2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
41 #define GLINFO_LOCATION (*gl_info)
43 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
44 * so upload them above that
46 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
47 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
49 /* ARB_program_shader private data */
50 struct shader_arb_priv
{
51 GLuint current_vprogram_id
;
52 GLuint current_fprogram_id
;
53 GLuint depth_blt_vprogram_id
;
54 GLuint depth_blt_fprogram_id
[tex_type_count
];
55 BOOL use_arbfp_fixed_func
;
56 struct hash_table_t
*fragment_shaders
;
59 /********************************************************
60 * ARB_[vertex/fragment]_program helper functions follow
61 ********************************************************/
64 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
65 * When constant_list == NULL, it will load all the constants.
67 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
68 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
70 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, const WineD3D_GL_Info
*gl_info
,
71 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
73 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
74 local_constant
* lconst
;
78 if (TRACE_ON(d3d_shader
)) {
79 for(i
= 0; i
< max_constants
; i
++) {
80 if(!dirty_consts
[i
]) continue;
81 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
82 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
83 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
86 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
87 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& WINED3DSHADER_VERSION_MAJOR(shader_version
) == 1)
90 for(i
= 0; i
< max_constants
; i
++) {
91 if(!dirty_consts
[i
]) continue;
95 if(constants
[j
+ 0] > 1.0) lcl_const
[0] = 1.0;
96 else if(constants
[j
+ 0] < -1.0) lcl_const
[0] = -1.0;
97 else lcl_const
[0] = constants
[j
+ 0];
99 if(constants
[j
+ 1] > 1.0) lcl_const
[1] = 1.0;
100 else if(constants
[j
+ 1] < -1.0) lcl_const
[1] = -1.0;
101 else lcl_const
[1] = constants
[j
+ 1];
103 if(constants
[j
+ 2] > 1.0) lcl_const
[2] = 1.0;
104 else if(constants
[j
+ 2] < -1.0) lcl_const
[2] = -1.0;
105 else lcl_const
[2] = constants
[j
+ 2];
107 if(constants
[j
+ 3] > 1.0) lcl_const
[3] = 1.0;
108 else if(constants
[j
+ 3] < -1.0) lcl_const
[3] = -1.0;
109 else lcl_const
[3] = constants
[j
+ 3];
111 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
114 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
115 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
116 * or just reloading *all* constants at once
118 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
120 for(i
= 0; i
< max_constants
; i
++) {
121 if(!dirty_consts
[i
]) continue;
123 /* Find the next block of dirty constants */
126 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
130 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
133 for(i
= 0; i
< max_constants
; i
++) {
134 if(dirty_consts
[i
]) {
136 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
141 checkGLcall("glProgramEnvParameter4fvARB()");
143 /* Load immediate constants */
144 if(This
->baseShader
.load_local_constsF
) {
145 if (TRACE_ON(d3d_shader
)) {
146 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
147 GLfloat
* values
= (GLfloat
*)lconst
->value
;
148 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
149 values
[0], values
[1], values
[2], values
[3]);
152 /* Immediate constants are clamped for 1.X shaders at loading times */
154 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
155 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
156 ret
= max(ret
, lconst
->idx
+ 1);
157 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
159 checkGLcall("glProgramEnvParameter4fvARB()");
160 return ret
; /* The loaded immediate constants need reloading for the next shader */
162 return 0; /* No constants are dirty now */
167 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
169 * We only support float constants in ARB at the moment, so don't
170 * worry about the Integers or Booleans
172 static void shader_arb_load_constants(
173 IWineD3DDevice
* device
,
175 char useVertexShader
) {
177 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
178 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
179 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
182 if (useVertexShader
) {
183 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
185 /* Load DirectX 9 float constants for vertex shader */
186 deviceImpl
->highest_dirty_vs_const
= shader_arb_load_constantsF(
187 vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
188 deviceImpl
->highest_dirty_vs_const
,
189 stateBlock
->vertexShaderConstantF
,
190 deviceImpl
->activeContext
->vshader_const_dirty
);
192 /* Upload the position fixup */
193 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
196 if (usePixelShader
) {
198 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
199 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
201 /* Load DirectX 9 float constants for pixel shader */
202 deviceImpl
->highest_dirty_ps_const
= shader_arb_load_constantsF(
203 pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
204 deviceImpl
->highest_dirty_ps_const
,
205 stateBlock
->pixelShaderConstantF
,
206 deviceImpl
->activeContext
->pshader_const_dirty
);
208 for(i
= 0; i
< psi
->numbumpenvmatconsts
; i
++) {
209 /* The state manager takes care that this function is always called if the bump env matrix changes
211 const float *data
= (const float *)&stateBlock
->textureState
[(int) psi
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
212 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
[i
].const_num
, data
));
213 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->bumpenvmatconst
[i
].const_num
] = 1;
215 if(psi
->luminanceconst
[i
].const_num
!= -1) {
216 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
217 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
218 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
219 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
221 const float *scale
= (const float *)&stateBlock
->textureState
[(int) psi
->luminanceconst
[i
].texunit
][WINED3DTSS_BUMPENVLSCALE
];
222 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->luminanceconst
[i
].const_num
, scale
));
223 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->luminanceconst
[i
].const_num
] = 1;
229 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
231 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
233 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
234 * context. On a context switch the old context will be fully dirtified */
235 memset(This
->activeContext
->vshader_const_dirty
+ start
, 1,
236 sizeof(*This
->activeContext
->vshader_const_dirty
) * count
);
237 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
+ 1);
240 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
242 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
244 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
245 * context. On a context switch the old context will be fully dirtified */
246 memset(This
->activeContext
->pshader_const_dirty
+ start
, 1,
247 sizeof(*This
->activeContext
->pshader_const_dirty
) * count
);
248 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
+ 1);
251 /* Generate the variable & register declarations for the ARB_vertex_program output target */
252 static void shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
253 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
)
255 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
256 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
258 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
);
259 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
260 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
261 UINT extra_constants_needed
= 0;
262 const local_constant
*lconst
;
264 /* Temporary Output register */
265 shader_addline(buffer
, "TEMP TMP_OUT;\n");
267 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
268 if (reg_maps
->temporary
[i
])
269 shader_addline(buffer
, "TEMP R%u;\n", i
);
272 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
273 if (reg_maps
->address
[i
])
274 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
277 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
278 if (reg_maps
->texcoord
[i
])
279 shader_addline(buffer
,"TEMP T%u;\n", i
);
282 /* Texture coordinate registers must be pre-loaded */
283 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
284 if (reg_maps
->texcoord
[i
])
285 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
288 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
289 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
;
290 if(!reg_maps
->bumpmat
[i
]) continue;
292 cur
= ps
->numbumpenvmatconsts
;
293 ps
->bumpenvmatconst
[cur
].const_num
= -1;
294 ps
->bumpenvmatconst
[cur
].texunit
= i
;
295 ps
->luminanceconst
[cur
].const_num
= -1;
296 ps
->luminanceconst
[cur
].texunit
= i
;
298 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
299 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
302 if(max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
)) {
303 ps
->bumpenvmatconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
304 shader_addline(buffer
, "PARAM bumpenvmat%d = program.env[%d];\n",
305 i
, ps
->bumpenvmatconst
[cur
].const_num
);
306 extra_constants_needed
++;
308 if(reg_maps
->luminanceparams
&& max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
)) {
309 ((IWineD3DPixelShaderImpl
*)This
)->luminanceconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
310 shader_addline(buffer
, "PARAM luminance%d = program.env[%d];\n",
311 i
, ps
->luminanceconst
[cur
].const_num
);
312 extra_constants_needed
++;
313 } else if(reg_maps
->luminanceparams
) {
314 FIXME("No free constant to load the luminance parameters\n");
317 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
320 ps
->numbumpenvmatconsts
= cur
+ 1;
323 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] && pshader
) {
324 shader_addline(buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
325 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
326 shader_addline(buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
327 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
328 shader_addline(buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
329 srgb_pow
, srgb_pow
, srgb_pow
);
330 shader_addline(buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
331 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
332 shader_addline(buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
333 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
336 /* Load local constants using the program-local space,
337 * this avoids reloading them each time the shader is used
339 if(!This
->baseShader
.load_local_constsF
) {
340 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
341 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
346 /* we use the array-based constants array if the local constants are marked for loading,
347 * because then we use indirect addressing, or when the local constant list is empty,
348 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
349 * local constants do not declare the loaded constants as an array because ARB compilers usually
350 * do not optimize unused constants away
352 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
353 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
354 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
355 max_constantsF
, max_constantsF
- 1);
357 for(i
= 0; i
< max_constantsF
; i
++) {
358 if(!shader_constant_is_local(This
, i
)) {
359 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
365 static const char * const shift_tab
[] = {
366 "dummy", /* 0 (none) */
367 "coefmul.x", /* 1 (x2) */
368 "coefmul.y", /* 2 (x4) */
369 "coefmul.z", /* 3 (x8) */
370 "coefmul.w", /* 4 (x16) */
371 "dummy", /* 5 (x32) */
372 "dummy", /* 6 (x64) */
373 "dummy", /* 7 (x128) */
374 "dummy", /* 8 (d256) */
375 "dummy", /* 9 (d128) */
376 "dummy", /* 10 (d64) */
377 "dummy", /* 11 (d32) */
378 "coefdiv.w", /* 12 (d16) */
379 "coefdiv.z", /* 13 (d8) */
380 "coefdiv.y", /* 14 (d4) */
381 "coefdiv.x" /* 15 (d2) */
384 static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG
*arg
, const DWORD param
, char *write_mask
)
386 char *ptr
= write_mask
;
387 char vshader
= shader_is_vshader_version(arg
->reg_maps
->shader_version
);
389 if(vshader
&& shader_get_regtype(param
) == WINED3DSPR_ADDR
) {
392 } else if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
394 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
395 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
396 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
397 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
403 static void shader_arb_get_swizzle(const DWORD param
, BOOL fixup
, char *swizzle_str
) {
404 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
405 * but addressed as "rgba". To fix this we need to swap the register's x
406 * and z components. */
407 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
408 char *ptr
= swizzle_str
;
410 /* swizzle bits fields: wwzzyyxx */
411 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
412 DWORD swizzle_x
= swizzle
& 0x03;
413 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
414 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
415 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
417 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
418 * generate a swizzle string. Unless we need to our own swizzling. */
419 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
421 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
422 *ptr
++ = swizzle_chars
[swizzle_x
];
424 *ptr
++ = swizzle_chars
[swizzle_x
];
425 *ptr
++ = swizzle_chars
[swizzle_y
];
426 *ptr
++ = swizzle_chars
[swizzle_z
];
427 *ptr
++ = swizzle_chars
[swizzle_w
];
434 static void pshader_get_register_name(IWineD3DBaseShader
* iface
,
435 const DWORD param
, char* regstr
) {
437 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
438 DWORD regtype
= shader_get_regtype(param
);
439 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
442 case WINED3DSPR_TEMP
:
443 sprintf(regstr
, "R%u", reg
);
445 case WINED3DSPR_INPUT
:
447 strcpy(regstr
, "fragment.color.primary");
449 strcpy(regstr
, "fragment.color.secondary");
452 case WINED3DSPR_CONST
:
453 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
454 sprintf(regstr
, "C[%u]", reg
);
456 sprintf(regstr
, "C%u", reg
);
459 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
460 sprintf(regstr
,"T%u", reg
);
462 case WINED3DSPR_COLOROUT
:
464 sprintf(regstr
, "TMP_COLOR");
466 /* TODO: See GL_ARB_draw_buffers */
467 FIXME("Unsupported write to render target %u\n", reg
);
468 sprintf(regstr
, "unsupported_register");
471 case WINED3DSPR_DEPTHOUT
:
472 sprintf(regstr
, "result.depth");
474 case WINED3DSPR_ATTROUT
:
475 sprintf(regstr
, "oD[%u]", reg
);
477 case WINED3DSPR_TEXCRDOUT
:
478 sprintf(regstr
, "oT[%u]", reg
);
481 FIXME("Unhandled register name Type(%d)\n", regtype
);
482 sprintf(regstr
, "unrecognized_register");
487 /* TODO: merge with pixel shader */
488 static void vshader_program_add_param(const SHADER_OPCODE_ARG
*arg
, const DWORD param
, BOOL is_input
, char *hwLine
)
490 IWineD3DVertexShaderImpl
* This
= (IWineD3DVertexShaderImpl
*) arg
->shader
;
492 /* oPos, oFog and oPts in D3D */
493 static const char * const hwrastout_reg_names
[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
495 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
496 DWORD regtype
= shader_get_regtype(param
);
498 BOOL is_color
= FALSE
;
500 if ((param
& WINED3DSP_SRCMOD_MASK
) == WINED3DSPSM_NEG
) {
501 strcat(hwLine
, " -");
507 case WINED3DSPR_TEMP
:
508 sprintf(tmpReg
, "R%u", reg
);
509 strcat(hwLine
, tmpReg
);
511 case WINED3DSPR_INPUT
:
513 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
516 sprintf(tmpReg
, "vertex.attrib[%u]", reg
);
517 strcat(hwLine
, tmpReg
);
519 case WINED3DSPR_CONST
:
520 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
521 if(reg
>= This
->rel_offset
) {
522 sprintf(tmpReg
, "C[A0.x + %u]", reg
- This
->rel_offset
);
524 sprintf(tmpReg
, "C[A0.x - %u]", -reg
+ This
->rel_offset
);
527 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
528 sprintf(tmpReg
, "C[%u]", reg
);
530 sprintf(tmpReg
, "C%u", reg
);
533 strcat(hwLine
, tmpReg
);
535 case WINED3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
536 sprintf(tmpReg
, "A%u", reg
);
537 strcat(hwLine
, tmpReg
);
539 case WINED3DSPR_RASTOUT
:
540 sprintf(tmpReg
, "%s", hwrastout_reg_names
[reg
]);
541 strcat(hwLine
, tmpReg
);
543 case WINED3DSPR_ATTROUT
:
545 strcat(hwLine
, "result.color.primary");
547 strcat(hwLine
, "result.color.secondary");
550 case WINED3DSPR_TEXCRDOUT
:
551 sprintf(tmpReg
, "result.texcoord[%u]", reg
);
552 strcat(hwLine
, tmpReg
);
555 FIXME("Unknown reg type %d %d\n", regtype
, reg
);
556 strcat(hwLine
, "unrecognized_register");
562 shader_arb_get_write_mask(arg
, param
, write_mask
);
563 strcat(hwLine
, write_mask
);
566 shader_arb_get_swizzle(param
, is_color
, swizzle
);
567 strcat(hwLine
, swizzle
);
571 static void shader_hw_sample(const SHADER_OPCODE_ARG
*arg
, DWORD sampler_idx
, const char *dst_str
,
572 const char *coord_reg
, BOOL projected
, BOOL bias
)
574 SHADER_BUFFER
* buffer
= arg
->buffer
;
575 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
576 const char *tex_type
;
578 switch(sampler_type
) {
585 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
586 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
587 if(device
->stateBlock
->textures
[sampler_idx
] &&
588 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
596 case WINED3DSTT_VOLUME
:
600 case WINED3DSTT_CUBE
:
605 ERR("Unexpected texture type %d\n", sampler_type
);
610 /* Shouldn't be possible, but let's check for it */
611 if(projected
) FIXME("Biased and Projected texture sampling\n");
612 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
613 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
614 } else if (projected
) {
615 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
617 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
621 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
623 switch(channel_source
)
625 case CHANNEL_SOURCE_ZERO
: return "0";
626 case CHANNEL_SOURCE_ONE
: return "1";
627 case CHANNEL_SOURCE_X
: return "x";
628 case CHANNEL_SOURCE_Y
: return "y";
629 case CHANNEL_SOURCE_Z
: return "z";
630 case CHANNEL_SOURCE_W
: return "w";
632 FIXME("Unhandled channel source %#x\n", channel_source
);
637 static void gen_color_correction(SHADER_BUFFER
*buffer
, const char *reg
, DWORD dst_mask
,
638 const char *one
, const char *two
, struct color_fixup_desc fixup
)
642 if (is_yuv_fixup(fixup
))
644 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
645 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
650 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
651 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
652 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
653 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
658 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
659 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
660 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
664 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
665 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
666 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
667 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
673 char *ptr
= reg_mask
;
675 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
678 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
679 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
680 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
681 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
685 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
689 static void shader_arb_color_correction(const struct SHADER_OPCODE_ARG
* arg
, struct color_fixup_desc fixup
)
692 pshader_get_register_name(arg
->shader
, arg
->dst
, reg
);
693 gen_color_correction(arg
->buffer
, reg
, arg
->dst
& WINED3DSP_WRITEMASK_ALL
, "one", "coefmul.x", fixup
);
696 static void pshader_gen_input_modifier_line (
697 IWineD3DBaseShader
*iface
,
698 SHADER_BUFFER
* buffer
,
703 /* Generate a line that does the input modifier computation and return the input register to use */
708 /* Assume a new line will be added */
711 /* Get register name */
712 pshader_get_register_name(iface
, instr
, regstr
);
713 shader_arb_get_swizzle(instr
, FALSE
, swzstr
);
715 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
716 case WINED3DSPSM_NONE
:
717 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
720 case WINED3DSPSM_NEG
:
721 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
724 case WINED3DSPSM_BIAS
:
725 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
727 case WINED3DSPSM_BIASNEG
:
728 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
730 case WINED3DSPSM_SIGN
:
731 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
733 case WINED3DSPSM_SIGNNEG
:
734 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
736 case WINED3DSPSM_COMP
:
737 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
740 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
742 case WINED3DSPSM_X2NEG
:
743 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
746 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
747 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
750 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
751 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
754 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
758 /* Return modified or original register, with swizzle */
760 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
763 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER
*buffer
, int saturate
, const char *write_mask
,
764 int shift
, const char *regstr
)
766 /* Generate a line that does the output modifier computation */
767 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
768 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
771 static void pshader_hw_bem(const SHADER_OPCODE_ARG
*arg
)
773 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
775 SHADER_BUFFER
* buffer
= arg
->buffer
;
777 char src_name
[2][50];
779 DWORD sampler_code
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
780 BOOL has_bumpmat
= FALSE
;
783 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
784 if(This
->bumpenvmatconst
[i
].const_num
!= -1 && This
->bumpenvmatconst
[i
].texunit
== sampler_code
) {
790 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
791 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
792 strcat(dst_name
, dst_wmask
);
794 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
795 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
798 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
799 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
800 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
801 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
802 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
804 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
806 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
810 static void pshader_hw_cnd(const SHADER_OPCODE_ARG
*arg
)
812 SHADER_BUFFER
* buffer
= arg
->buffer
;
815 char src_name
[3][50];
816 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
817 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
819 /* FIXME: support output modifiers */
821 /* Handle output register */
822 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
823 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
825 /* Generate input register names (with modifiers) */
826 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
827 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
828 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
830 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
831 if (arg
->reg_maps
->shader_version
<= WINED3DPS_VERSION(1, 3) && arg
->opcode_token
& WINED3DSI_COISSUE
)
833 shader_addline(buffer
, "MOV%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1]);
835 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
836 shader_addline(buffer
, "CMP%s %s%s, TMP, %s, %s;\n",
837 sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1], src_name
[2]);
840 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
