. There are some things though
3600 * that cannot be emulated. In that case enable the extensions.
3601 * If the extension is enabled, instruction handlers that support both ways will use it.
3603 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3604 * So enable the best we can get.
3606 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3607 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3609 want_nv_prog = TRUE;
3612 shader_addline(buffer, "!!ARBfp1.0\n");
3613 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3615 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3616 priv_ctx.target_version = NV3;
3618 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3620 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3621 priv_ctx.target_version = NV2;
3622 } else {
3623 if(want_nv_prog)
3625 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3626 * limits properly
3628 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3629 ERR("Try GLSL\n");
3631 priv_ctx.target_version = ARB;
3634 if (reg_maps->rt_mask > 1)
3636 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3639 if (reg_maps->shader_version.major < 3)
3641 switch(args->super.fog) {
3642 case FOG_OFF:
3643 break;
3644 case FOG_LINEAR:
3645 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3646 break;
3647 case FOG_EXP:
3648 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3649 break;
3650 case FOG_EXP2:
3651 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3652 break;
3656 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3657 * unused temps away(but occupies them for the whole shader if they're used once). Always
3658 * declaring them avoids tricky bookkeeping work
3660 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3661 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3662 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3663 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3664 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3665 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3666 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3668 if (reg_maps->shader_version.major < 2)
3670 strcpy(fragcolor, "R0");
3672 else
3674 if (args->super.srgb_correction)
3676 if (shader->u.ps.color0_mov)
3678 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3680 else
3682 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3683 strcpy(fragcolor, "TMP_COLOR");
3685 } else {
3686 strcpy(fragcolor, "result.color");
3690 if(args->super.srgb_correction) {
3691 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3692 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3693 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3694 srgb_sub_high, 0.0, 0.0, 0.0);
3697 /* Base Declarations */
3698 next_local = shader_generate_arb_declarations(shader, reg_maps,
3699 buffer, gl_info, lconst_map, NULL, &priv_ctx);
3701 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3703 unsigned char bump_const;
3705 if (!(map & 1)) continue;
3707 bump_const = compiled->numbumpenvmatconsts;
3708 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3709 compiled->bumpenvmatconst[bump_const].texunit = i;
3710 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3711 compiled->luminanceconst[bump_const].texunit = i;
3713 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3714 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3715 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3716 * textures due to conditional NP2 restrictions)
3718 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3719 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3720 * their location is shader dependent anyway and they cannot be loaded globally.
3722 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3723 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3724 i, compiled->bumpenvmatconst[bump_const].const_num);
3725 compiled->numbumpenvmatconsts = bump_const + 1;
3727 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3729 compiled->luminanceconst[bump_const].const_num = next_local++;
3730 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3731 i, compiled->luminanceconst[bump_const].const_num);
3734 for(i = 0; i < MAX_CONST_I; i++)
3736 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3737 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3739 const DWORD *control_values = find_loop_control_values(shader, i);
3741 if(control_values)
3743 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3744 control_values[0], control_values[1], control_values[2]);
3746 else
3748 compiled->int_consts[i] = next_local;
3749 compiled->num_int_consts++;
3750 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3755 if(reg_maps->vpos || reg_maps->usesdsy)
3757 compiled->ycorrection = next_local;
3758 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3760 if(reg_maps->vpos)
3762 shader_addline(buffer, "TEMP vpos;\n");
3763 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3764 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3765 * ycorrection.z: 1.0
3766 * ycorrection.w: 0.0
3768 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3769 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3772 else
3774 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3777 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3778 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3779 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3780 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3781 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3782 * shader compilation errors and the subsequent errors when drawing with this shader. */
3783 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3784 unsigned char cur_fixup_sampler = 0;
3786 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3787 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3788 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3790 fixup->offset = next_local;
3791 fixup->super.active = 0;
3793 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3794 if (!(map & (1 << i))) continue;
3796 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3797 fixup->super.active |= (1 << i);
3798 fixup->super.idx[i] = cur_fixup_sampler++;
3799 } else {
3800 FIXME("No free constant found to load NP2 fixup data into shader. "
3801 "Sampling from this texture will probably look wrong.\n");
3802 break;
3806 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3807 if (fixup->super.num_consts) {
3808 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3809 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3813 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3815 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3818 /* Base Shader Body */
3819 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3821 if(args->super.srgb_correction) {
3822 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3823 priv_ctx.target_version >= NV2);
3826 if(strcmp(fragcolor, "result.color")) {
3827 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3829 shader_addline(buffer, "END\n");
3831 /* TODO: change to resource.glObjectHandle or something like that */
3832 GL_EXTCALL(glGenProgramsARB(1, &retval));
3834 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3835 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3837 TRACE("Created hw pixel shader, prg=%d\n", retval);
3838 /* Create the program and check for errors */
3839 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3840 buffer->bsize, buffer->buffer));
3841 checkGLcall("glProgramStringARB()");
3843 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3844 if (errPos != -1)
3846 FIXME("HW PixelShader Error at position %d: %s\n\n",
3847 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3848 shader_arb_dump_program_source(buffer->buffer);
3849 retval = 0;
3851 else
3853 GLint native;
3855 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3856 checkGLcall("glGetProgramivARB()");
3857 if (!native) WARN("Program exceeds native resource limits.\n");
3860 /* Load immediate constants */
3861 if (lconst_map)
3863 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3865 const float *value = (const float *)lconst->value;
3866 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3867 checkGLcall("glProgramLocalParameter4fvARB");
3869 HeapFree(GetProcessHeap(), 0, lconst_map);
3872 return retval;
3875 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3877 unsigned int i;
3878 int ret;
3880 for(i = 0; i < MAX_REG_INPUT; i++)
3882 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3884 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3885 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3886 continue;
3889 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3890 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3891 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3892 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3893 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3894 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3896 return 0;
3899 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3901 struct wined3d_shader_signature_element *new;
3902 int i;
3903 char *name;
3905 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3906 for(i = 0; i < MAX_REG_INPUT; i++)
3908 if (!sig[i].semantic_name) continue;
3910 new[i] = sig[i];
3911 /* Clone the semantic string */
3912 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3913 strcpy(name, sig[i].semantic_name);
3914 new[i].semantic_name = name;
3916 return new;
3919 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3921 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3922 struct ps_signature *found_sig;
3924 if (entry)
3926 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3927 TRACE("Found existing signature %u\n", found_sig->idx);
3928 return found_sig->idx;
3930 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3931 found_sig->sig = clone_sig(sig);
3932 found_sig->idx = priv->ps_sig_number++;
3933 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3934 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3936 ERR("Failed to insert program entry.\n");
3938 return found_sig->idx;
3941 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3942 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3944 unsigned int i, j;
3945 static const char * const texcoords[8] =
3947 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3948 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3950 struct wined3d_device *device = shader->device;
3951 const struct wined3d_shader_signature_element *sig;
3952 const char *semantic_name;
3953 DWORD semantic_idx, reg_idx;
3955 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3956 * and varying 9 to result.color.secondary
3958 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3960 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3961 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3962 "result.color.primary", "result.color.secondary"
3965 if(sig_num == ~0)
3967 TRACE("Pixel shader uses builtin varyings\n");
3968 /* Map builtins to builtins */
3969 for(i = 0; i < 8; i++)
3971 priv_ctx->texcrd_output[i] = texcoords[i];
3973 priv_ctx->color_output[0] = "result.color.primary";
3974 priv_ctx->color_output[1] = "result.color.secondary";
3975 priv_ctx->fog_output = "result.fogcoord";
3977 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3978 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
3980 semantic_name = shader->output_signature[i].semantic_name;
3981 if (!semantic_name) continue;
3983 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
3985 TRACE("o%u is TMP_OUT\n", i);
3986 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3987 else priv_ctx->vs_output[i] = "TA";
3989 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
3991 TRACE("o%u is result.pointsize\n", i);
3992 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3993 else priv_ctx->vs_output[i] = "TA";
3995 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3997 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3998 if (!shader->output_signature[i].semantic_idx)
3999 priv_ctx->vs_output[i] = "result.color.primary";
4000 else if (shader->output_signature[i].semantic_idx == 1)
4001 priv_ctx->vs_output[i] = "result.color.secondary";
4002 else priv_ctx->vs_output[i] = "TA";
4004 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4006 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4007 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4008 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4010 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4012 TRACE("o%u is result.fogcoord\n", i);
4013 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4014 else priv_ctx->vs_output[i] = "result.fogcoord";
4016 else
4018 priv_ctx->vs_output[i] = "TA";
4021 return;
4024 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4025 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4027 sig = device->stateBlock->state.pixel_shader->input_signature;
4028 TRACE("Pixel shader uses declared varyings\n");
4030 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4031 for(i = 0; i < 8; i++)
4033 priv_ctx->texcrd_output[i] = "TA";
4035 priv_ctx->color_output[0] = "TA";
4036 priv_ctx->color_output[1] = "TA";
4037 priv_ctx->fog_output = "TA";
4039 for(i = 0; i < MAX_REG_INPUT; i++)
4041 semantic_name = sig[i].semantic_name;
4042 semantic_idx = sig[i].semantic_idx;
4043 reg_idx = sig[i].register_idx;
4044 if (!semantic_name) continue;
4046 /* If a declared input register is not written by builtin arguments, don't write to it.