843 static void pshader_hw_cmp(const SHADER_OPCODE_ARG
*arg
)
845 SHADER_BUFFER
* buffer
= arg
->buffer
;
848 char src_name
[3][50];
849 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
850 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
852 /* FIXME: support output modifiers */
854 /* Handle output register */
855 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
856 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
858 /* Generate input register names (with modifiers) */
859 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
860 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
861 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
863 shader_addline(buffer
, "CMP%s %s%s, %s, %s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
864 src_name
[0], src_name
[2], src_name
[1]);
867 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
870 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
871 * dst = dot2(src0, src1) + src2 */
872 static void pshader_hw_dp2add(const SHADER_OPCODE_ARG
*arg
)
874 SHADER_BUFFER
* buffer
= arg
->buffer
;
877 char src_name
[3][50];
878 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
879 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
881 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
882 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
884 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
885 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
886 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
888 /* Emulate a DP2 with a DP3 and 0.0 */
889 shader_addline(buffer
, "MOV TMP, %s;\n", src_name
[0]);
890 shader_addline(buffer
, "MOV TMP.z, 0.0;\n");
891 shader_addline(buffer
, "DP3 TMP2, TMP, %s;\n", src_name
[1]);
892 shader_addline(buffer
, "ADD%s %s%s, TMP2, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[2]);
895 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
898 /* Map the opcode 1-to-1 to the GL code */
899 static void shader_hw_map2gl(const SHADER_OPCODE_ARG
*arg
)
901 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
902 SHADER_BUFFER
* buffer
= arg
->buffer
;
903 DWORD dst
= arg
->dst
;
904 const DWORD
*src
= arg
->src
;
908 if (shader_is_pshader_version(arg
->reg_maps
->shader_version
))
910 /* Output token related */
911 char output_rname
[256];
912 char output_wmask
[20];
913 char operands
[4][100];
914 BOOL saturate
= FALSE
;
915 BOOL centroid
= FALSE
;
916 BOOL partialprecision
= FALSE
;
917 const char *modifier
;
920 if (!curOpcode
->num_params
)
922 ERR("Opcode \"%s\" has no parameters\n", curOpcode
->name
);
926 /* Process modifiers */
927 if (dst
& WINED3DSP_DSTMOD_MASK
)
929 DWORD mask
= dst
& WINED3DSP_DSTMOD_MASK
;
931 saturate
= mask
& WINED3DSPDM_SATURATE
;
932 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
933 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
934 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
936 FIXME("Unrecognized modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
939 FIXME("Unhandled modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
941 shift
= (dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
942 modifier
= (saturate
&& !shift
) ? "_SAT" : "";
944 /* Generate input register names (with modifiers) */
945 for (i
= 1; i
< curOpcode
->num_params
; ++i
)
946 pshader_gen_input_modifier_line(arg
->shader
, buffer
, src
[i
-1], i
-1, operands
[i
]);
948 /* Handle output register */
949 pshader_get_register_name(arg
->shader
, dst
, output_rname
);
950 strcpy(operands
[0], output_rname
);
951 shader_arb_get_write_mask(arg
, dst
, output_wmask
);
952 strcat(operands
[0], output_wmask
);
955 strcat(arguments
, operands
[0]);
956 for (i
= 1; i
< curOpcode
->num_params
; i
++)
958 strcat(arguments
, ", ");
959 strcat(arguments
, operands
[i
]);
961 shader_addline(buffer
, "%s%s %s;\n", curOpcode
->glname
, modifier
, arguments
);
963 /* A shift requires another line. */
964 if (shift
) pshader_gen_output_modifier_line(buffer
, saturate
, output_wmask
, shift
, output_rname
);
966 /* Note that vshader_program_add_param() adds spaces. */
969 if (curOpcode
->num_params
> 0)
971 vshader_program_add_param(arg
, dst
, FALSE
, arguments
);
972 for (i
= 1; i
< curOpcode
->num_params
; ++i
)
974 strcat(arguments
, ",");
975 vshader_program_add_param(arg
, src
[i
-1], TRUE
, arguments
);
978 shader_addline(buffer
, "%s%s;\n", curOpcode
->glname
, arguments
);
982 static void shader_hw_mov(const SHADER_OPCODE_ARG
*arg
)
984 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
986 if ((WINED3DSHADER_VERSION_MAJOR(arg
->reg_maps
->shader_version
) == 1
987 && !shader_is_pshader_version(arg
->reg_maps
->shader_version
)
988 && shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
)
989 || arg
->opcode
->opcode
== WINED3DSIO_MOVA
)
991 SHADER_BUFFER
*buffer
= arg
->buffer
;
992 char src0_param
[256];
994 if (arg
->opcode
->opcode
== WINED3DSIO_MOVA
)
995 FIXME("mova should round\n");
997 src0_param
[0] = '\0';
998 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1000 vshader_program_add_param(arg
, arg
->src
[0], TRUE
, src0_param
);
1001 shader_addline(buffer
, "ADD TMP.x, %s, helper_const.z;\n", src0_param
);
1002 shader_addline(buffer
, "ARL A0.x, TMP.x;\n");
1006 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1007 * with more than one component. Thus replicate the first source argument over all
1008 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1010 DWORD parm
= arg
->src
[0] & ~(WINED3DVS_SWIZZLE_MASK
);
1011 if((arg
->src
[0] & WINED3DVS_X_W
) == WINED3DVS_X_W
)
1012 parm
|= WINED3DVS_X_W
| WINED3DVS_Y_W
| WINED3DVS_Z_W
| WINED3DVS_W_W
;
1013 else if((arg
->src
[0] & WINED3DVS_X_Z
) == WINED3DVS_X_Z
)
1014 parm
|= WINED3DVS_X_Z
| WINED3DVS_Y_Z
| WINED3DVS_Z_Z
| WINED3DVS_W_Z
;
1015 else if((arg
->src
[0] & WINED3DVS_X_Y
) == WINED3DVS_X_Y
)
1016 parm
|= WINED3DVS_X_Y
| WINED3DVS_Y_Y
| WINED3DVS_Z_Y
| WINED3DVS_W_Y
;
1017 else if((arg
->src
[0] & WINED3DVS_X_X
) == WINED3DVS_X_X
)
1018 parm
|= WINED3DVS_X_X
| WINED3DVS_Y_X
| WINED3DVS_Z_X
| WINED3DVS_W_X
;
1019 vshader_program_add_param(arg
, parm
, TRUE
, src0_param
);
1020 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1025 shader_hw_map2gl(arg
);
1029 static void pshader_hw_texkill(const SHADER_OPCODE_ARG
*arg
)
1031 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1032 SHADER_BUFFER
* buffer
= arg
->buffer
;
1035 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1036 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1038 pshader_get_register_name(arg
->shader
, arg
->dst
, reg_dest
);
1040 if (shader_version
>= WINED3DPS_VERSION(2,0))
1042 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1043 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
1045 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1046 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1048 shader_addline(buffer
, "MOV TMP, %s;\n", reg_dest
);
1049 shader_addline(buffer
, "MOV TMP.w, one.w;\n");
1050 shader_addline(buffer
, "KIL TMP;\n");
1054 static void pshader_hw_tex(const SHADER_OPCODE_ARG
*arg
)
1056 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1057 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1059 DWORD dst
= arg
->dst
;
1060 const DWORD
*src
= arg
->src
;
1061 SHADER_BUFFER
* buffer
= arg
->buffer
;
1062 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1063 BOOL projected
= FALSE
, bias
= FALSE
;
1067 DWORD reg_dest_code
;
1068 DWORD reg_sampler_code
;
1070 /* All versions have a destination register */
1071 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1072 pshader_get_register_name(arg
->shader
, dst
, reg_dest
);
1074 /* 1.0-1.3: Use destination register as coordinate source.
1075 1.4+: Use provided coordinate source register. */
1076 if (shader_version
< WINED3DPS_VERSION(1,4))
1077 strcpy(reg_coord
, reg_dest
);
1079 pshader_gen_input_modifier_line(arg
->shader
, buffer
, src
[0], 0, reg_coord
);
1081 /* 1.0-1.4: Use destination register number as texture code.
1082 2.0+: Use provided sampler number as texure code. */
1083 if (shader_version
< WINED3DPS_VERSION(2,0))
1084 reg_sampler_code
= reg_dest_code
;
1086 reg_sampler_code
= src
[1] & WINED3DSP_REGNUM_MASK
;
1089 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1090 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1091 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1093 if (shader_version
< WINED3DPS_VERSION(1,4))
1096 if(reg_sampler_code
< MAX_TEXTURES
) {
1097 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1099 if (flags
& WINED3DTTFF_PROJECTED
) {
1103 else if (shader_version
< WINED3DPS_VERSION(2,0))
1105 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1106 if (src_mod
== WINED3DSPSM_DZ
) {
1108 } else if(src_mod
== WINED3DSPSM_DW
) {
1112 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1115 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
1119 shader_hw_sample(arg
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1122 static void pshader_hw_texcoord(const SHADER_OPCODE_ARG
*arg
)
1124 DWORD dst
= arg
->dst
;
1125 SHADER_BUFFER
* buffer
= arg
->buffer
;
1128 shader_arb_get_write_mask(arg
, dst
, tmp
);
1129 if (arg
->reg_maps
->shader_version
!= WINED3DPS_VERSION(1,4))
1131 DWORD reg
= dst
& WINED3DSP_REGNUM_MASK
;
1132 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
1134 DWORD reg1
= dst
& WINED3DSP_REGNUM_MASK
;
1137 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, reg_src
);
1138 shader_addline(buffer
, "MOV R%u%s, %s;\n", reg1
, tmp
, reg_src
);
1142 static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG
*arg
)
1144 SHADER_BUFFER
* buffer
= arg
->buffer
;
1145 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1146 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1149 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1153 sprintf(dst_str
, "T%u", reg1
);
1154 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1155 shader_addline(buffer
, "MOV TMP.x, %s.w;\n", src_str
);
1156 shader_addline(buffer
, "MOV TMP.y, %s.x;\n", src_str
);
1157 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1158 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1161 static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG
*arg
)
1163 SHADER_BUFFER
* buffer
= arg
->buffer
;
1165 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1169 sprintf(dst_str
, "T%u", reg1
);
1170 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1171 shader_addline(buffer
, "MOV TMP.x, %s.y;\n", src_str
);
1172 shader_addline(buffer
, "MOV TMP.y, %s.z;\n", src_str
);
1173 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", FALSE
, FALSE
);
1176 static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG
*arg
)
1178 SHADER_BUFFER
* buffer
= arg
->buffer
;
1179 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1183 sprintf(dst_str
, "T%u", reg1
);
1184 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1185 shader_hw_sample(arg
, reg1
, dst_str
, src_str
, FALSE
, FALSE
);
1188 static void pshader_hw_texbem(const SHADER_OPCODE_ARG
*arg
)
1190 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1191 BOOL has_bumpmat
= FALSE
;
1192 BOOL has_luminance
= FALSE
;
1195 DWORD dst
= arg
->dst
;
1196 DWORD src
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1197 SHADER_BUFFER
* buffer
= arg
->buffer
;
1200 DWORD reg_dest_code
;
1202 /* All versions have a destination register */
1203 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1204 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1205 pshader_get_register_name(arg
->shader
, dst
, reg_coord
);
1207 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1208 if(This
->bumpenvmatconst
[i
].const_num
!= -1 && reg_dest_code
== This
->bumpenvmatconst
[i
].texunit
) {
1213 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1214 if(This
->luminanceconst
[i
].const_num
!= -1 && reg_dest_code
== This
->luminanceconst
[i
].texunit
) {
1215 has_luminance
= TRUE
;
1221 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1223 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1224 shader_addline(buffer
, "DP3 TMP.x, TMP2, T%u;\n", src
);
1225 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1226 shader_addline(buffer
, "DP3 TMP.y, TMP2, T%u;\n", src
);
1228 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1229 * so we can't let the GL handle this.