4047 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4049 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4050 * to TMP_OUT in any case
4052 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4054 if (semantic_idx < 8)
4055 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4057 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4059 if (semantic_idx < 2)
4060 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4062 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4064 if (!semantic_idx)
4065 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4067 else
4069 continue;
4072 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4073 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4075 compiled->need_color_unclamp = TRUE;
4079 /* Map declared to declared */
4080 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4082 /* Write unread output to TA to throw them away */
4083 priv_ctx->vs_output[i] = "TA";
4084 semantic_name = shader->output_signature[i].semantic_name;
4085 if (!semantic_name) continue;
4087 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4088 && !shader->output_signature[i].semantic_idx)
4090 priv_ctx->vs_output[i] = "TMP_OUT";
4091 continue;
4093 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4094 && !shader->output_signature[i].semantic_idx)
4096 priv_ctx->vs_output[i] = "result.pointsize";
4097 continue;
4100 for(j = 0; j < MAX_REG_INPUT; j++)
4102 if (!sig[j].semantic_name) continue;
4104 if (!strcmp(sig[j].semantic_name, semantic_name)
4105 && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4107 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4109 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4110 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4112 compiled->need_color_unclamp = TRUE;
4119 /* GL locking is done by the caller */
4120 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4121 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4122 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4124 const struct arb_vshader_private *shader_data = shader->backend_data;
4125 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4126 const struct wined3d_shader_lconst *lconst;
4127 const DWORD *function = shader->function;
4128 GLuint ret;
4129 DWORD next_local, *lconst_map = local_const_mapping(shader);
4130 struct shader_arb_ctx_priv priv_ctx;
4131 unsigned int i;
4132 GLint errPos;
4134 memset(&priv_ctx, 0, sizeof(priv_ctx));
4135 priv_ctx.cur_vs_args = args;
4136 list_init(&priv_ctx.control_frames);
4137 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4139 /* Create the hw ARB shader */
4140 shader_addline(buffer, "!!ARBvp1.0\n");
4142 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4143 * mesurable performance penalty, and we can always make use of it for clipplanes.
4145 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4147 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4148 priv_ctx.target_version = NV3;
4149 shader_addline(buffer, "ADDRESS aL;\n");
4151 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4153 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4154 priv_ctx.target_version = NV2;
4155 shader_addline(buffer, "ADDRESS aL;\n");
4156 } else {
4157 priv_ctx.target_version = ARB;
4160 shader_addline(buffer, "TEMP TMP_OUT;\n");
4161 if (need_helper_const(shader_data, reg_maps, gl_info))
4163 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4165 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4167 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4168 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4171 shader_addline(buffer, "TEMP TA;\n");
4172 shader_addline(buffer, "TEMP TB;\n");
4174 /* Base Declarations */
4175 next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4176 gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4178 for(i = 0; i < MAX_CONST_I; i++)
4180 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4181 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4183 const DWORD *control_values = find_loop_control_values(shader, i);
4185 if(control_values)
4187 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4188 control_values[0], control_values[1], control_values[2]);
4190 else
4192 compiled->int_consts[i] = next_local;
4193 compiled->num_int_consts++;
4194 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4199 /* We need a constant to fixup the final position */
4200 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4201 compiled->pos_fixup = next_local++;
4203 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4204 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4205 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4206 * a replacement shader depend on the texcoord.w being set properly.
4208 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4209 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4210 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4211 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4212 * this can eat a number of instructions, so skip it unless this cap is set as well
4214 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4216 struct wined3d_device *device = shader->device;
4217 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4218 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4220 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4222 int i;
4223 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4224 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4226 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4227 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4232 /* The shader starts with the main function */
4233 priv_ctx.in_main_func = TRUE;
4234 /* Base Shader Body */
4235 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4237 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4238 shader_data, args, reg_maps, gl_info, buffer);
4240 shader_addline(buffer, "END\n");
4242 /* TODO: change to resource.glObjectHandle or something like that */
4243 GL_EXTCALL(glGenProgramsARB(1, &ret));
4245 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4246 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4248 TRACE("Created hw vertex shader, prg=%d\n", ret);
4249 /* Create the program and check for errors */
4250 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4251 buffer->bsize, buffer->buffer));
4252 checkGLcall("glProgramStringARB()");
4254 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4255 if (errPos != -1)
4257 FIXME("HW VertexShader Error at position %d: %s\n\n",
4258 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4259 shader_arb_dump_program_source(buffer->buffer);
4260 ret = -1;
4262 else
4264 GLint native;
4266 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4267 checkGLcall("glGetProgramivARB()");
4268 if (!native) WARN("Program exceeds native resource limits.\n");
4270 /* Load immediate constants */
4271 if (lconst_map)
4273 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4275 const float *value = (const float *)lconst->value;
4276 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4280 HeapFree(GetProcessHeap(), 0, lconst_map);
4282 return ret;
4285 /* GL locking is done by the caller */
4286 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4287 const struct arb_ps_compile_args *args)
4289 struct wined3d_device *device = shader->device;
4290 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4291 UINT i;
4292 DWORD new_size;
4293 struct arb_ps_compiled_shader *new_array;
4294 struct wined3d_shader_buffer buffer;
4295 struct arb_pshader_private *shader_data;
4296 GLuint ret;
4298 if (!shader->backend_data)
4300 struct shader_arb_priv *priv = device->shader_priv;
4302 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4303 shader_data = shader->backend_data;
4304 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4306 if (shader->reg_maps.shader_version.major < 3)
4307 shader_data->input_signature_idx = ~0;
4308 else
4309 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4311 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4313 if (!device->vs_clipping)
4314 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4315 gl_info->limits.texture_stages - 1);
4316 else
4317 shader_data->clipplane_emulation = ~0U;
4319 shader_data = shader->backend_data;
4321 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4322 * so a linear search is more performant than a hashmap or a binary search
4323 * (cache coherency etc)
4325 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4327 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4328 return &shader_data->gl_shaders[i];
4331 TRACE("No matching GL shader found, compiling a new shader\n");
4332 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4333 if (shader_data->num_gl_shaders)
4335 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4336 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4337 new_size * sizeof(*shader_data->gl_shaders));
4338 } else {
4339 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4340 new_size = 1;
4343 if(!new_array) {
4344 ERR("Out of memory\n");
4345 return 0;
4347 shader_data->gl_shaders = new_array;
4348 shader_data->shader_array_size = new_size;
4351 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4353 pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4355 if (!shader_buffer_init(&buffer))
4357 ERR("Failed to initialize shader buffer.\n");
4358 return 0;
4361 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4362 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4363 shader_buffer_free(&buffer);
4364 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4366 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4369 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4370 const DWORD use_map, BOOL skip_int) {
4371 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4372 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4373 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4374 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4375 if(stored->ps_signature != new->ps_signature) return FALSE;
4376 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4377 if(skip_int) return TRUE;
4379 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4382 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4383 const struct arb_vs_compile_args *args)
4385 struct wined3d_device *device = shader->device;
4386 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4387 DWORD use_map = device->strided_streams.use_map;
4388 UINT i;
4389 DWORD new_size;
4390 struct arb_vs_compiled_shader *new_array;
4391 struct wined3d_shader_buffer buffer;
4392 struct arb_vshader_private *shader_data;
4393 GLuint ret;
4395 if (!shader->backend_data)
4397 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4399 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4400 shader_data = shader->backend_data;
4402 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4403 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4405 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4407 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4408 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4409 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4411 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4412 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4413 else if (reg_maps->max_rel_offset > 63)
4414 shader_data->rel_offset = reg_maps->min_rel_offset;
4417 shader_data = shader->backend_data;
4419 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4420 * so a linear search is more performant than a hashmap or a binary search
4421 * (cache coherency etc)
4423 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4424 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4425 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4427 return &shader_data->gl_shaders[i];
4431 TRACE("No matching GL shader found, compiling a new shader\n");
4433 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4434 if (shader_data->num_gl_shaders)
4436 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4437 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4438 new_size * sizeof(*shader_data->gl_shaders));
4439 } else {
4440 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4441 new_size = 1;
4444 if(!new_array) {
4445 ERR("Out of memory\n");
4446 return 0;
4448 shader_data->gl_shaders = new_array;
4449 shader_data->shader_array_size = new_size;
4452 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4454 if (!shader_buffer_init(&buffer))
4456 ERR("Failed to initialize shader buffer.\n");
4457 return 0;
4460 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4461 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4462 shader_buffer_free(&buffer);
4463 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4465 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4468 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4469 const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4471 struct wined3d_device *device = shader->device;
4472 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4473 int i;
4474 WORD int_skip;
4476 find_ps_compile_args(state, shader, &args->super);
4478 /* This forces all local boolean constants to 1 to make them stateblock independent */
4479 args->bools = shader->reg_maps.local_bool_consts;
4481 for(i = 0; i < MAX_CONST_B; i++)
4483 if (state->ps_consts_b[i])
4484 args->bools |= ( 1 << i);
4487 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4488 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4489 * duplicate the shader than have a no-op KIL instruction in every shader
4491 if (!device->vs_clipping && use_vs(state)
4492 && state->render_states[WINED3D_RS_CLIPPING]
4493 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4494 args->clip = 1;
4495 else
4496 args->clip = 0;
4498 /* Skip if unused or local, or supported natively */
4499 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4500 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4502 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4503 return;
4506 for(i = 0; i < MAX_CONST_I; i++)
4508 if(int_skip & (1 << i))
4510 args->loop_ctrl[i][0] = 0;
4511 args->loop_ctrl[i][1] = 0;
4512 args->loop_ctrl[i][2] = 0;
4514 else
4516 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4517 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4518 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4523 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4524 const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4526 struct wined3d_device *device = shader->device;
4527 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4528 int i;
4529 WORD int_skip;
4531 find_vs_compile_args(state, shader, &args->super);
4533 args->clip.boolclip_compare = 0;
4534 if (use_ps(state))
4536 const struct wined3d_shader *ps = state->pixel_shader;
4537 const struct arb_pshader_private *shader_priv = ps->backend_data;
4538 args->ps_signature = shader_priv->input_signature_idx;
4540 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4542 else
4544 args->ps_signature = ~0;
4545 if (!device->vs_clipping && device->adapter->fragment_pipe == &arbfp_fragment_pipeline)
4547 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4549 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4552 if (args->clip.boolclip.clip_texcoord)
4554 if (state->render_states[WINED3D_RS_CLIPPING])
4555 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4556 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4559 /* This forces all local boolean constants to 1 to make them stateblock independent */
4560 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4561 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4562 for(i = 0; i < MAX_CONST_B; i++)
4564 if (state->vs_consts_b[i])
4565 args->clip.boolclip.bools |= ( 1 << i);
4568 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4569 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4570 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4571 args->vertex.samplers[3] = 0;
4573 /* Skip if unused or local */
4574 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4575 /* This is about flow control, not clipping. */
4576 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4578 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4579 return;
4582 for(i = 0; i < MAX_CONST_I; i++)
4584 if(int_skip & (1 << i))
4586 args->loop_ctrl[i][0] = 0;
4587 args->loop_ctrl[i][1] = 0;
4588 args->loop_ctrl[i][2] = 0;
4590 else
4592 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4593 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4594 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4599 /* GL locking is done by the caller */
4600 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4602 struct wined3d_device *device = context->swapchain->device;
4603 struct shader_arb_priv *priv = device->shader_priv;
4604 const struct wined3d_gl_info *gl_info = context->gl_info;
4605 const struct wined3d_state *state = &device->stateBlock->state;
4606 int i;
4608 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4609 if (usePS)
4611 struct wined3d_shader *ps = state->pixel_shader;
4612 struct arb_ps_compile_args compile_args;
4613 struct arb_ps_compiled_shader *compiled;
4615 TRACE("Using pixel shader %p.\n", ps);
4616 find_arb_ps_compile_args(state, ps, &compile_args);
4617 compiled = find_arb_pshader(ps, &compile_args);
4618 priv->current_fprogram_id = compiled->prgId;
4619 priv->compiled_fprog = compiled;
4621 /* Bind the fragment program */
4622 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4623 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4625 if(!priv->use_arbfp_fixed_func) {
4626 /* Enable OpenGL fragment programs */
4627 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4628 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4630 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4631 device, priv->current_fprogram_id);
4633 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4634 * a 1.x and newer shader, reload the first 8 constants
4636 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4638 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4639 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4640 for(i = 0; i < 8; i++)
4642 priv->pshader_const_dirty[i] = 1;
4644 /* Also takes care of loading local constants */
4645 shader_arb_load_constants(context, TRUE, FALSE);
4647 else
4649 UINT rt_height = state->fb->render_targets[0]->resource.height;
4650 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4653 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4654 if (compiled->np2fixup_info.super.active)
4655 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4657 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4659 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4660 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4661 * replacement shader
4663 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4664 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4665 priv->current_fprogram_id = 0;
4668 if (useVS)
4670 struct wined3d_shader *vs = state->vertex_shader;
4671 struct arb_vs_compile_args compile_args;
4672 struct arb_vs_compiled_shader *compiled;
4674 TRACE("Using vertex shader %p\n", vs);
4675 find_arb_vs_compile_args(state, vs, &compile_args);
4676 compiled = find_arb_vshader(vs, &compile_args);
4677 priv->current_vprogram_id = compiled->prgId;
4678 priv->compiled_vprog = compiled;
4680 /* Bind the vertex program */
4681 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4682 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4684 /* Enable OpenGL vertex programs */
4685 glEnable(GL_VERTEX_PROGRAM_ARB);
4686 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4687 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4688 shader_arb_vs_local_constants(compiled, context, state);
4690 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4691 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4693 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4695 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4696 checkGLcall("glClampColorARB");
4697 } else {
4698 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4702 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4704 priv->current_vprogram_id = 0;
4705 glDisable(GL_VERTEX_PROGRAM_ARB);
4706 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4710 /* GL locking is done by the caller */
4711 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4712 enum tex_types tex_type, const SIZE *ds_mask_size)
4714 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4715 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4716 struct shader_arb_priv *priv = shader_priv;
4717 GLuint *blt_fprogram;
4719 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4720 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4721 glEnable(GL_VERTEX_PROGRAM_ARB);
4723 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4724 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4725 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4726 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4727 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4730 /* GL locking is done by the caller */
4731 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4733 struct shader_arb_priv *priv = shader_priv;
4735 if (priv->current_vprogram_id) {
4736 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4737 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4739 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4741 else
4743 glDisable(GL_VERTEX_PROGRAM_ARB);
4744 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4747 if (priv->current_fprogram_id) {
4748 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4749 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4751 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4753 else if(!priv->use_arbfp_fixed_func)
4755 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4756 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4760 static void shader_arb_destroy(struct wined3d_shader *shader)
4762 struct wined3d_device *device = shader->device;
4763 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4765 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4767 struct arb_pshader_private *shader_data = shader->backend_data;
4768 UINT i;
4770 if(!shader_data) return; /* This can happen if a shader was never compiled */
4772 if (shader_data->num_gl_shaders)
4774 struct wined3d_context *context = context_acquire(device, NULL);
4776 ENTER_GL();
4777 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4779 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4780 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4782 LEAVE_GL();
4784 context_release(context);
4787 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4788 HeapFree(GetProcessHeap(), 0, shader_data);
4789 shader->backend_data = NULL;
4791 else
4793 struct arb_vshader_private *shader_data = shader->backend_data;
4794 UINT i;
4796 if(!shader_data) return; /* This can happen if a shader was never compiled */
4798 if (shader_data->num_gl_shaders)
4800 struct wined3d_context *context = context_acquire(device, NULL);
4802 ENTER_GL();
4803 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4805 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4806 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4808 LEAVE_GL();
4810 context_release(context);
4813 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4814 HeapFree(GetProcessHeap(), 0, shader_data);
4815 shader->backend_data = NULL;
4819 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4821 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4822 return compare_sig(key, e->sig);
4825 static const struct wine_rb_functions sig_tree_functions =
4827 wined3d_rb_alloc,
4828 wined3d_rb_realloc,
4829 wined3d_rb_free,
4830 sig_tree_compare
4833 static HRESULT shader_arb_alloc(struct wined3d_device *device)
4835 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4837 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4838 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4839 if (!priv->vshader_const_dirty)
4840 goto fail;
4841 memset(priv->vshader_const_dirty, 1,
4842 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4844 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4845 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4846 if (!priv->pshader_const_dirty)
4847 goto fail;
4848 memset(priv->pshader_const_dirty, 1,
4849 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4851 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4853 ERR("RB tree init failed\n");
4854 goto fail;
4856 device->shader_priv = priv;
4857 return WINED3D_OK;
4859 fail:
4860 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4861 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4862 HeapFree(GetProcessHeap(), 0, priv);
4863 return E_OUTOFMEMORY;
4866 static void release_signature(struct wine_rb_entry *entry, void *context)
4868 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4869 int i;
4870 for(i = 0; i < MAX_REG_INPUT; i++)
4872 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4874 HeapFree(GetProcessHeap(), 0, sig->sig);
4875 HeapFree(GetProcessHeap(), 0, sig);
4878 /* Context activation is done by the caller. */
4879 static void shader_arb_free(struct wined3d_device *device)
4881 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4882 struct shader_arb_priv *priv = device->shader_priv;
4883 int i;
4885 ENTER_GL();
4886 if(priv->depth_blt_vprogram_id) {
4887 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4889 for (i = 0; i < tex_type_count; ++i)
4891 if (priv->depth_blt_fprogram_id_full[i])
4893 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4895 if (priv->depth_blt_fprogram_id_masked[i])
4897 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4900 LEAVE_GL();
4902 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4903 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4904 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4905 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4908 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4910 struct shader_arb_priv *priv = shader_priv;
4912 if (priv->last_context == context)
4913 priv->last_context = NULL;
4916 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4918 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4920 DWORD vs_consts;
4922 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4923 * for vertex programs. If the native limit is less than that it's
4924 * not very useful, and e.g. Mesa swrast returns 0, probably to
4925 * indicate it's a software implementation. */
4926 if (gl_info->limits.arb_vs_native_constants < 96)
4927 vs_consts = gl_info->limits.arb_vs_float_constants;
4928 else
4929 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4931 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4933 caps->VertexShaderVersion = 3;
4934 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4936 else if (vs_consts >= 256)
4938 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4939 caps->VertexShaderVersion = 2;
4940 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4942 else
4944 caps->VertexShaderVersion = 1;
4945 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4947 caps->MaxVertexShaderConst = vs_consts;
4949 else
4951 caps->VertexShaderVersion = 0;
4952 caps->MaxVertexShaderConst = 0;
4955 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4957 DWORD ps_consts;
4959 /* Similar as above for vertex programs, but the minimum for fragment
4960 * programs is 24. */
4961 if (gl_info->limits.arb_ps_native_constants < 24)
4962 ps_consts = gl_info->limits.arb_ps_float_constants;
4963 else
4964 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4966 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4968 caps->PixelShaderVersion = 3;
4969 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4971 else if (ps_consts >= 32)
4973 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4974 caps->PixelShaderVersion = 2;
4975 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4977 else
4979 caps->PixelShaderVersion = 1;
4980 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4982 caps->PixelShader1xMaxValue = 8.0f;
4983 caps->MaxPixelShaderConst = ps_consts;
4985 else
4987 caps->PixelShaderVersion = 0;
4988 caps->PixelShader1xMaxValue = 0.0f;
4989 caps->MaxPixelShaderConst = 0;
4992 caps->VSClipping = use_nv_clip(gl_info);
4995 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4997 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4999 TRACE("Checking support for color_fixup:\n");
5000 dump_color_fixup_desc(fixup);
5003 /* We support everything except complex conversions. */
5004 if (!is_complex_fixup(fixup))
5006 TRACE("[OK]\n");
5007 return TRUE;
5010 TRACE("[FAILED]\n");
5011 return FALSE;
5014 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5015 DWORD shift;
5016 char write_mask[20], regstr[50];
5017 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5018 BOOL is_color = FALSE;