1231 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1232 & WINED3DTTFF_PROJECTED
) {
1233 shader_addline(buffer
, "RCP TMP2.w, %s.w;\n", reg_coord
);
1234 shader_addline(buffer
, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord
);
1235 shader_addline(buffer
, "ADD TMP.xy, TMP, TMP2;\n");
1237 shader_addline(buffer
, "ADD TMP.xy, TMP, %s;\n", reg_coord
);
1240 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, "TMP", FALSE
, FALSE
);
1242 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
&& has_luminance
) {
1243 shader_addline(buffer
, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1244 src
, reg_dest_code
, reg_dest_code
);
1245 shader_addline(buffer
, "MUL %s, %s, TMP;\n", reg_coord
, reg_coord
);
1250 if(reg_dest_code
< MAX_TEXTURES
) {
1251 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1255 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1256 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, reg_coord
, tf
& WINED3DTTFF_PROJECTED
, FALSE
);
1260 static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG
*arg
)
1262 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1263 SHADER_BUFFER
* buffer
= arg
->buffer
;
1266 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1267 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
1270 static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG
*arg
)
1272 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1273 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1275 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1276 SHADER_BUFFER
* buffer
= arg
->buffer
;
1280 sprintf(dst_str
, "T%u", reg
);
1281 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1282 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
1283 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1284 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1287 static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG
*arg
)
1289 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1290 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1291 SHADER_BUFFER
* buffer
= arg
->buffer
;
1292 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1295 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1296 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
1297 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1300 static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG
*arg
)
1302 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1303 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1305 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1306 SHADER_BUFFER
* buffer
= arg
->buffer
;
1307 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1311 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1312 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1314 /* Sample the texture using the calculated coordinates */
1315 sprintf(dst_str
, "T%u", reg
);
1316 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1317 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1318 current_state
->current_row
= 0;
1321 static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG
*arg
)
1323 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1324 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1326 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1327 SHADER_BUFFER
* buffer
= arg
->buffer
;
1328 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1332 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1333 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1335 /* Construct the eye-ray vector from w coordinates */
1336 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1337 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1338 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
1340 /* Calculate reflection vector
1342 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
1343 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1344 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1345 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1346 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1347 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1348 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1350 /* Sample the texture using the calculated coordinates */
1351 sprintf(dst_str
, "T%u", reg
);
1352 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1353 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1354 current_state
->current_row
= 0;
1357 static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG
*arg
)
1359 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1360 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1362 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1363 DWORD reg3
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1364 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1365 SHADER_BUFFER
* buffer
= arg
->buffer
;
1369 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1370 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1372 /* Calculate reflection vector.
1375 * TMP.xyz = 2 * --------- * N - E
1378 * Which normalizes the normal vector
1380 shader_addline(buffer
, "DP3 TMP.w, TMP, C[%u];\n", reg3
);
1381 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1382 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1383 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1384 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1385 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3
);
1387 /* Sample the texture using the calculated coordinates */
1388 sprintf(dst_str
, "T%u", reg
);
1389 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1390 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1391 current_state
->current_row
= 0;
1394 static void pshader_hw_texdepth(const SHADER_OPCODE_ARG
*arg
)
1396 SHADER_BUFFER
* buffer
= arg
->buffer
;
1399 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1400 * which is essentially an input, is the destination register because it is the first
1401 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1404 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1406 /* According to the msdn, the source register(must be r5) is unusable after
1407 * the texdepth instruction, so we're free to modify it
1409 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
1411 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1412 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1413 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1415 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
1416 shader_addline(buffer
, "MUL TMP.x, %s.x, %s.y;\n", dst_name
, dst_name
);
1417 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1418 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1421 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1422 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1423 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1424 static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG
*arg
)
1426 SHADER_BUFFER
* buffer
= arg
->buffer
;
1427 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1431 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1432 shader_addline(buffer
, "MOV TMP, 0.0;\n");
1433 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", sampler_idx
, src0
);
1435 sprintf(dst_str
, "T%u", sampler_idx
);
1436 shader_hw_sample(arg
, sampler_idx
, dst_str
, "TMP", FALSE
/* Only one coord, can't be projected */, FALSE
);
1439 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1440 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1441 static void pshader_hw_texdp3(const SHADER_OPCODE_ARG
*arg
)
1446 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1447 SHADER_BUFFER
* buffer
= arg
->buffer
;
1449 /* Handle output register */
1450 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_str
);
1451 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1453 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1454 shader_addline(buffer
, "DP3 %s%s, T%u, %s;\n", dst_str
, dst_mask
, dstreg
, src0
);
1456 /* TODO: Handle output modifiers */
1459 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1460 * Perform the 3rd row of a 3x3 matrix multiply */
1461 static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG
*arg
)
1463 SHADER_BUFFER
* buffer
= arg
->buffer
;
1467 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1469 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_str
);
1470 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1472 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1473 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", dst_reg
, src0
);
1474 shader_addline(buffer
, "MOV %s%s, TMP;\n", dst_str
, dst_mask
);
1476 /* TODO: Handle output modifiers */
1479 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1480 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1481 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1482 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1484 static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG
*arg
)
1486 SHADER_BUFFER
* buffer
= arg
->buffer
;
1487 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1490 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1491 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", dst_reg
, src0
);
1493 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1494 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1495 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1497 shader_addline(buffer
, "RCP TMP.y, TMP.y;\n");
1498 shader_addline(buffer
, "MUL TMP.x, TMP.x, TMP.y;\n");
1499 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1500 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1503 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1504 Vertex/Pixel shaders to ARB_vertex_program codes */
1505 static void shader_hw_mnxn(const SHADER_OPCODE_ARG
*arg
)
1508 int nComponents
= 0;
1509 SHADER_OPCODE_ARG tmpArg
;
1510 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1511 const SHADER_OPCODE
*opcode_table
= shader
->baseShader
.shader_ins
;
1512 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1514 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1516 /* Set constants for the temporary argument */
1517 tmpArg
.shader
= arg
->shader
;
1518 tmpArg
.buffer
= arg
->buffer
;
1519 tmpArg
.src
[0] = arg
->src
[0];
1520 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1521 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1522 tmpArg
.reg_maps
= arg
->reg_maps
;
1524 switch(arg
->opcode
->opcode
) {
1525 case WINED3DSIO_M4x4
:
1527 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP4
);
1529 case WINED3DSIO_M4x3
:
1531 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP4
);
1533 case WINED3DSIO_M3x4
:
1535 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1537 case WINED3DSIO_M3x3
:
1539 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1541 case WINED3DSIO_M3x2
:
1543 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1549 for (i
= 0; i
< nComponents
; i
++) {
1550 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1551 tmpArg
.src
[1] = arg
->src
[1]+i
;
1552 shader_hw_map2gl(&tmpArg
);
1556 static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG
*arg
)
1558 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1559 SHADER_BUFFER
* buffer
= arg
->buffer
;
1560 DWORD dst
= arg
->dst
;
1561 DWORD src
= arg
->src
[0];
1562 DWORD swizzle
= (src
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1566 strcpy(tmpLine
, curOpcode
->glname
); /* Opcode */
1567 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
); /* Destination */
1568 strcat(tmpLine
, ",");
1569 vshader_program_add_param(arg
, src
, TRUE
, tmpLine
);
1570 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) == swizzle
) {
1571 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1574 strcat(tmpLine
, ".w");
1577 shader_addline(buffer
, "%s;\n", tmpLine
);
1580 static void shader_hw_nrm(const SHADER_OPCODE_ARG
*arg
)
1582 SHADER_BUFFER
* buffer
= arg
->buffer
;
1586 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1587 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1589 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1590 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1592 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
);
1593 shader_addline(buffer
, "DP3 TMP, %s, %s;\n", src_name
, src_name
);
1594 shader_addline(buffer
, "RSQ TMP, TMP.x;\n");
1595 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1596 shader_addline(buffer
, "MUL%s %s%s, %s, TMP;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1600 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1603 static void shader_hw_sincos(const SHADER_OPCODE_ARG
*arg
)
1605 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1606 * must contain fixed constants. So we need a separate function to filter those constants and
1609 SHADER_BUFFER
* buffer
= arg
->buffer
;
1613 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1614 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1616 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1617 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1619 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
);
1620 shader_addline(buffer
, "SCS%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1624 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1628 static GLuint
create_arb_blt_vertex_program(const WineD3D_GL_Info
*gl_info
)
1630 GLuint program_id
= 0;
1631 const char *blt_vprogram
=
1633 "PARAM c[1] = { { 1, 0.5 } };\n"
1634 "MOV result.position, vertex.position;\n"
1635 "MOV result.color, c[0].x;\n"
1636 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1639 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1640 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1641 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1643 if (glGetError() == GL_INVALID_OPERATION