5019 const struct wined3d_shader_dst_param *dst;
5021 if (!ins->dst_count) return;
5023 dst = &ins->dst[0];
5024 shift = dst->shift;
5025 if (!shift) return; /* Saturate alone is handled by the instructions */
5027 shader_arb_get_write_mask(ins, dst, write_mask);
5028 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5030 /* Generate a line that does the output modifier computation
5031 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5032 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5034 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5035 regstr, write_mask, regstr, shift_tab[shift]);
5038 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5040 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5041 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5042 /* WINED3DSIH_AND */ NULL,
5043 /* WINED3DSIH_BEM */ pshader_hw_bem,
5044 /* WINED3DSIH_BREAK */ shader_hw_break,
5045 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5046 /* WINED3DSIH_BREAKP */ NULL,
5047 /* WINED3DSIH_CALL */ shader_hw_call,
5048 /* WINED3DSIH_CALLNZ */ NULL,
5049 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5050 /* WINED3DSIH_CND */ pshader_hw_cnd,
5051 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5052 /* WINED3DSIH_CUT */ NULL,
5053 /* WINED3DSIH_DCL */ NULL,
5054 /* WINED3DSIH_DEF */ NULL,
5055 /* WINED3DSIH_DEFB */ NULL,
5056 /* WINED3DSIH_DEFI */ NULL,
5057 /* WINED3DSIH_DIV */ NULL,
5058 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5059 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5060 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5061 /* WINED3DSIH_DST */ shader_hw_map2gl,
5062 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5063 /* WINED3DSIH_DSY */ shader_hw_dsy,
5064 /* WINED3DSIH_ELSE */ shader_hw_else,
5065 /* WINED3DSIH_EMIT */ NULL,
5066 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5067 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5068 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5069 /* WINED3DSIH_EQ */ NULL,
5070 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5071 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5072 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5073 /* WINED3DSIH_FTOI */ NULL,
5074 /* WINED3DSIH_GE */ NULL,
5075 /* WINED3DSIH_IADD */ NULL,
5076 /* WINED3DSIH_IEQ */ NULL,
5077 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5078 /* WINED3DSIH_IFC */ shader_hw_ifc,
5079 /* WINED3DSIH_IGE */ NULL,
5080 /* WINED3DSIH_IMUL */ NULL,
5081 /* WINED3DSIH_ITOF */ NULL,
5082 /* WINED3DSIH_LABEL */ shader_hw_label,
5083 /* WINED3DSIH_LD */ NULL,
5084 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5085 /* WINED3DSIH_LOG */ shader_hw_log,
5086 /* WINED3DSIH_LOGP */ shader_hw_log,
5087 /* WINED3DSIH_LOOP */ shader_hw_loop,
5088 /* WINED3DSIH_LRP */ shader_hw_lrp,
5089 /* WINED3DSIH_LT */ NULL,
5090 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5091 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5092 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5093 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5094 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5095 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5096 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5097 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5098 /* WINED3DSIH_MOV */ shader_hw_mov,
5099 /* WINED3DSIH_MOVA */ shader_hw_mov,
5100 /* WINED3DSIH_MOVC */ NULL,
5101 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5102 /* WINED3DSIH_NOP */ shader_hw_nop,
5103 /* WINED3DSIH_NRM */ shader_hw_nrm,
5104 /* WINED3DSIH_PHASE */ NULL,
5105 /* WINED3DSIH_POW */ shader_hw_pow,
5106 /* WINED3DSIH_RCP */ shader_hw_rcp,
5107 /* WINED3DSIH_REP */ shader_hw_rep,
5108 /* WINED3DSIH_RET */ shader_hw_ret,
5109 /* WINED3DSIH_ROUND_NI */ NULL,
5110 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5111 /* WINED3DSIH_SAMPLE */ NULL,
5112 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5113 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5114 /* WINED3DSIH_SETP */ NULL,
5115 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5116 /* WINED3DSIH_SGN */ shader_hw_sgn,
5117 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5118 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5119 /* WINED3DSIH_SQRT */ NULL,
5120 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5121 /* WINED3DSIH_TEX */ pshader_hw_tex,
5122 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5123 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5124 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5125 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5126 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5127 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5128 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5129 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5130 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5131 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5132 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5133 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5134 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5135 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5136 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5137 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5138 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5139 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5140 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5141 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5142 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5143 /* WINED3DSIH_UDIV */ NULL,
5144 /* WINED3DSIH_USHR */ NULL,
5145 /* WINED3DSIH_UTOF */ NULL,
5146 /* WINED3DSIH_XOR */ NULL,
5149 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5150 const struct wined3d_shader *shader, DWORD idx)
5152 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5153 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5154 const struct wined3d_shader_lconst *constant;
5155 WORD bools = 0;
5156 WORD flag = (1 << idx);
5157 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5159 if (reg_maps->local_bool_consts & flag)
5161 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5162 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5164 if (constant->idx == idx)
5166 return constant->value[0];
5169 ERR("Local constant not found\n");
5170 return FALSE;
5172 else
5174 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5175 else bools = priv->cur_ps_args->bools;
5176 return bools & flag;
5180 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5181 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5183 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5184 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5186 /* Integer constants can either be a local constant, or they can be stored in the shader
5187 * type specific compile args. */
5188 if (reg_maps->local_int_consts & (1 << idx))
5190 const struct wined3d_shader_lconst *constant;
5192 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5194 if (constant->idx == idx)
5196 loop_control->count = constant->value[0];
5197 loop_control->start = constant->value[1];
5198 /* Step is signed. */
5199 loop_control->step = (int)constant->value[2];
5200 return;
5203 /* If this happens the flag was set incorrectly */
5204 ERR("Local constant not found\n");
5205 loop_control->count = 0;
5206 loop_control->start = 0;
5207 loop_control->step = 0;
5208 return;
5211 switch (reg_maps->shader_version.type)
5213 case WINED3D_SHADER_TYPE_VERTEX:
5214 /* Count and aL start value are unsigned */
5215 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5216 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5217 /* Step is signed. */
5218 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5219 break;
5221 case WINED3D_SHADER_TYPE_PIXEL:
5222 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5223 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5224 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5225 break;
5227 default:
5228 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5229 break;
5233 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5235 unsigned int i;
5236 struct wined3d_shader_dst_param *dst_param = NULL;
5237 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5238 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5239 if(!rec)
5241 ERR("Out of memory\n");
5242 return;
5245 rec->ins = *ins;
5246 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5247 if(!dst_param) goto free;
5248 *dst_param = *ins->dst;
5249 if(ins->dst->reg.rel_addr)
5251 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5252 if(!rel_addr) goto free;
5253 *rel_addr = *ins->dst->reg.rel_addr;
5254 dst_param->reg.rel_addr = rel_addr;
5256 rec->ins.dst = dst_param;
5258 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5259 if(!src_param) goto free;
5260 for(i = 0; i < ins->src_count; i++)
5262 src_param[i] = ins->src[i];
5263 if(ins->src[i].reg.rel_addr)
5265 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5266 if(!rel_addr) goto free;
5267 *rel_addr = *ins->src[i].reg.rel_addr;
5268 src_param[i].reg.rel_addr = rel_addr;
5271 rec->ins.src = src_param;
5272 list_add_tail(list, &rec->entry);
5273 return;
5275 free:
5276 ERR("Out of memory\n");
5277 if(dst_param)
5279 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5280 HeapFree(GetProcessHeap(), 0, dst_param);
5282 if(src_param)
5284 for(i = 0; i < ins->src_count; i++)
5286 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5288 HeapFree(GetProcessHeap(), 0, src_param);
5290 HeapFree(GetProcessHeap(), 0, rec);
5293 static void free_recorded_instruction(struct list *list)
5295 struct recorded_instruction *rec_ins, *entry2;
5296 unsigned int i;
5298 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5300 list_remove(&rec_ins->entry);
5301 if(rec_ins->ins.dst)
5303 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5304 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5306 if(rec_ins->ins.src)
5308 for(i = 0; i < rec_ins->ins.src_count; i++)
5310 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5312 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5314 HeapFree(GetProcessHeap(), 0, rec_ins);
5318 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5319 SHADER_HANDLER hw_fct;
5320 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5321 const struct wined3d_shader *shader = ins->ctx->shader;
5322 struct control_frame *control_frame;
5323 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5324 BOOL bool_const;
5326 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5328 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5329 list_add_head(&priv->control_frames, &control_frame->entry);
5331 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5332 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5334 if(priv->target_version >= NV2)
5336 control_frame->no.loop = priv->num_loops++;
5337 priv->loop_depth++;
5339 else
5341 /* Don't bother recording when we're in a not used if branch */
5342 if(priv->muted)
5344 return;
5347 if(!priv->recording)
5349 list_init(&priv->record);
5350 priv->recording = TRUE;
5351 control_frame->outer_loop = TRUE;
5352 get_loop_control_const(ins, shader, ins->src[0].reg.idx, &control_frame->loop_control);
5353 return; /* Instruction is handled */
5355 /* Record this loop in the outer loop's recording */
5358 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5360 if(priv->target_version >= NV2)
5362 /* Nothing to do. The control frame is popped after the HW instr handler */
5364 else
5366 struct list *e = list_head(&priv->control_frames);
5367 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5368 list_remove(&control_frame->entry);
5370 if(control_frame->outer_loop)
5372 unsigned int iteration;
5373 int aL = 0;
5374 struct list copy;
5376 /* Turn off recording before playback */
5377 priv->recording = FALSE;
5379 /* Move the recorded instructions to a separate list and get them out of the private data
5380 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5381 * be recorded again, thus priv->record might be overwritten
5383 list_init(&copy);
5384 list_move_tail(&copy, &priv->record);
5385 list_init(&priv->record);
5387 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5389 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5390 control_frame->loop_control.count, control_frame->loop_control.start,
5391 control_frame->loop_control.step);
5392 aL = control_frame->loop_control.start;
5394 else
5396 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5399 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5401 struct recorded_instruction *rec_ins;
5402 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5404 priv->aL = aL;
5405 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5407 else
5409 shader_addline(buffer, "#Iteration %u\n", iteration);
5412 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5414 shader_arb_handle_instruction(&rec_ins->ins);
5417 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5419 aL += control_frame->loop_control.step;
5422 shader_addline(buffer, "#end loop/rep\n");
5424 free_recorded_instruction(&copy);
5425 HeapFree(GetProcessHeap(), 0, control_frame);
5426 return; /* Instruction is handled */
5428 else
5430 /* This is a nested loop. Proceed to the normal recording function */
5431 HeapFree(GetProcessHeap(), 0, control_frame);
5436 if(priv->recording)
5438 record_instruction(&priv->record, ins);
5439 return;
5442 /* boolean if */
5443 if(ins->handler_idx == WINED3DSIH_IF)
5445 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5446 list_add_head(&priv->control_frames, &control_frame->entry);
5447 control_frame->type = IF;
5449 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx);
5450 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5451 if (!priv->muted && !bool_const)
5453 shader_addline(buffer, "#if(FALSE){\n");
5454 priv->muted = TRUE;
5455 control_frame->muting = TRUE;
5457 else shader_addline(buffer, "#if(TRUE) {\n");
5459 return; /* Instruction is handled */
5461 else if(ins->handler_idx == WINED3DSIH_IFC)
5463 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5464 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5465 control_frame->type = IFC;
5466 control_frame->no.ifc = priv->num_ifcs++;
5467 list_add_head(&priv->control_frames, &control_frame->entry);
5469 else if(ins->handler_idx == WINED3DSIH_ELSE)
5471 struct list *e = list_head(&priv->control_frames);
5472 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5474 if(control_frame->type == IF)
5476 shader_addline(buffer, "#} else {\n");
5477 if(!priv->muted && !control_frame->muting)
5479 priv->muted = TRUE;
5480 control_frame->muting = TRUE;
5482 else if(control_frame->muting) priv->muted = FALSE;
5483 return; /* Instruction is handled. */
5485 /* In case of an ifc, generate a HW shader instruction */
5487 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5489 struct list *e = list_head(&priv->control_frames);
5490 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5492 if(control_frame->type == IF)
5494 shader_addline(buffer, "#} endif\n");
5495 if(control_frame->muting) priv->muted = FALSE;
5496 list_remove(&control_frame->entry);
5497 HeapFree(GetProcessHeap(), 0, control_frame);
5498 return; /* Instruction is handled */
5502 if(priv->muted) return;
5504 /* Select handler */
5505 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5507 /* Unhandled opcode */
5508 if (!hw_fct)
5510 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5511 return;
5513 hw_fct(ins);
5515 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5517 struct list *e = list_head(&priv->control_frames);
5518 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5519 list_remove(&control_frame->entry);
5520 HeapFree(GetProcessHeap(), 0, control_frame);
5521 priv->loop_depth--;
5523 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5525 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5526 struct list *e = list_head(&priv->control_frames);
5527 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5528 list_remove(&control_frame->entry);
5529 HeapFree(GetProcessHeap(), 0, control_frame);
5533 shader_arb_add_instruction_modifiers(ins);
5536 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5538 shader_arb_handle_instruction,
5539 shader_arb_select,
5540 shader_arb_select_depth_blt,
5541 shader_arb_deselect_depth_blt,
5542 shader_arb_update_float_vertex_constants,
5543 shader_arb_update_float_pixel_constants,
5544 shader_arb_load_constants,
5545 shader_arb_load_np2fixup_constants,
5546 shader_arb_destroy,
5547 shader_arb_alloc,
5548 shader_arb_free,
5549 shader_arb_context_destroyed,
5550 shader_arb_get_caps,
5551 shader_arb_color_fixup_supported,
5554 /* ARB_fragment_program fixed function pipeline replacement definitions */
5555 #define ARB_FFP_CONST_TFACTOR 0
5556 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5557 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5558 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5559 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5561 struct arbfp_ffp_desc
5563 struct ffp_frag_desc parent;
5564 GLuint shader;
5565 unsigned int num_textures_used;
5568 /* Context activation and GL locking are done by the caller. */
5569 static void arbfp_enable(BOOL enable)
5571 if(enable) {
5572 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5573 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5574 } else {
5575 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5576 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5580 static HRESULT arbfp_alloc(struct wined3d_device *device)
5582 struct shader_arb_priv *priv;
5583 /* Share private data between the shader backend and the pipeline replacement, if both
5584 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5585 * if no pixel shader is bound or not
5587 if (device->shader_backend == &arb_program_shader_backend)
5589 device->fragment_priv = device->shader_priv;
5591 else
5593 device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5594 if (!device->fragment_priv) return E_OUTOFMEMORY;
5596 priv = device->fragment_priv;
5597 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5599 ERR("Failed to initialize rbtree.\n");
5600 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5601 return E_OUTOFMEMORY;
5603 priv->use_arbfp_fixed_func = TRUE;
5604 return WINED3D_OK;
5607 /* Context activation is done by the caller. */
5608 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5610 const struct wined3d_gl_info *gl_info = context;
5611 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5613 ENTER_GL();
5614 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5615 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5616 HeapFree(GetProcessHeap(), 0, entry_arb);
5617 LEAVE_GL();
5620 /* Context activation is done by the caller. */
5621 static void arbfp_free(struct wined3d_device *device)
5623 struct shader_arb_priv *priv = device->fragment_priv;
5625 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5626 priv->use_arbfp_fixed_func = FALSE;
5628 if (device->shader_backend != &arb_program_shader_backend)
5630 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5634 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5636 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5637 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5638 WINED3DTEXOPCAPS_SELECTARG1 |
5639 WINED3DTEXOPCAPS_SELECTARG2 |
5640 WINED3DTEXOPCAPS_MODULATE4X |
5641 WINED3DTEXOPCAPS_MODULATE2X |
5642 WINED3DTEXOPCAPS_MODULATE |
5643 WINED3DTEXOPCAPS_ADDSIGNED2X |
5644 WINED3DTEXOPCAPS_ADDSIGNED |
5645 WINED3DTEXOPCAPS_ADD |
5646 WINED3DTEXOPCAPS_SUBTRACT |
5647 WINED3DTEXOPCAPS_ADDSMOOTH |
5648 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5649 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5650 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5651 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5652 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5653 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5654 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5655 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5656 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5657 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5658 WINED3DTEXOPCAPS_MULTIPLYADD |
5659 WINED3DTEXOPCAPS_LERP |
5660 WINED3DTEXOPCAPS_BUMPENVMAP |
5661 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5663 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5665 caps->MaxTextureBlendStages = 8;
5666 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5669 static void state_texfactor_arbfp(struct wined3d_context *context,
5670 const struct wined3d_state *state, DWORD state_id)
5672 struct wined3d_device *device = context->swapchain->device;
5673 const struct wined3d_gl_info *gl_info = context->gl_info;
5674 float col[4];
5676 /* Don't load the parameter if we're using an arbfp pixel shader,
5677 * otherwise we'll overwrite application provided constants. */
5678 if (device->shader_backend == &arb_program_shader_backend)
5680 struct shader_arb_priv *priv;
5682 if (use_ps(state)) return;
5684 priv = device->shader_priv;
5685 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5686 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5689 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5690 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5691 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5694 static void state_arb_specularenable(struct wined3d_context *context,
5695 const struct wined3d_state *state, DWORD state_id)
5697 struct wined3d_device *device = context->swapchain->device;
5698 const struct wined3d_gl_info *gl_info = context->gl_info;
5699 float col[4];
5701 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5702 * application provided constants
5704 if (device->shader_backend == &arb_program_shader_backend)
5706 struct shader_arb_priv *priv;
5708 if (use_ps(state)) return;
5710 priv = device->shader_priv;
5711 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5712 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5715 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5717 /* The specular color has no alpha */
5718 col[0] = 1.0f; col[1] = 1.0f;
5719 col[2] = 1.0f; col[3] = 0.0f;
5720 } else {
5721 col[0] = 0.0f; col[1] = 0.0f;
5722 col[2] = 0.0f; col[3] = 0.0f;
5724 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5725 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5728 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5730 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5731 struct wined3d_device *device = context->swapchain->device;
5732 const struct wined3d_gl_info *gl_info = context->gl_info;
5733 float mat[2][2];
5735 if (use_ps(state))
5737 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5739 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5740 * anyway
5742 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5743 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5746 if(device->shader_backend == &arb_program_shader_backend) {
5747 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5748 return;
5751 else if (device->shader_backend == &arb_program_shader_backend)
5753 struct shader_arb_priv *priv = device->shader_priv;
5754 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5755 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5758 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5759 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5760 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5761 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5763 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5764 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5767 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5768 const struct wined3d_state *state, DWORD state_id)
5770 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5771 struct wined3d_device *device = context->swapchain->device;
5772 const struct wined3d_gl_info *gl_info = context->gl_info;
5773 float param[4];
5775 if (use_ps(state))
5777 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5779 /* The pixel shader has to know the luminance offset. Do a constants update if it
5780 * isn't scheduled anyway
5782 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5783 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5786 if(device->shader_backend == &arb_program_shader_backend) {
5787 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5788 return;
5791 else if (device->shader_backend == &arb_program_shader_backend)
5793 struct shader_arb_priv *priv = device->shader_priv;
5794 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5795 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5798 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5799 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5800 param[2] = 0.0f;
5801 param[3] = 0.0f;
5803 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5804 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5807 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5809 const char *ret;
5811 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5813 switch(arg & WINED3DTA_SELECTMASK) {
5814 case WINED3DTA_DIFFUSE:
5815 ret = "fragment.color.primary"; break;
5817 case WINED3DTA_CURRENT:
5818 if (!stage) ret = "fragment.color.primary";
5819 else ret = "ret";
5820 break;
5822 case WINED3DTA_TEXTURE:
5823 switch(stage) {
5824 case 0: ret = "tex0"; break;
5825 case 1: ret = "tex1"; break;
5826 case 2: ret = "tex2"; break;
5827 case 3: ret = "tex3"; break;
5828 case 4: ret = "tex4"; break;
5829 case 5: ret = "tex5"; break;
5830 case 6: ret = "tex6"; break;
5831 case 7: ret = "tex7"; break;
5832 default: ret = "unknown texture";
5834 break;
5836 case WINED3DTA_TFACTOR:
5837 ret = "tfactor"; break;
5839 case WINED3DTA_SPECULAR:
5840 ret = "fragment.color.secondary"; break;
5842 case WINED3DTA_TEMP:
5843 ret = "tempreg"; break;
5845 case WINED3DTA_CONSTANT:
5846 FIXME("Implement perstage constants\n");
5847 switch(stage) {
5848 case 0: ret = "const0"; break;
5849 case 1: ret = "const1"; break;
5850 case 2: ret = "const2"; break;
5851 case 3: ret = "const3"; break;
5852 case 4: ret = "const4"; break;
5853 case 5: ret = "const5"; break;
5854 case 6: ret = "const6"; break;
5855 case 7: ret = "const7"; break;
5856 default: ret = "unknown constant";
5858 break;
5860 default:
5861 return "unknown";
5864 if(arg & WINED3DTA_COMPLEMENT) {
5865 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5866 if(argnum == 0) ret = "arg0";
5867 if(argnum == 1) ret = "arg1";
5868 if(argnum == 2) ret = "arg2";
5870 if(arg & WINED3DTA_ALPHAREPLICATE) {
5871 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5872 if(argnum == 0) ret = "arg0";
5873 if(argnum == 1) ret = "arg1";
5874 if(argnum == 2) ret = "arg2";
5876 return ret;
5879 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5880 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5882 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5883 unsigned int mul = 1;
5884 BOOL mul_final_dest = FALSE;
5886 if(color && alpha) dstmask = "";
5887 else if(color) dstmask = ".xyz";
5888 else dstmask = ".w";
5890 if(dst == tempreg) dstreg = "tempreg";
5891 else dstreg = "ret";
5893 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5894 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5895 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5897 switch (op)
5899 case WINED3D_TOP_DISABLE:
5900 if (!stage)
5901 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5902 break;
5904 case WINED3D_TOP_SELECT_ARG2:
5905 arg1 = arg2;
5906 /* FALLTHROUGH */
5907 case WINED3D_TOP_SELECT_ARG1:
5908 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5909 break;
5911 case WINED3D_TOP_MODULATE_4X:
5912 mul = 2;
5913 /* FALLTHROUGH */
5914 case WINED3D_TOP_MODULATE_2X:
5915 mul *= 2;
5916 if (!strcmp(dstreg, "result.color"))
5918 dstreg = "ret";
5919 mul_final_dest = TRUE;
5921 /* FALLTHROUGH */
5922 case WINED3D_TOP_MODULATE:
5923 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5924 break;
5926 case WINED3D_TOP_ADD_SIGNED_2X:
5927 mul = 2;
5928 if (!strcmp(dstreg, "result.color"))
5930 dstreg = "ret";
5931 mul_final_dest = TRUE;
5933 /* FALLTHROUGH */
5934 case WINED3D_TOP_ADD_SIGNED:
5935 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5936 arg2 = "arg2";
5937 /* FALLTHROUGH */
5938 case WINED3D_TOP_ADD:
5939 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5940 break;
5942 case WINED3D_TOP_SUBTRACT:
5943 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5944 break;
5946 case WINED3D_TOP_ADD_SMOOTH:
5947 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5948 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5949 break;
5951 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
5952 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5953 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5954 break;