) {
1645 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1646 FIXME("Vertex program error at position %d: %s\n", pos
,
1647 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1653 static GLuint
create_arb_blt_fragment_program(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
1655 GLuint program_id
= 0;
1656 static const char * const blt_fprograms
[tex_type_count
] =
1663 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1664 "MOV result.depth.z, R0.x;\n"
1671 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1672 "MOV result.depth.z, R0.x;\n"
1677 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1678 "MOV result.depth.z, R0.x;\n"
1682 if (!blt_fprograms
[tex_type
])
1684 FIXME("tex_type %#x not supported\n", tex_type
);
1688 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1689 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1690 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
1692 if (glGetError() == GL_INVALID_OPERATION
) {
1694 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1695 FIXME("Fragment program error at position %d: %s\n", pos
,
1696 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1702 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1703 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1704 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1705 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1708 TRACE("Using vertex shader\n");
1709 IWineD3DVertexShaderImpl_CompileShader(This
->stateBlock
->vertexShader
);
1711 priv
->current_vprogram_id
= ((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
)->prgId
;
1713 /* Bind the vertex program */
1714 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1715 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1717 /* Enable OpenGL vertex programs */
1718 glEnable(GL_VERTEX_PROGRAM_ARB
);
1719 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1720 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1721 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1722 priv
->current_vprogram_id
= 0;
1723 glDisable(GL_VERTEX_PROGRAM_ARB
);
1724 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1728 struct ps_compile_args compile_args
;
1729 TRACE("Using pixel shader\n");
1730 find_ps_compile_args((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
, This
->stateBlock
, &compile_args
);
1731 priv
->current_fprogram_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
,
1734 /* Bind the fragment program */
1735 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1736 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1738 if(!priv
->use_arbfp_fixed_func
) {
1739 /* Enable OpenGL fragment programs */
1740 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1741 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1743 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1744 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
1745 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1746 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1747 * replacement shader
1749 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1750 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1751 priv
->current_fprogram_id
= 0;
1755 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
1756 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1757 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1758 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
1759 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1761 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1762 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
1763 glEnable(GL_VERTEX_PROGRAM_ARB
);
1765 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
1766 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
1767 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1770 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
1771 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1772 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1773 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1775 if (priv
->current_vprogram_id
) {
1776 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1777 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1779 glEnable(GL_VERTEX_PROGRAM_ARB
);
1780 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1782 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1784 glDisable(GL_VERTEX_PROGRAM_ARB
);
1785 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1788 if (priv
->current_fprogram_id
) {
1789 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1790 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1792 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1793 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1795 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1797 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1798 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1802 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
1803 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
1804 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
)->adapter
->gl_info
;
1806 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
))
1808 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
1812 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1813 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1814 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1817 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1818 This
->gl_shaders
= NULL
;
1819 This
->num_gl_shaders
= 0;
1821 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
1824 GL_EXTCALL(glDeleteProgramsARB(1, &This
->prgId
));
1825 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))");
1826 ((IWineD3DVertexShaderImpl
*) This
)->prgId
= 0;
1829 baseShader
->baseShader
.is_compiled
= FALSE
;
1832 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
1833 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1834 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
1838 static void shader_arb_free(IWineD3DDevice
*iface
) {
1839 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1840 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1841 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1844 if(priv
->depth_blt_vprogram_id
) {
1845 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
1847 for (i
= 0; i
< tex_type_count
; ++i
) {
1848 if (priv
->depth_blt_fprogram_id
[i
]) {
1849 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
1853 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
1856 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
1860 static void arbfp_add_sRGB_correction(SHADER_BUFFER
*buffer
, const char *fragcolor
, const char *tmp1
,
1861 const char *tmp2
, const char *tmp3
, const char *tmp4
) {
1862 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1864 /* Calculate the > 0.0031308 case */
1865 shader_addline(buffer
, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1
, fragcolor
);
1866 shader_addline(buffer
, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1
, fragcolor
);
1867 shader_addline(buffer
, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1
, fragcolor
);
1868 shader_addline(buffer
, "MUL %s, %s, srgb_mul_hi;\n", tmp1
, tmp1
);
1869 shader_addline(buffer
, "SUB %s, %s, srgb_sub_hi;\n", tmp1
, tmp1
);
1870 /* Calculate the < case */
1871 shader_addline(buffer
, "MUL %s, srgb_mul_low, %s;\n", tmp2
, fragcolor
);
1872 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1873 shader_addline(buffer
, "SLT %s, srgb_comparison, %s;\n", tmp3
, fragcolor
);
1874 shader_addline(buffer
, "SGE %s, srgb_comparison, %s;\n", tmp4
, fragcolor
);
1875 /* Store the components > 0.0031308 in the destination */
1876 shader_addline(buffer
, "MUL %s, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
1877 /* Add the components that are < 0.0031308 */
1878 shader_addline(buffer
, "MAD result.color.xyz, %s, %s, %s;\n", tmp2
, tmp4
, fragcolor
);
1879 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1882 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
) {
1883 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1884 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1885 CONST DWORD
*function
= This
->baseShader
.function
;
1886 DWORD shader_version
= reg_maps
->shader_version
;
1887 const char *fragcolor
;
1888 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
1889 const local_constant
*lconst
;
1892 /* Create the hw ARB shader */
1893 shader_addline(buffer
, "!!ARBfp1.0\n");
1895 shader_addline(buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
1896 shader_addline(buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
1897 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
1898 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
1899 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
1900 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1901 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1902 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1904 /* Base Declarations */
1905 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
1907 /* We need two variables for fog blending */
1908 if(args
->fog
!= FOG_OFF
) shader_addline(buffer
, "TEMP TMP_FOG;\n");
1909 if (shader_version
>= WINED3DPS_VERSION(2,0)) shader_addline(buffer
, "TEMP TMP_COLOR;\n");
1911 /* Base Shader Body */
1912 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
1914 if (shader_version
< WINED3DPS_VERSION(2,0)) {
1917 fragcolor
= "TMP_COLOR";
1919 if(args
->srgb_correction
) {
1920 arbfp_add_sRGB_correction(buffer
, fragcolor
, "TMP", "TMP2", "TA", "TB");
1922 if (shader_version
< WINED3DPS_VERSION(3,0)) {
1923 /* calculate fog and blend it
1924 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
1925 * -1/(e-s) and e/(e-s) respectively.
1929 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
1932 shader_addline(buffer
, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
1933 shader_addline(buffer
, "LRP result.color.xyz, TMP_FOG.x, %s, state.fog.color;\n", fragcolor
);
1934 shader_addline(buffer
, "MOV result.color.w, %s.w;\n", fragcolor
);
1937 FIXME("Implement EXP fog in ARB\n");
1938 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
1941 FIXME("Implement EXP2 fog in ARB\n");
1942 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
1947 shader_addline(buffer
, "END\n");
1949 /* TODO: change to resource.glObjectHandle or something like that */
1950 GL_EXTCALL(glGenProgramsARB(1, &retval
));
1952 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
1953 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
1955 TRACE("Created hw pixel shader, prg=%d\n", retval
);
1956 /* Create the program and check for errors */
1957 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1958 buffer
->bsize
, buffer
->buffer
));
1960 if (glGetError() == GL_INVALID_OPERATION
) {
1962 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
1963 FIXME("HW PixelShader Error at position %d: %s\n",
1964 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1968 /* Load immediate constants */
1969 if(!This
->baseShader
.load_local_constsF
) {
1970 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
1971 const float *value
= (const float *)lconst
->value
;
1972 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst
->idx
, value
));
1973 checkGLcall("glProgramLocalParameter4fvARB");
1980 static void shader_arb_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
1981 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
1982 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
1983 CONST DWORD
*function
= This
->baseShader
.function
;
1984 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
1985 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
1986 const local_constant
*lconst
;
1988 /* Create the hw ARB shader */
1989 shader_addline(buffer
, "!!ARBvp1.0\n");
1990 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
1992 /* Mesa supports only 95 constants */
1993 if (GL_VEND(MESA
) || GL_VEND(WINE
))
1994 This
->baseShader
.limits
.constant_float
=
1995 min(95, This
->baseShader
.limits
.constant_float
);
1997 shader_addline(buffer
, "TEMP TMP;\n");
1999 /* Base Declarations */
2000 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
2002 /* We need a constant to fixup the final position */
2003 shader_addline(buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
2005 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2006 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2007 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2008 * a replacement shader depend on the texcoord.w being set properly.
2010 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2011 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2012 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2013 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2014 * this can eat a number of instructions, so skip it unless this cap is set as well
2016 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
2017 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
2019 if((GLINFO_LOCATION
).set_texcoord_w
&& !device
->frag_pipe
->ffp_proj_control
) {
2021 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2022 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2023 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2024 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
2030 /* Base Shader Body */
2031 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
2033 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2035 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2037 /* Write the final position.