5955 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
5956 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5957 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5958 break;
5959 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
5960 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5961 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5962 break;
5963 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
5964 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5965 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5966 break;
5968 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
5969 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5970 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5971 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5972 break;
5974 /* D3DTOP_PREMODULATE ???? */
5976 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
5977 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5978 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5979 break;
5980 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
5981 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5982 break;
5983 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
5984 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5985 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5986 break;
5987 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
5988 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5989 break;
5991 case WINED3D_TOP_DOTPRODUCT3:
5992 mul = 4;
5993 if (!strcmp(dstreg, "result.color"))
5995 dstreg = "ret";
5996 mul_final_dest = TRUE;
5998 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5999 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6000 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6001 break;
6003 case WINED3D_TOP_MULTIPLY_ADD:
6004 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6005 break;
6007 case WINED3D_TOP_LERP:
6008 /* The msdn is not quite right here */
6009 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6010 break;
6012 case WINED3D_TOP_BUMPENVMAP:
6013 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6014 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6015 break;
6017 default:
6018 FIXME("Unhandled texture op %08x\n", op);
6021 if(mul == 2) {
6022 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
6023 } else if(mul == 4) {
6024 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
6028 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6030 unsigned int stage;
6031 struct wined3d_shader_buffer buffer;
6032 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6033 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6034 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6035 UINT lowest_disabled_stage;
6036 const char *textype;
6037 const char *instr, *sat;
6038 char colorcor_dst[8];
6039 GLuint ret;
6040 DWORD arg0, arg1, arg2;
6041 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6042 BOOL op_equal;
6043 const char *final_combiner_src = "ret";
6044 GLint pos;
6046 /* Find out which textures are read */
6047 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6049 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6050 break;
6051 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6052 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6053 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6054 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6055 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6056 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6058 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6059 tex_read[stage] = TRUE;
6060 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6061 tex_read[stage] = TRUE;
6062 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6064 bump_used[stage] = TRUE;
6065 tex_read[stage] = TRUE;
6067 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6069 bump_used[stage] = TRUE;
6070 tex_read[stage] = TRUE;
6071 luminance_used[stage] = TRUE;
6073 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6075 tfactor_used = TRUE;
6078 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6079 tfactor_used = TRUE;
6082 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6083 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6084 tempreg_used = TRUE;
6087 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6088 continue;
6089 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6090 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6091 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6092 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6093 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6094 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6096 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6097 tempreg_used = TRUE;
6099 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6100 tfactor_used = TRUE;
6103 lowest_disabled_stage = stage;
6105 /* Shader header */
6106 if (!shader_buffer_init(&buffer))
6108 ERR("Failed to initialize shader buffer.\n");
6109 return 0;
6112 shader_addline(&buffer, "!!ARBfp1.0\n");
6114 switch(settings->fog) {
6115 case FOG_OFF: break;
6116 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6117 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6118 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6119 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6122 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6123 shader_addline(&buffer, "TEMP TMP;\n");
6124 shader_addline(&buffer, "TEMP ret;\n");
6125 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6126 shader_addline(&buffer, "TEMP arg0;\n");
6127 shader_addline(&buffer, "TEMP arg1;\n");
6128 shader_addline(&buffer, "TEMP arg2;\n");
6129 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6130 if(!tex_read[stage]) continue;
6131 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6132 if(!bump_used[stage]) continue;
6133 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6134 if(!luminance_used[stage]) continue;
6135 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6137 if(tfactor_used) {
6138 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6140 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6142 if(settings->sRGB_write) {
6143 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6144 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6145 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6146 srgb_sub_high, 0.0, 0.0, 0.0);
6149 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6150 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6152 /* Generate texture sampling instructions) */
6153 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6155 if (!tex_read[stage])
6156 continue;
6158 switch(settings->op[stage].tex_type) {
6159 case tex_1d: textype = "1D"; break;
6160 case tex_2d: textype = "2D"; break;
6161 case tex_3d: textype = "3D"; break;
6162 case tex_cube: textype = "CUBE"; break;
6163 case tex_rect: textype = "RECT"; break;
6164 default: textype = "unexpected_textype"; break;
6167 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6168 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6169 sat = "";
6170 else
6171 sat = "_SAT";
6173 if(settings->op[stage].projected == proj_none) {
6174 instr = "TEX";
6175 } else if(settings->op[stage].projected == proj_count4 ||
6176 settings->op[stage].projected == proj_count3) {
6177 instr = "TXP";
6178 } else {
6179 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6180 instr = "TXP";
6183 if (stage > 0
6184 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6185 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6187 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6188 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6189 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6190 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6192 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6193 * so multiply the displacement with the dividing parameter before passing it to TXP
6195 if (settings->op[stage].projected != proj_none) {
6196 if(settings->op[stage].projected == proj_count4) {
6197 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6198 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6199 } else {
6200 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6201 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6203 } else {
6204 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6207 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6208 instr, sat, stage, stage, textype);
6209 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6211 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6212 stage - 1, stage - 1, stage - 1);
6213 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6215 } else if(settings->op[stage].projected == proj_count3) {
6216 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6217 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6218 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6219 instr, sat, stage, stage, textype);
6220 } else {
6221 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6222 instr, sat, stage, stage, stage, textype);
6225 sprintf(colorcor_dst, "tex%u", stage);
6226 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6227 settings->op[stage].color_fixup);
6230 /* Generate the main shader */
6231 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6233 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6235 if (!stage)
6236 final_combiner_src = "fragment.color.primary";
6237 break;
6240 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6241 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6242 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6243 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6244 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6245 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6246 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6247 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6248 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6249 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6250 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6251 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6252 else
6253 op_equal = settings->op[stage].aop == settings->op[stage].cop
6254 && settings->op[stage].carg0 == settings->op[stage].aarg0
6255 && settings->op[stage].carg1 == settings->op[stage].aarg1
6256 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6258 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6260 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6261 settings->op[stage].cop, settings->op[stage].carg0,
6262 settings->op[stage].carg1, settings->op[stage].carg2);
6263 if (!stage)
6264 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6266 else if (op_equal)
6268 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6269 settings->op[stage].cop, settings->op[stage].carg0,
6270 settings->op[stage].carg1, settings->op[stage].carg2);
6271 } else {
6272 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6273 settings->op[stage].cop, settings->op[stage].carg0,
6274 settings->op[stage].carg1, settings->op[stage].carg2);
6275 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6276 settings->op[stage].aop, settings->op[stage].aarg0,
6277 settings->op[stage].aarg1, settings->op[stage].aarg2);
6281 if(settings->sRGB_write) {
6282 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6283 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6284 shader_addline(&buffer, "MOV result.color, ret;\n");
6285 } else {
6286 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6289 /* Footer */
6290 shader_addline(&buffer, "END\n");
6292 /* Generate the shader */
6293 GL_EXTCALL(glGenProgramsARB(1, &ret));
6294 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6295 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6296 strlen(buffer.buffer), buffer.buffer));
6297 checkGLcall("glProgramStringARB()");
6299 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6300 if (pos != -1)
6302 FIXME("Fragment program error at position %d: %s\n\n", pos,
6303 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6304 shader_arb_dump_program_source(buffer.buffer);
6306 else
6308 GLint native;
6310 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6311 checkGLcall("glGetProgramivARB()");
6312 if (!native) WARN("Program exceeds native resource limits.\n");
6315 shader_buffer_free(&buffer);
6316 return ret;
6319 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6321 const struct wined3d_device *device = context->swapchain->device;
6322 const struct wined3d_gl_info *gl_info = context->gl_info;
6323 struct shader_arb_priv *priv = device->fragment_priv;
6324 BOOL use_vshader = use_vs(state);
6325 BOOL use_pshader = use_ps(state);
6326 struct ffp_frag_settings settings;
6327 const struct arbfp_ffp_desc *desc;
6328 unsigned int i;
6330 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6332 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6334 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6336 /* Reload fixed function constants since they collide with the
6337 * pixel shader constants. */
6338 for (i = 0; i < MAX_TEXTURES; ++i)
6340 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6342 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6343 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6345 else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6347 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6349 return;
6352 if (!use_pshader)
6354 /* Find or create a shader implementing the fixed function pipeline
6355 * settings, then activate it. */
6356 gen_ffp_frag_op(device, state, &settings, FALSE);
6357 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6358 if(!desc) {
6359 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6360 if (!new_desc)
6362 ERR("Out of memory\n");
6363 return;
6365 new_desc->num_textures_used = 0;
6366 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6368 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
6369 break;
6370 new_desc->num_textures_used = i;
6373 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6374 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6375 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6376 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6377 desc = new_desc;
6380 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6381 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6382 * deactivate it.
6384 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6385 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6386 priv->current_fprogram_id = desc->shader;
6388 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6390 /* Reload fixed function constants since they collide with the
6391 * pixel shader constants. */
6392 for (i = 0; i < MAX_TEXTURES; ++i)
6394 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6396 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6397 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6399 context->last_was_pshader = FALSE;
6400 } else {
6401 context->last_was_pshader = TRUE;
6404 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6405 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6406 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6407 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6408 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6410 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6411 * shader handler
6413 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6415 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6417 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6418 context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
6420 if (use_pshader)
6421 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
6424 /* We can't link the fog states to the fragment state directly since the
6425 * vertex pipeline links them to FOGENABLE. A different linking in different
6426 * pipeline parts can't be expressed in the combined state table, so we need
6427 * to handle that with a forwarding function. The other invisible side effect
6428 * is that changing the fog start and fog end (which links to FOGENABLE in
6429 * vertex) results in the fragment_prog_arbfp function being called because
6430 * FOGENABLE is dirty, which calls this function here. */
6431 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6433 enum fogsource new_source;
6435 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6437 if (!isStateDirty(context, STATE_PIXELSHADER))
6438 fragment_prog_arbfp(context, state, state_id);
6440 if (!state->render_states[WINED3D_RS_FOGENABLE])
6441 return;
6443 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6445 if (use_vs(state))
6447 new_source = FOGSOURCE_VS;
6449 else
6451 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6452 new_source = FOGSOURCE_COORD;
6453 else
6454 new_source = FOGSOURCE_FFP;
6457 else
6459 new_source = FOGSOURCE_FFP;
6462 if (new_source != context->fog_source)
6464 context->fog_source = new_source;
6465 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6469 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6471 if (!isStateDirty(context, STATE_PIXELSHADER))
6472 fragment_prog_arbfp(context, state, state_id);
6475 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6477 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6478 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6479 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6480 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6481 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6482 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6483 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6484 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6485 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6486 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6487 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6488 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6489 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6490 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6491 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6492 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6493 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6494 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6495 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6496 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6497 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6498 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6499 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6500 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6501 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6502 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6503 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6504 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6505 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6506 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6507 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6508 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6509 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6510 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6511 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6512 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6513 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6514 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6515 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6516 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6517 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6518 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6519 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6520 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6521 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6522 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6523 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6524 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6525 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6526 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6527 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6528 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6529 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6530 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6531 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6532 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6533 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6534 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6535 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6536 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6537 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6538 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6539 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6540 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6541 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6542 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6543 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6544 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6545 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6599 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6600 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6603 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6606 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6615 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6616 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6619 const struct fragment_pipeline arbfp_fragment_pipeline = {
6620 arbfp_enable,
6621 arbfp_get_caps,
6622 arbfp_alloc,
6623 arbfp_free,
6624 shader_arb_color_fixup_supported,
6625 arbfp_fragmentstate_template,
6626 TRUE /* We can disable projected textures */
6629 struct arbfp_blit_priv {
6630 GLenum yuy2_rect_shader, yuy2_2d_shader;
6631 GLenum uyvy_rect_shader, uyvy_2d_shader;
6632 GLenum yv12_rect_shader, yv12_2d_shader;
6633 GLenum p8_rect_shader, p8_2d_shader;
6634 GLuint palette_texture;
6637 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6639 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6640 if(!device->blit_priv) {
6641 ERR("Out of memory\n");
6642 return E_OUTOFMEMORY;
6644 return WINED3D_OK;
6647 /* Context activation is done by the caller. */
6648 static void arbfp_blit_free(struct wined3d_device *device)
6650 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6651 struct arbfp_blit_priv *priv = device->blit_priv;
6653 ENTER_GL();
6654 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6655 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6656 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6657 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6658 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6659 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6660 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6661 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6662 checkGLcall("Delete yuv and p8 programs");
6664 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6665 LEAVE_GL();
6667 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6668 device->blit_priv = NULL;
6671 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6672 GLenum textype, char *luminance)
6674 char chroma;
6675 const char *tex, *texinstr;
6677 if (fixup == COMPLEX_FIXUP_UYVY) {
6678 chroma = 'x';
6679 *luminance = 'w';
6680 } else {
6681 chroma = 'w';
6682 *luminance = 'x';
6684 switch(textype) {
6685 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6686 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6687 default:
6688 /* This is more tricky than just replacing the texture type - we have to navigate
6689 * properly in the texture to find the correct chroma values
6691 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6692 return FALSE;
6695 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6696 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6697 * filtering when we sample the texture.
6699 * These are the rules for reading the chroma:
6701 * Even pixel: Cr
6702 * Even pixel: U
6703 * Odd pixel: V
6705 * So we have to get the sampling x position in non-normalized coordinates in integers
6707 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6708 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6709 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6710 } else {
6711 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6713 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6714 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6715 * 0.5, so add 0.5.
6717 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6718 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6720 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6721 * even and odd pixels respectively
6723 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6724 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6726 /* Sample Pixel 1 */
6727 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6729 /* Put the value into either of the chroma values */
6730 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6731 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6732 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6733 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6735 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6736 * the pixel right to the current one. Otherwise, sample the left pixel.
6737 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6739 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6740 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6741 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6743 /* Put the value into the other chroma */
6744 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6745 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6746 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6747 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6749 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6750 * the current one and lerp the two U and V values
6753 /* This gives the correctly filtered luminance value */
6754 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6756 return TRUE;
6759 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6761 const char *tex;
6763 switch(textype) {
6764 case GL_TEXTURE_2D: tex = "2D"; break;
6765 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6766 default:
6767 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6768 return FALSE;
6771 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6772 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6773 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6774 * pitch of the luminance plane, the packing into the gl texture is a bit
6775 * unfortunate. If the whole texture is interpreted as luminance data it looks
6776 * approximately like this:
6778 * +----------------------------------+----
6779 * | |
6780 * | |
6781 * | |
6782 * | |
6783 * | | 2
6784 * | LUMINANCE | -
6785 * | | 3
6786 * | |
6787 * | |
6788 * | |
6789 * | |
6790 * +----------------+-----------------+----
6791 * | | |
6792 * | U even rows | U odd rows |
6793 * | | | 1
6794 * +----------------+------------------ -
6795 * | | | 3
6796 * | V even rows | V odd rows |
6797 * | | |
6798 * +----------------+-----------------+----
6799 * | | |
6800 * | 0.5 | 0.5 |
6802 * So it appears as if there are 4 chroma images, but in fact the odd rows
6803 * in the chroma images are in the same row as the even ones. So its is
6804 * kinda tricky to read
6806 * When reading from rectangle textures, keep in mind that the input y coordinates
6807 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6809 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6810 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6812 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6813 /* the chroma planes have only half the width */
6814 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6816 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6817 * the coordinate. Also read the right side of the image when reading odd lines
6819 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6820 * bleeding
6822 if(textype == GL_TEXTURE_2D) {
6824 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6826 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6828 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6829 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6831 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6832 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6833 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6834 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6835 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6837 /* clamp, keep the half pixel origin in mind */
6838 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6839 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6840 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6841 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6842 } else {
6843 /* Read from [size - size+size/4] */
6844 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6845 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6847 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6848 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6849 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6850 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6851 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6852 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6854 /* Make sure to read exactly from the pixel center */
6855 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6856 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6858 /* Clamp */
6859 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6860 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6861 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6862 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6863 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6865 /* Read the texture, put the result into the output register */
6866 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6867 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6869 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6870 * No need to clamp because we're just reusing the already clamped value from above
6872 if(textype == GL_TEXTURE_2D) {
6873 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6874 } else {
6875 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6877 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6878 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6880 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6881 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6882 * values due to filtering
6884 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6885 if(textype == GL_TEXTURE_2D) {
6886 /* Multiply the y coordinate by 2/3 and clamp it */
6887 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6888 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6889 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6890 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6891 } else {
6892 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6893 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6894 * is bigger
6896 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6897 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6898 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6900 *luminance = 'a';
6902 return TRUE;
6905 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6906 const struct wined3d_gl_info *gl_info, GLenum textype)
6908 GLenum shader;
6909 struct wined3d_shader_buffer buffer;
6910 GLint pos;
6912 /* Shader header */
6913 if (!shader_buffer_init(&buffer))
6915 ERR("Failed to initialize shader buffer.\n");
6916 return 0;
6919 ENTER_GL();
6920 GL_EXTCALL(glGenProgramsARB(1, &shader));
6921 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6922 LEAVE_GL();
6923 if(!shader) {
6924 shader_buffer_free(&buffer);
6925 return 0;
6928 shader_addline(&buffer, "!!ARBfp1.0\n");
6929 shader_addline(&buffer, "TEMP index;\n");
6931 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6932 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6934 /* The alpha-component contains the palette index */
6935 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6936 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6937 else
6938 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6940 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6941 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6943 /* Use the alpha-component as an index in the palette to get the final color */
6944 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6945 shader_addline(&buffer, "END\n");
6947 ENTER_GL();
6948 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6949 strlen(buffer.buffer), buffer.buffer));
6950 checkGLcall("glProgramStringARB()");
6952 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6953 if (pos != -1)
6955 FIXME("Fragment program error at position %d: %s\n\n", pos,
6956 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6957 shader_arb_dump_program_source(buffer.buffer);
6960 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6961 priv->p8_rect_shader = shader;
6962 else
6963 priv->p8_2d_shader = shader;
6965 shader_buffer_free(&buffer);
6966 LEAVE_GL();
6968 return shader;
6971 /* Context activation is done by the caller. */
6972 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
6974 BYTE table[256][4];
6975 struct wined3d_device *device = surface->resource.device;
6976 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6977 struct arbfp_blit_priv *priv = device->blit_priv;
6978 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6980 d3dfmt_p8_init_palette(surface, table, colorkey);
6982 ENTER_GL();
6984 if (gl_info->supported[APPLE_CLIENT_STORAGE])
6986 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
6987 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6990 if (!priv->palette_texture)
6991 glGenTextures(1, &priv->palette_texture);
6993 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6994 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6996 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6998 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6999 /* Make sure we have discrete color levels. */
7000 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7001 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7002 /* Upload the palette */
7003 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7004 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7006 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7008 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7009 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7012 /* Switch back to unit 0 in which the 2D texture will be stored. */
7013 context_active_texture(context, gl_info, 0);
7014 LEAVE_GL();
7017 /* Context activation is done by the caller. */
7018 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7019 enum complex_fixup yuv_fixup, GLenum textype)
7021 GLenum shader;
7022 struct wined3d_shader_buffer buffer;
7023 char luminance_component;
7024 GLint pos;
7026 /* Shader header */
7027 if (!shader_buffer_init(&buffer))
7029 ERR("Failed to initialize shader buffer.\n");
7030 return 0;
7033 ENTER_GL();
7034 GL_EXTCALL(glGenProgramsARB(1, &shader));
7035 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7036 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7037 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7038 LEAVE_GL();
7039 if(!shader) {
7040 shader_buffer_free(&buffer);
7041 return 0;
7044 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7045 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7046 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7047 * each single pixel it contains, and one U and one V value shared between both
7048 * pixels.