2039 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2040 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2041 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2042 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2044 shader_addline(buffer
, "MUL TMP, posFixup, TMP_OUT.w;\n");
2045 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2046 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2048 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2049 * and the glsl equivalent
2051 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2053 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2055 shader_addline(buffer
, "END\n");
2057 /* TODO: change to resource.glObjectHandle or something like that */
2058 GL_EXTCALL(glGenProgramsARB(1, &This
->prgId
));
2060 TRACE("Creating a hw vertex shader, prg=%d\n", This
->prgId
);
2061 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, This
->prgId
));
2063 TRACE("Created hw vertex shader, prg=%d\n", This
->prgId
);
2064 /* Create the program and check for errors */
2065 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2066 buffer
->bsize
, buffer
->buffer
));
2068 if (glGetError() == GL_INVALID_OPERATION
) {
2070 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2071 FIXME("HW VertexShader Error at position %d: %s\n",
2072 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2076 /* Load immediate constants */
2077 if(!This
->baseShader
.load_local_constsF
) {
2078 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2079 const float *value
= (const float *)lconst
->value
;
2080 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst
->idx
, value
));
2085 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
2087 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2088 * then overwrite the shader specific ones
2090 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
2092 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
2093 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
2094 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2095 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
2098 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2099 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
2100 pCaps
->PixelShader1xMaxValue
= 8.0;
2101 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2105 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
2107 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
2109 TRACE("Checking support for color_fixup:\n");
2110 dump_color_fixup_desc(fixup
);
2113 /* We support everything except YUV conversions. */
2114 if (!is_yuv_fixup(fixup
))
2120 TRACE("[FAILED]\n");
2124 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
2126 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
2127 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
2128 /* WINED3DSIH_BEM */ pshader_hw_bem
,
2129 /* WINED3DSIH_BREAK */ NULL
,
2130 /* WINED3DSIH_BREAKC */ NULL
,
2131 /* WINED3DSIH_BREAKP */ NULL
,
2132 /* WINED3DSIH_CALL */ NULL
,
2133 /* WINED3DSIH_CALLNZ */ NULL
,
2134 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
2135 /* WINED3DSIH_CND */ pshader_hw_cnd
,
2136 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
2137 /* WINED3DSIH_DCL */ NULL
,
2138 /* WINED3DSIH_DEF */ NULL
,
2139 /* WINED3DSIH_DEFB */ NULL
,
2140 /* WINED3DSIH_DEFI */ NULL
,
2141 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
2142 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
2143 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
2144 /* WINED3DSIH_DST */ shader_hw_map2gl
,
2145 /* WINED3DSIH_DSX */ NULL
,
2146 /* WINED3DSIH_DSY */ NULL
,
2147 /* WINED3DSIH_ELSE */ NULL
,
2148 /* WINED3DSIH_ENDIF */ NULL
,
2149 /* WINED3DSIH_ENDLOOP */ NULL
,
2150 /* WINED3DSIH_ENDREP */ NULL
,
2151 /* WINED3DSIH_EXP */ shader_hw_map2gl
,
2152 /* WINED3DSIH_EXPP */ shader_hw_map2gl
,
2153 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
2154 /* WINED3DSIH_IF */ NULL
,
2155 /* WINED3DSIH_IFC */ NULL
,
2156 /* WINED3DSIH_LABEL */ NULL
,
2157 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
2158 /* WINED3DSIH_LOG */ shader_hw_map2gl
,
2159 /* WINED3DSIH_LOGP */ shader_hw_map2gl
,
2160 /* WINED3DSIH_LOOP */ NULL
,
2161 /* WINED3DSIH_LRP */ shader_hw_map2gl
,
2162 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
2163 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
2164 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
2165 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
2166 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
2167 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
2168 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
2169 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
2170 /* WINED3DSIH_MOV */ shader_hw_mov
,
2171 /* WINED3DSIH_MOVA */ shader_hw_mov
,
2172 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
2173 /* WINED3DSIH_NOP */ shader_hw_map2gl
,
2174 /* WINED3DSIH_NRM */ shader_hw_nrm
,
2175 /* WINED3DSIH_PHASE */ NULL
,
2176 /* WINED3DSIH_POW */ shader_hw_map2gl
,
2177 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp
,
2178 /* WINED3DSIH_REP */ NULL
,
2179 /* WINED3DSIH_RET */ NULL
,
2180 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp
,
2181 /* WINED3DSIH_SETP */ NULL
,
2182 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
2183 /* WINED3DSIH_SGN */ NULL
,
2184 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
2185 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
2186 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
2187 /* WINED3DSIH_TEX */ pshader_hw_tex
,
2188 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
2189 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
2190 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
2191 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
2192 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
2193 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
2194 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
2195 /* WINED3DSIH_TEXLDD */ NULL
,
2196 /* WINED3DSIH_TEXLDL */ NULL
,
2197 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
2198 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
2199 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
2200 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
2201 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
2202 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
2203 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
2204 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
2205 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
2206 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
2207 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
2208 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
2211 const shader_backend_t arb_program_shader_backend
= {
2212 shader_arb_instruction_handler_table
,
2214 shader_arb_select_depth_blt
,
2215 shader_arb_deselect_depth_blt
,
2216 shader_arb_update_float_vertex_constants
,
2217 shader_arb_update_float_pixel_constants
,
2218 shader_arb_load_constants
,
2219 shader_arb_color_correction
,
2223 shader_arb_dirty_const
,
2224 shader_arb_generate_pshader
,
2225 shader_arb_generate_vshader
,
2226 shader_arb_get_caps
,
2227 shader_arb_color_fixup_supported
,
2230 /* ARB_fragment_program fixed function pipeline replacement definitions */
2231 #define ARB_FFP_CONST_TFACTOR 0
2232 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2233 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2234 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2235 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2237 struct arbfp_ffp_desc
2239 struct ffp_frag_desc parent
;
2241 unsigned int num_textures_used
;
2244 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
2246 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2247 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2249 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2250 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2254 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
2255 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2256 struct shader_arb_priv
*priv
;
2257 /* Share private data between the shader backend and the pipeline replacement, if both
2258 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2259 * if no pixel shader is bound or not
2261 if(This
->shader_backend
== &arb_program_shader_backend
) {
2262 This
->fragment_priv
= This
->shader_priv
;
2264 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
2265 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
2267 priv
= (struct shader_arb_priv
*) This
->fragment_priv
;
2268 priv
->fragment_shaders
= hash_table_create(ffp_frag_program_key_hash
, ffp_frag_program_key_compare
);
2269 priv
->use_arbfp_fixed_func
= TRUE
;
2273 static void arbfp_free_ffpshader(void *value
, void *gli
) {
2274 const WineD3D_GL_Info
*gl_info
= gli
;
2275 struct arbfp_ffp_desc
*entry_arb
= value
;
2278 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
2279 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2280 HeapFree(GetProcessHeap(), 0, entry_arb
);
2284 static void arbfp_free(IWineD3DDevice
*iface
) {
2285 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2286 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->fragment_priv
;
2288 hash_table_destroy(priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
2289 priv
->use_arbfp_fixed_func
= FALSE
;
2291 if(This
->shader_backend
!= &arb_program_shader_backend
) {
2292 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
2296 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
)
2298 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
2299 WINED3DTEXOPCAPS_SELECTARG1
|
2300 WINED3DTEXOPCAPS_SELECTARG2
|
2301 WINED3DTEXOPCAPS_MODULATE4X
|
2302 WINED3DTEXOPCAPS_MODULATE2X
|
2303 WINED3DTEXOPCAPS_MODULATE
|
2304 WINED3DTEXOPCAPS_ADDSIGNED2X
|
2305 WINED3DTEXOPCAPS_ADDSIGNED
|
2306 WINED3DTEXOPCAPS_ADD
|
2307 WINED3DTEXOPCAPS_SUBTRACT
|
2308 WINED3DTEXOPCAPS_ADDSMOOTH
|
2309 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
2310 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
2311 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
2312 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
2313 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
2314 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
2315 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
2316 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
2317 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
2318 WINED3DTEXOPCAPS_DOTPRODUCT3
|
2319 WINED3DTEXOPCAPS_MULTIPLYADD
|
2320 WINED3DTEXOPCAPS_LERP
|
2321 WINED3DTEXOPCAPS_BUMPENVMAP
|
2322 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
2324 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2326 caps
->MaxTextureBlendStages
= 8;
2327 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
2329 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
2331 #undef GLINFO_LOCATION
2333 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2334 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2336 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2338 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2339 * application provided constants
2341 if(device
->shader_backend
== &arb_program_shader_backend
) {
2342 if(use_ps(device
)) return;
2344 device
= stateblock
->wineD3DDevice
;
2345 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
2346 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
2349 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
2350 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
2351 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2355 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2357 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2359 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2360 * application provided constants
2362 if(device
->shader_backend
== &arb_program_shader_backend
) {
2363 if(use_ps(device
)) return;
2365 device
= stateblock
->wineD3DDevice
;
2366 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
2367 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
2370 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
2371 /* The specular color has no alpha */
2372 col
[0] = 1.0; col
[1] = 1.0;
2373 col
[2] = 1.0; col
[3] = 0.0;
2375 col
[0] = 0.0; col
[1] = 0.0;
2376 col
[2] = 0.0; col
[3] = 0.0;
2378 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
2379 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2382 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2383 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE
;
2384 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2387 if(use_ps(device
)) {
2389 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
[stage
]) {
2390 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2393 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2394 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2398 if(device
->shader_backend
== &arb_program_shader_backend
) {
2399 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2402 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2403 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
2404 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
2407 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
2408 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
2409 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
2410 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
2412 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
2413 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2416 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2417 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE
;
2418 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2421 if(use_ps(device
)) {
2423 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
[stage
]) {
2424 /* The pixel shader has to know the luminance offset. Do a constants update if it
2425 * isn't scheduled anyway
2427 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2428 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2432 if(device
->shader_backend
== &arb_program_shader_backend
) {
2433 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2436 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2437 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
2438 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
2441 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
2442 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
2446 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
2447 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2450 static const char *get_argreg(SHADER_BUFFER
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
) {
2453 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
2455 switch(arg
& WINED3DTA_SELECTMASK
) {
2456 case WINED3DTA_DIFFUSE
:
2457 ret
= "fragment.color.primary"; break;
2459 case WINED3DTA_CURRENT
:
2460 if(stage
== 0) ret
= "fragment.color.primary";
2464 case WINED3DTA_TEXTURE
:
2466 case 0: ret
= "tex0"; break;
2467 case 1: ret
= "tex1"; break;
2468 case 2: ret
= "tex2"; break;
2469 case 3: ret
= "tex3"; break;
2470 case 4: ret
= "tex4"; break;
2471 case 5: ret
= "tex5"; break;
2472 case 6: ret
= "tex6"; break;
2473 case 7: ret
= "tex7"; break;
2474 default: ret
= "unknown texture";
2478 case WINED3DTA_TFACTOR
:
2479 ret
= "tfactor"; break;
2481 case WINED3DTA_SPECULAR
:
2482 ret
= "fragment.color.secondary"; break;
2484 case WINED3DTA_TEMP
:
2485 ret
= "tempreg"; break;
2487 case WINED3DTA_CONSTANT
:
2488 FIXME("Implement perstage constants\n");
2490 case 0: ret
= "const0"; break;
2491 case 1: ret
= "const1"; break;
2492 case 2: ret
= "const2"; break;
2493 case 3: ret
= "const3"; break;
2494 case 4: ret
= "const4"; break;
2495 case 5: ret
= "const5"; break;
2496 case 6: ret
= "const6"; break;
2497 case 7: ret
= "const7"; break;
2498 default: ret
= "unknown constant";
2506 if(arg
& WINED3DTA_COMPLEMENT
) {
2507 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
2508 if(argnum
== 0) ret
= "arg0";
2509 if(argnum
== 1) ret
= "arg1";
2510 if(argnum
== 2) ret
= "arg2";
2512 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
2513 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
2514 if(argnum
== 0) ret
= "arg0";
2515 if(argnum
== 1) ret
= "arg1";
2516 if(argnum
== 2) ret
= "arg2";
2521 static void gen_ffp_instr(SHADER_BUFFER
*buffer
, unsigned int stage
, BOOL color
, BOOL alpha
,
2522 DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
) {
2523 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
2524 unsigned int mul
= 1;
2525 BOOL mul_final_dest
= FALSE
;
2527 if(color
&& alpha
) dstmask
= "";
2528 else if(color
) dstmask
= ".xyz";
2529 else dstmask
= ".w";
2531 if(dst
== tempreg
) dstreg
= "tempreg";
2532 else dstreg
= "ret";
2534 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
2535 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
2536 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
2539 case WINED3DTOP_DISABLE
:
2540 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
2543 case WINED3DTOP_SELECTARG2
:
2545 case WINED3DTOP_SELECTARG1
:
2546 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
2549 case WINED3DTOP_MODULATE4X
:
2551 case WINED3DTOP_MODULATE2X
:
2553 if(strcmp(dstreg
, "result.color") == 0) {
2555 mul_final_dest
= TRUE
;
2557 case WINED3DTOP_MODULATE
:
2558 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2561 case WINED3DTOP_ADDSIGNED2X
:
2563 if(strcmp(dstreg
, "result.color") == 0) {
2565 mul_final_dest
= TRUE
;
2567 case WINED3DTOP_ADDSIGNED
:
2568 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2570 case WINED3DTOP_ADD
:
2571 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2574 case WINED3DTOP_SUBTRACT
:
2575 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2578 case WINED3DTOP_ADDSMOOTH
:
2579 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
2580 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2583 case WINED3DTOP_BLENDCURRENTALPHA
:
2584 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
2585 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2587 case WINED3DTOP_BLENDFACTORALPHA
:
2588 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
2589 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2591 case WINED3DTOP_BLENDTEXTUREALPHA
:
2592 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2593 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2595 case WINED3DTOP_BLENDDIFFUSEALPHA
:
2596 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
2597 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2600 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2601 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2602 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
2603 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2606 /* D3DTOP_PREMODULATE ???? */
2608 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2609 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
2610 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2612 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2613 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2615 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2616 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
2617 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
2619 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2620 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2623 case WINED3DTOP_DOTPRODUCT3
:
2625 if(strcmp(dstreg
, "result.color") == 0) {
2627 mul_final_dest
= TRUE
;
2629 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
2630 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2631 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
2634 case WINED3DTOP_MULTIPLYADD
:
2635 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
2638 case WINED3DTOP_LERP
:
2639 /* The msdn is not quite right here */
2640 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2643 case WINED3DTOP_BUMPENVMAP
:
2644 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
2645 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2649 FIXME("Unhandled texture op %08x\n", op
);
2653 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2654 } else if(mul
== 4) {
2655 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2659 /* The stateblock is passed for GLINFO_LOCATION */
2660 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
2663 SHADER_BUFFER buffer
;
2664 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2665 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2666 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2667 const char *textype
;
2668 const char *instr
, *sat
;
2669 char colorcor_dst
[8];
2671 DWORD arg0
, arg1
, arg2
;
2672 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
2674 const char *final_combiner_src
= "ret";
2676 /* Find out which textures are read */
2677 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2678 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
2679 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
2680 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
2681 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
2682 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2683 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2684 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2686 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
2687 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
2688 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
2689 bump_used
[stage
] = TRUE
;
2690 tex_read
[stage
] = TRUE
;
2692 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2693 bump_used
[stage
] = TRUE
;
2694 tex_read
[stage
] = TRUE
;
2695 luminance_used
[stage
] = TRUE
;
2696 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
2697 tfactor_used
= TRUE
;
2700 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2701 tfactor_used
= TRUE
;
2704 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