7050 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7051 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7052 * take the format into account when generating the read swizzles
7054 * Reading the Y value is straightforward - just sample the texture. The hardware
7055 * takes care of filtering in the horizontal and vertical direction.
7057 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7058 * because that would mix the U and V values of one pixel or two adjacent pixels.
7059 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7060 * regardless of the filtering setting. Vertical filtering works automatically
7061 * though - the U and V values of two rows are mixed nicely.
7063 * Appart of avoiding filtering issues, the code has to know which value it just
7064 * read, and where it can find the other one. To determine this, it checks if
7065 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7067 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7068 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7070 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7071 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7072 * in an unfiltered situation. Finding the luminance on the other hand requires
7073 * finding out if it is an odd or even pixel. The real drawback of this approach
7074 * is filtering. This would have to be emulated completely in the shader, reading
7075 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7076 * vertically. Beyond that it would require adjustments to the texture handling
7077 * code to deal with the width scaling
7079 shader_addline(&buffer, "!!ARBfp1.0\n");
7080 shader_addline(&buffer, "TEMP luminance;\n");
7081 shader_addline(&buffer, "TEMP temp;\n");
7082 shader_addline(&buffer, "TEMP chroma;\n");
7083 shader_addline(&buffer, "TEMP texcrd;\n");
7084 shader_addline(&buffer, "TEMP texcrd2;\n");
7085 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7086 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7087 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7089 switch (yuv_fixup)
7091 case COMPLEX_FIXUP_UYVY:
7092 case COMPLEX_FIXUP_YUY2:
7093 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7095 shader_buffer_free(&buffer);
7096 return 0;
7098 break;
7100 case COMPLEX_FIXUP_YV12:
7101 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7103 shader_buffer_free(&buffer);
7104 return 0;
7106 break;
7108 default:
7109 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7110 shader_buffer_free(&buffer);
7111 return 0;
7114 /* Calculate the final result. Formula is taken from
7115 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7116 * ranges from -0.5 to 0.5
7118 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7120 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7121 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7122 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7123 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7124 shader_addline(&buffer, "END\n");
7126 ENTER_GL();
7127 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7128 strlen(buffer.buffer), buffer.buffer));
7129 checkGLcall("glProgramStringARB()");
7131 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7132 if (pos != -1)
7134 FIXME("Fragment program error at position %d: %s\n\n", pos,
7135 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7136 shader_arb_dump_program_source(buffer.buffer);
7138 else
7140 GLint native;
7142 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7143 checkGLcall("glGetProgramivARB()");
7144 if (!native) WARN("Program exceeds native resource limits.\n");
7147 shader_buffer_free(&buffer);
7148 LEAVE_GL();
7150 switch (yuv_fixup)
7152 case COMPLEX_FIXUP_YUY2:
7153 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7154 else priv->yuy2_2d_shader = shader;
7155 break;
7157 case COMPLEX_FIXUP_UYVY:
7158 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7159 else priv->uyvy_2d_shader = shader;
7160 break;
7162 case COMPLEX_FIXUP_YV12:
7163 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7164 else priv->yv12_2d_shader = shader;
7165 break;
7166 default:
7167 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7170 return shader;
7173 /* Context activation is done by the caller. */
7174 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7176 GLenum shader;
7177 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7178 struct arbfp_blit_priv *priv = blit_priv;
7179 enum complex_fixup fixup;
7180 GLenum textype = surface->texture_target;
7181 const struct wined3d_gl_info *gl_info = context->gl_info;
7183 if (surface->flags & SFLAG_CONVERTED)
7185 ENTER_GL();
7186 glEnable(textype);
7187 checkGLcall("glEnable(textype)");
7188 LEAVE_GL();
7189 return WINED3D_OK;
7192 if (!is_complex_fixup(surface->resource.format->color_fixup))
7194 TRACE("Fixup:\n");
7195 dump_color_fixup_desc(surface->resource.format->color_fixup);
7196 /* Don't bother setting up a shader for unconverted formats */
7197 ENTER_GL();
7198 glEnable(textype);
7199 checkGLcall("glEnable(textype)");
7200 LEAVE_GL();
7201 return WINED3D_OK;
7204 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7206 switch(fixup)
7208 case COMPLEX_FIXUP_YUY2:
7209 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7210 break;
7212 case COMPLEX_FIXUP_UYVY:
7213 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7214 break;
7216 case COMPLEX_FIXUP_YV12:
7217 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7218 break;
7220 case COMPLEX_FIXUP_P8:
7221 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7222 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7224 upload_palette(surface, context);
7225 break;
7227 default:
7228 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7229 ENTER_GL();
7230 glEnable(textype);
7231 checkGLcall("glEnable(textype)");
7232 LEAVE_GL();
7233 return E_NOTIMPL;
7236 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7238 ENTER_GL();
7239 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7240 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7241 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7242 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7243 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7244 checkGLcall("glProgramLocalParameter4fvARB");
7245 LEAVE_GL();
7247 return WINED3D_OK;
7250 /* Context activation is done by the caller. */
7251 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7253 ENTER_GL();
7254 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7255 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7256 glDisable(GL_TEXTURE_2D);
7257 checkGLcall("glDisable(GL_TEXTURE_2D)");
7258 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7260 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7261 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7263 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7265 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7266 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7268 LEAVE_GL();
7271 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7272 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7273 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7275 enum complex_fixup src_fixup;
7277 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7278 return FALSE;
7280 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7282 TRACE("Unsupported blit_op=%d\n", blit_op);
7283 return FALSE;
7286 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7287 return FALSE;
7289 src_fixup = get_complex_fixup(src_format->color_fixup);
7290 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7292 TRACE("Checking support for fixup:\n");
7293 dump_color_fixup_desc(src_format->color_fixup);
7296 if (!is_identity_fixup(dst_format->color_fixup))
7298 TRACE("Destination fixups are not supported\n");
7299 return FALSE;
7302 if (is_identity_fixup(src_format->color_fixup))
7304 TRACE("[OK]\n");
7305 return TRUE;
7308 /* We only support YUV conversions. */
7309 if (!is_complex_fixup(src_format->color_fixup))
7311 TRACE("[FAILED]\n");
7312 return FALSE;
7315 switch(src_fixup)
7317 case COMPLEX_FIXUP_YUY2:
7318 case COMPLEX_FIXUP_UYVY:
7319 case COMPLEX_FIXUP_YV12:
7320 case COMPLEX_FIXUP_P8:
7321 TRACE("[OK]\n");
7322 return TRUE;
7324 default:
7325 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7326 TRACE("[FAILED]\n");
7327 return FALSE;
7331 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7332 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7333 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7335 struct wined3d_context *context;
7336 RECT src_rect = *src_rect_in;
7337 RECT dst_rect = *dst_rect_in;
7339 /* Now load the surface */
7340 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7341 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7343 /* Without FBO blits transferring from the drawable to the texture is
7344 * expensive, because we have to flip the data in sysmem. Since we can
7345 * flip in the blitter, we don't actually need that flip anyway. So we
7346 * use the surface's texture as scratch texture, and flip the source
7347 * rectangle instead. */
7348 surface_load_fb_texture(src_surface, FALSE);
7350 src_rect.top = src_surface->resource.height - src_rect.top;
7351 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7353 else
7354 surface_internal_preload(src_surface, SRGB_RGB);
7356 /* Activate the destination context, set it up for blitting */
7357 context = context_acquire(device, dst_surface);
7358 context_apply_blit_state(context, device);
7360 if (!surface_is_offscreen(dst_surface))
7361 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7363 arbfp_blit_set(device->blit_priv, context, src_surface);
7365 ENTER_GL();
7367 /* Draw a textured quad */
7368 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7370 LEAVE_GL();
7372 /* Leave the opengl state valid for blitting */
7373 arbfp_blit_unset(context->gl_info);
7375 if (wined3d_settings.strict_draw_ordering
7376 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7377 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7378 wglFlush(); /* Flush to ensure ordering across contexts. */
7380 context_release(context);
7382 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7383 return WINED3D_OK;
7386 /* Do not call while under the GL lock. */
7387 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7388 const RECT *dst_rect, const struct wined3d_color *color)
7390 FIXME("Color filling not implemented by arbfp_blit\n");
7391 return WINED3DERR_INVALIDCALL;
7394 /* Do not call while under the GL lock. */
7395 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7396 struct wined3d_surface *surface, const RECT *rect, float depth)
7398 FIXME("Depth filling not implemented by arbfp_blit.\n");
7399 return WINED3DERR_INVALIDCALL;
7402 const struct blit_shader arbfp_blit = {
7403 arbfp_blit_alloc,
7404 arbfp_blit_free,
7405 arbfp_blit_set,
7406 arbfp_blit_unset,
7407 arbfp_blit_supported,
7408 arbfp_blit_color_fill,
7409 arbfp_blit_depth_fill,