2705 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2706 tempreg_used
= TRUE
;
2709 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
2710 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
2711 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
2712 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
2713 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2714 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2715 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2717 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2718 tempreg_used
= TRUE
;
2720 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2721 tfactor_used
= TRUE
;
2726 shader_buffer_init(&buffer
);
2728 shader_addline(&buffer
, "!!ARBfp1.0\n");
2730 switch(settings
->fog
) {
2731 case FOG_OFF
: break;
2732 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
2733 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
2734 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
2735 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
2738 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
2739 shader_addline(&buffer
, "TEMP TMP;\n");
2740 shader_addline(&buffer
, "TEMP ret;\n");
2741 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
2742 shader_addline(&buffer
, "TEMP arg0;\n");
2743 shader_addline(&buffer
, "TEMP arg1;\n");
2744 shader_addline(&buffer
, "TEMP arg2;\n");
2745 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2746 if(!tex_read
[stage
]) continue;
2747 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
2748 if(!bump_used
[stage
]) continue;
2749 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
2750 if(!luminance_used
[stage
]) continue;
2751 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
2754 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
2756 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
2758 if(settings
->sRGB_write
) {
2759 shader_addline(&buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2760 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
2761 shader_addline(&buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2762 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
2763 shader_addline(&buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2764 srgb_pow
, srgb_pow
, srgb_pow
);
2765 shader_addline(&buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2766 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
2767 shader_addline(&buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2768 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
2771 /* Generate texture sampling instructions) */
2772 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
2773 if(!tex_read
[stage
]) continue;
2775 switch(settings
->op
[stage
].tex_type
) {
2776 case tex_1d
: textype
= "1D"; break;
2777 case tex_2d
: textype
= "2D"; break;
2778 case tex_3d
: textype
= "3D"; break;
2779 case tex_cube
: textype
= "CUBE"; break;
2780 case tex_rect
: textype
= "RECT"; break;
2781 default: textype
= "unexpected_textype"; break;
2784 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
2785 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2791 if(settings
->op
[stage
].projected
== proj_none
) {
2793 } else if(settings
->op
[stage
].projected
== proj_count4
||
2794 settings
->op
[stage
].projected
== proj_count3
) {
2797 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
2802 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
2803 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
2804 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
2805 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
2806 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
2807 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
2809 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2810 * so multiply the displacement with the dividing parameter before passing it to TXP
2812 if (settings
->op
[stage
].projected
!= proj_none
) {
2813 if(settings
->op
[stage
].projected
== proj_count4
) {
2814 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
2815 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
2817 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
2818 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
2821 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
2824 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2825 instr
, sat
, stage
, stage
, textype
);
2826 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2827 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2828 stage
- 1, stage
- 1, stage
- 1);
2829 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
2831 } else if(settings
->op
[stage
].projected
== proj_count3
) {
2832 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
2833 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
2834 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2835 instr
, sat
, stage
, stage
, textype
);
2837 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2838 instr
, sat
, stage
, stage
, stage
, textype
);
2841 sprintf(colorcor_dst
, "tex%u", stage
);
2842 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
2843 settings
->op
[stage
].color_fixup
);
2846 /* Generate the main shader */
2847 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2848 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
2850 final_combiner_src
= "fragment.color.primary";
2855 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2856 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2857 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
2858 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2859 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2860 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
2861 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2862 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2863 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
2864 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2865 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2866 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2868 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
2869 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
2870 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
2871 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2874 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
2875 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2876 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2877 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2879 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
2881 } else if(op_equal
) {
2882 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
2883 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2884 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2886 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2887 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2888 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2889 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
2890 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
2891 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
2895 if(settings
->sRGB_write
) {
2896 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
2897 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg");
2898 shader_addline(&buffer
, "MOV result.color.w, ret.w;\n");
2900 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
2904 shader_addline(&buffer
, "END\n");
2906 /* Generate the shader */
2907 GL_EXTCALL(glGenProgramsARB(1, &ret
));
2908 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
2909 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
2911 if (glGetError() == GL_INVALID_OPERATION
) {
2913 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
2914 FIXME("Fragment program error at position %d: %s\n", pos
,
2915 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2917 shader_buffer_free(&buffer
);
2921 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2922 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2923 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) device
->fragment_priv
;
2924 BOOL use_pshader
= use_ps(device
);
2925 BOOL use_vshader
= use_vs(device
);
2926 struct ffp_frag_settings settings
;
2927 const struct arbfp_ffp_desc
*desc
;
2930 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
2931 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
2932 /* Reload fixed function constants since they collide with the pixel shader constants */
2933 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
2934 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
2936 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
2937 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
2938 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
2939 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
2945 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2946 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
2947 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(priv
->fragment_shaders
, &settings
);
2949 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
2952 ERR("Out of memory\n");
2955 new_desc
->num_textures_used
= 0;
2956 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
2957 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
2958 new_desc
->num_textures_used
= i
;
2961 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
2962 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
2963 add_ffp_frag_shader(priv
->fragment_shaders
, &new_desc
->parent
);
2964 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
2968 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
2969 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
2972 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
2973 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
2974 priv
->current_fprogram_id
= desc
->shader
;
2976 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
2977 /* Reload fixed function constants since they collide with the pixel shader constants */
2978 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
2979 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
2981 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
2982 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
2986 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
2987 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
2988 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
2989 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
2990 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
2992 * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
2993 * to be compiled before activating them(needs some cleanups in the shader backend interface)
2995 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
2996 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
2998 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
2999 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
3003 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3007 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3008 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3009 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3010 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3011 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3013 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3014 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3015 fragment_prog_arbfp(state
, stateblock
, context
);
3019 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3020 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3021 fragment_prog_arbfp(state
, stateblock
, context
);
3025 #undef GLINFO_LOCATION
3027 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
3028 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, 0 },
3029 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3030 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3031 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3032 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3033 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3034 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3035 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3036 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3037 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3038 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3039 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3040 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3041 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3042 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3043 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3044 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3045 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3046 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3047 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3048 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3049 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3050 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3051 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3052 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3053 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3054 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3055 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3056 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3057 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3058 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3059 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3060 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3061 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3062 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3063 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3064 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3065 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3066 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3067 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3068 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3069 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3070 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3071 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3072 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3073 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3074 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3075 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3076 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3077 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3078 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3079 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3080 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3081 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3082 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3083 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3084 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3085 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3086 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3087 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3088 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3089 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3090 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3091 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3092 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3093 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3094 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3095 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3096 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3097 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3098 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3099 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3100 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3101 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3102 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3103 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3104 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3105 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3106 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3107 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3108 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3109 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3110 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3111 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3112 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3113 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3114 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3115 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3116 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3117 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3118 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3119 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3120 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3121 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3122 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3123 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3124 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3125 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3126 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3127 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3128 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3129 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3130 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3131 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3132 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3133 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3134 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3135 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3136 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3137 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3138 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3139 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3140 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3141 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3142 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3143 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3144 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3145 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3146 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3147 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3148 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3149 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
3150 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
3151 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
3152 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
3153 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
3154 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
3155 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
3156 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
3157 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3158 { STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3159 { STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3160 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3161 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3162 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3163 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3164 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3165 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3166 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3167 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3168 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3169 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3170 { STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, 0 },
3171 {0 /* Terminate */, { 0, 0 }, 0 },
3174 const struct fragment_pipeline arbfp_fragment_pipeline
= {
3179 shader_arb_color_fixup_supported
,
3180 arbfp_fragmentstate_template
,
3181 TRUE
/* We can disable projected textures */
3184 #define GLINFO_LOCATION device->adapter->gl_info
3186 struct arbfp_blit_priv
{
3187 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
3188 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
3189 GLenum yv12_rect_shader
, yv12_2d_shader
;
3192 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
3193 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3194 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
3195 if(!device
->blit_priv
) {
3196 ERR("Out of memory\n");
3197 return E_OUTOFMEMORY
;
3201 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
3202 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3203 struct arbfp_blit_priv
*priv
= (struct arbfp_blit_priv
*) device
->blit_priv
;
3206 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
3207 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
3208 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
3209 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
3210 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
3211 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
3212 checkGLcall("Delete yuv programs\n");
3216 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
3219 const char *tex
, *texinstr
;
3221 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
3229 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
3230 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
3232 /* This is more tricky than just replacing the texture type - we have to navigate
3233 * properly in the texture to find the correct chroma values
3235 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3239 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3240 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3241 * filtering when we sample the texture.
3243 * These are the rules for reading the chroma:
3249 * So we have to get the sampling x position in non-normalized coordinates in integers
3251 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
3252 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3253 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
3255 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3257 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3258 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3261 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
3262 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
3264 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3265 * even and odd pixels respectively
3267 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
3268 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
3270 /* Sample Pixel 1 */
3271 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3273 /* Put the value into either of the chroma values */
3274 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3275 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
3276 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3277 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
3279 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3280 * the pixel right to the current one. Otherwise, sample the left pixel.
3281 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3283 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3284 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
3285 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3287 /* Put the value into the other chroma */
3288 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3289 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
3290 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3291 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
3293 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3294 * the current one and lerp the two U and V values
3297 /* This gives the correctly filtered luminance value */
3298 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
3303 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
3308 case GL_TEXTURE_2D
: tex
= "2D"; break;
3309 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
3311 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3315 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3316 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3317 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3318 * pitch of the luminance plane, the packing into the gl texture is a bit
3319 * unfortunate. If the whole texture is interpreted as luminance data it looks
3320 * approximately like this:
3322 * +----------------------------------+----
3334 * +----------------+-----------------+----
3336 * | U even rows | U odd rows |
3338 * +----------------+------------------ -
3340 * | V even rows | V odd rows |
3342 * +----------------+-----------------+----
3346 * So it appears as if there are 4 chroma images, but in fact the odd rows
3347 * in the chroma images are in the same row as the even ones. So its is
3348 * kinda tricky to read
3350 * When reading from rectangle textures, keep in mind that the input y coordinates
3351 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3353 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3354 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3356 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3357 /* the chroma planes have only half the width */
3358 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
3360 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3361 * the coordinate. Also read the right side of the image when reading odd lines
3363 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3366 if(textype
== GL_TEXTURE_2D
) {
3368 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
3370 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
3372 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
3373 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3375 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3376 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3377 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3378 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3379 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3381 /* clamp, keep the half pixel origin in mind */
3382 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3383 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3384 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3385 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3387 /* Read from [size - size+size/4] */
3388 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3389 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3391 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3392 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3393 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3394 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3395 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3396 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3398 /* Make sure to read exactly from the pixel center */
3399 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3400 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
3403 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
3404 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
3405 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3406 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
3407 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3409 /* Read the texture, put the result into the output register */
3410 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3411 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
3413 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3414 * No need to clamp because we're just reusing the already clamped value from above
3416 if(textype
== GL_TEXTURE_2D
) {
3417 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3419 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3421 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3422 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
3424 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3425 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3426 * values due to filtering
3428 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3429 if(textype
== GL_TEXTURE_2D
) {
3430 /* Multiply the y coordinate by 2/3 and clamp it */
3431 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3432 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3433 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3434 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3436 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3437 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3440 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
3441 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
3442 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3449 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
3452 SHADER_BUFFER buffer
;
3453 char luminance_component
;
3454 struct arbfp_blit_priv
*priv
= (struct arbfp_blit_priv
*) device
->blit_priv
;
3457 shader_buffer_init(&buffer
);
3460 GL_EXTCALL(glGenProgramsARB(1, &shader
));
3461 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3462 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3463 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3466 shader_buffer_free(&buffer
);
3470 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3471 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3472 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3473 * each single pixel it contains, and one U and one V value shared between both
3476 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3477 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3478 * take the format into account when generating the read swizzles
3480 * Reading the Y value is straightforward - just sample the texture. The hardware
3481 * takes care of filtering in the horizontal and vertical direction.
3483 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3484 * because that would mix the U and V values of one pixel or two adjacent pixels.
3485 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3486 * regardless of the filtering setting. Vertical filtering works automatically
3487 * though - the U and V values of two rows are mixed nicely.
3489 * Appart of avoiding filtering issues, the code has to know which value it just
3490 * read, and where it can find the other one. To determine this, it checks if
3491 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3493 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3494 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3496 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3497 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3498 * in an unfiltered situation. Finding the luminance on the other hand requires
3499 * finding out if it is an odd or even pixel. The real drawback of this approach
3500 * is filtering. This would have to be emulated completely in the shader, reading
3501 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3502 * vertically. Beyond that it would require adjustments to the texture handling
3503 * code to deal with the width scaling
3505 shader_addline(&buffer
, "!!ARBfp1.0\n");
3506 shader_addline(&buffer
, "TEMP luminance;\n");
3507 shader_addline(&buffer
, "TEMP temp;\n");
3508 shader_addline(&buffer
, "TEMP chroma;\n");
3509 shader_addline(&buffer
, "TEMP texcrd;\n");
3510 shader_addline(&buffer
, "TEMP texcrd2;\n");
3511 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3512 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3513 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
3517 case YUV_FIXUP_UYVY
:
3518 case YUV_FIXUP_YUY2
:
3519 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
3521 shader_buffer_free(&buffer
);
3526 case YUV_FIXUP_YV12
:
3527 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
3529 shader_buffer_free(&buffer
);
3535 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3536 shader_buffer_free(&buffer
);
3540 /* Calculate the final result. Formula is taken from
3541 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3542 * ranges from -0.5 to 0.5
3544 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
3546 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
3547 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
3548 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3549 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
3550 shader_addline(&buffer
, "END\n");
3553 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3555 if (glGetError() == GL_INVALID_OPERATION
) {
3557 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3558 FIXME("Fragment program error at position %d: %s\n", pos
,
3559 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3561 shader_buffer_free(&buffer
);
3566 case YUV_FIXUP_YUY2
:
3567 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
3568 else priv
->yuy2_2d_shader
= shader
;
3571 case YUV_FIXUP_UYVY
:
3572 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
3573 else priv
->uyvy_2d_shader
= shader
;
3576 case YUV_FIXUP_YV12
:
3577 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
3578 else priv
->yv12_2d_shader
= shader
;
3585 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, WINED3DFORMAT fmt
, GLenum textype
, UINT width
, UINT height
) {
3587 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3588 float size
[4] = {width
, height
, 1, 1};
3589 struct arbfp_blit_priv
*priv
= (struct arbfp_blit_priv
*) device
->blit_priv
;
3590 const struct GlPixelFormatDesc
*glDesc
;
3591 enum yuv_fixup yuv_fixup
;
3593 getFormatDescEntry(fmt
, &GLINFO_LOCATION
, &glDesc
);
3595 if (!is_yuv_fixup(glDesc
->color_fixup
))
3598 dump_color_fixup_desc(glDesc
->color_fixup
);
3599 /* Don't bother setting up a shader for unconverted formats */
3602 checkGLcall("glEnable(textype)");
3607 yuv_fixup
= get_yuv_fixup(glDesc
->color_fixup
);
3611 case YUV_FIXUP_YUY2
:
3612 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
3615 case YUV_FIXUP_UYVY
:
3616 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
3619 case YUV_FIXUP_YV12
:
3620 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
3624 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
3627 checkGLcall("glEnable(textype)");
3632 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
3635 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
3636 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3637 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3638 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3639 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
3640 checkGLcall("glProgramLocalParameter4fvARB");
3646 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
3647 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3650 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
3651 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3652 glDisable(GL_TEXTURE_2D
);
3653 checkGLcall("glDisable(GL_TEXTURE_2D)");
3654 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3655 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3656 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3658 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3659 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3660 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3665 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
3667 enum yuv_fixup yuv_fixup
;
3669 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
3671 TRACE("Checking support for fixup:\n");
3672 dump_color_fixup_desc(fixup
);
3675 if (is_identity_fixup(fixup
))
3681 /* We only support YUV conversions. */
3682 if (!is_yuv_fixup(fixup
))
3684 TRACE("[FAILED]\n");
3688 yuv_fixup
= get_yuv_fixup(fixup
);
3691 case YUV_FIXUP_YUY2
:
3692 case YUV_FIXUP_UYVY
:
3693 case YUV_FIXUP_YV12
:
3698 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3699 TRACE("[FAILED]\n");
3704 const struct blit_shader arbfp_blit
= {
3709 arbfp_blit_color_fixup_supported
,
3712 #undef GLINFO_LOCATION