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[wine/wine64.git] / dlls / wined3d / arb_program_shader.c
blobca6ca583da204c230856aed64e3848f7276b4595
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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
29 #include "config.h"
31 #include <math.h>
32 #include <stdio.h>
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 ********************************************************/
63 /**
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;
75 DWORD i, j;
76 unsigned int ret;
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)
89 float lcl_const[4];
90 for(i = 0; i < max_constants; i++) {
91 if(!dirty_consts[i]) continue;
92 dirty_consts[i] = 0;
94 j = 4 * i;
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));
113 } else {
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 */
124 dirty_consts[i] = 0;
125 j = i;
126 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
127 dirty_consts[i] = 0;
130 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
132 } else {
133 for(i = 0; i < max_constants; i++) {
134 if(dirty_consts[i]) {
135 dirty_consts[i] = 0;
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 */
153 ret = 0;
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 */
161 } else {
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,
174 char usePixelShader,
175 char useVertexShader) {
177 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
178 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
179 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
180 unsigned char i;
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;
257 DWORD i, cur;
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
300 * bump mapping.
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");
316 } else {
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,
342 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);
356 } else {
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) {
390 *ptr++ = '.';
391 *ptr++ = 'x';
392 } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
393 *ptr++ = '.';
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';
400 *ptr = '\0';
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) {
420 *ptr++ = '.';
421 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
422 *ptr++ = swizzle_chars[swizzle_x];
423 } else {
424 *ptr++ = swizzle_chars[swizzle_x];
425 *ptr++ = swizzle_chars[swizzle_y];
426 *ptr++ = swizzle_chars[swizzle_z];
427 *ptr++ = swizzle_chars[swizzle_w];
431 *ptr = '\0';
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;
441 switch (regtype) {
442 case WINED3DSPR_TEMP:
443 sprintf(regstr, "R%u", reg);
444 break;
445 case WINED3DSPR_INPUT:
446 if (reg==0) {
447 strcpy(regstr, "fragment.color.primary");
448 } else {
449 strcpy(regstr, "fragment.color.secondary");
451 break;
452 case WINED3DSPR_CONST:
453 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
454 sprintf(regstr, "C[%u]", reg);
455 } else {
456 sprintf(regstr, "C%u", reg);
458 break;
459 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
460 sprintf(regstr,"T%u", reg);
461 break;
462 case WINED3DSPR_COLOROUT:
463 if (reg == 0)
464 sprintf(regstr, "TMP_COLOR");
465 else {
466 /* TODO: See GL_ARB_draw_buffers */
467 FIXME("Unsupported write to render target %u\n", reg);
468 sprintf(regstr, "unsupported_register");
470 break;
471 case WINED3DSPR_DEPTHOUT:
472 sprintf(regstr, "result.depth");
473 break;
474 case WINED3DSPR_ATTROUT:
475 sprintf(regstr, "oD[%u]", reg);
476 break;
477 case WINED3DSPR_TEXCRDOUT:
478 sprintf(regstr, "oT[%u]", reg);
479 break;
480 default:
481 FIXME("Unhandled register name Type(%d)\n", regtype);
482 sprintf(regstr, "unrecognized_register");
483 break;
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);
497 char tmpReg[255];
498 BOOL is_color = FALSE;
500 if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
501 strcat(hwLine, " -");
502 } else {
503 strcat(hwLine, " ");
506 switch (regtype) {
507 case WINED3DSPR_TEMP:
508 sprintf(tmpReg, "R%u", reg);
509 strcat(hwLine, tmpReg);
510 break;
511 case WINED3DSPR_INPUT:
513 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
514 is_color = TRUE;
516 sprintf(tmpReg, "vertex.attrib[%u]", reg);
517 strcat(hwLine, tmpReg);
518 break;
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);
523 } else {
524 sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
526 } else {
527 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
528 sprintf(tmpReg, "C[%u]", reg);
529 } else {
530 sprintf(tmpReg, "C%u", reg);
533 strcat(hwLine, tmpReg);
534 break;
535 case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
536 sprintf(tmpReg, "A%u", reg);
537 strcat(hwLine, tmpReg);
538 break;
539 case WINED3DSPR_RASTOUT:
540 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
541 strcat(hwLine, tmpReg);
542 break;
543 case WINED3DSPR_ATTROUT:
544 if (reg==0) {
545 strcat(hwLine, "result.color.primary");
546 } else {
547 strcat(hwLine, "result.color.secondary");
549 break;
550 case WINED3DSPR_TEXCRDOUT:
551 sprintf(tmpReg, "result.texcoord[%u]", reg);
552 strcat(hwLine, tmpReg);
553 break;
554 default:
555 FIXME("Unknown reg type %d %d\n", regtype, reg);
556 strcat(hwLine, "unrecognized_register");
557 break;
560 if (!is_input) {
561 char write_mask[6];
562 shader_arb_get_write_mask(arg, param, write_mask);
563 strcat(hwLine, write_mask);
564 } else {
565 char swizzle[6];
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) {
579 case WINED3DSTT_1D:
580 tex_type = "1D";
581 break;
583 case WINED3DSTT_2D:
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) {
589 tex_type = "RECT";
590 } else {
591 tex_type = "2D";
593 break;
596 case WINED3DSTT_VOLUME:
597 tex_type = "3D";
598 break;
600 case WINED3DSTT_CUBE:
601 tex_type = "CUBE";
602 break;
604 default:
605 ERR("Unexpected texture type %d\n", sampler_type);
606 tex_type = "";
609 if (bias) {
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);
616 } else {
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";
631 default:
632 FIXME("Unhandled channel source %#x\n", channel_source);
633 return "undefined";
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)
640 DWORD mask;
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);
646 return;
649 mask = 0;
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;
654 mask &= dst_mask;
656 if (mask)
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));
663 mask = 0;
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;
668 mask &= dst_mask;
670 if (mask)
672 char reg_mask[6];
673 char *ptr = reg_mask;
675 if (mask != WINED3DSP_WRITEMASK_ALL)
677 *ptr++ = '.';
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';
683 *ptr = '\0';
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)
691 char reg[256];
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,
699 const DWORD instr,
700 int tmpreg,
701 char *outregstr) {
703 /* Generate a line that does the input modifier computation and return the input register to use */
704 char regstr[256];
705 char swzstr[20];
706 int insert_line;
708 /* Assume a new line will be added */
709 insert_line = 1;
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);
718 insert_line = 0;
719 break;
720 case WINED3DSPSM_NEG:
721 sprintf(outregstr, "-%s%s", regstr, swzstr);
722 insert_line = 0;
723 break;
724 case WINED3DSPSM_BIAS:
725 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
726 break;
727 case WINED3DSPSM_BIASNEG:
728 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
729 break;
730 case WINED3DSPSM_SIGN:
731 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
732 break;
733 case WINED3DSPSM_SIGNNEG:
734 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
735 break;
736 case WINED3DSPSM_COMP:
737 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
738 break;
739 case WINED3DSPSM_X2:
740 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
741 break;
742 case WINED3DSPSM_X2NEG:
743 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
744 break;
745 case WINED3DSPSM_DZ:
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);
748 break;
749 case WINED3DSPSM_DW:
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);
752 break;
753 default:
754 sprintf(outregstr, "%s%s", regstr, swzstr);
755 insert_line = 0;
758 /* Return modified or original register, with swizzle */
759 if (insert_line)
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;
776 char dst_name[50];
777 char src_name[2][50];
778 char dst_wmask[20];
779 DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
780 BOOL has_bumpmat = FALSE;
781 int i;
783 for(i = 0; i < This->numbumpenvmatconsts; i++) {
784 if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
785 has_bumpmat = TRUE;
786 break;
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]);
797 if(has_bumpmat) {
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]);
805 } else {
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;
813 char dst_wmask[20];
814 char dst_name[50];
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]);
834 } else {
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]);
839 if (shift != 0)
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;
846 char dst_wmask[20];
847 char dst_name[50];
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]);
866 if (shift != 0)
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;
875 char dst_wmask[20];
876 char dst_name[50];
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]);
894 if (shift != 0)
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;
905 char arguments[256];
906 unsigned int i;
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;
918 DWORD shift;
920 if (!curOpcode->num_params)
922 ERR("Opcode \"%s\" has no parameters\n", curOpcode->name);
923 return;
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);
935 if (mask)
936 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
938 if (centroid)
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);
954 arguments[0] = '\0';
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);
965 } else {
966 /* Note that vshader_program_add_param() adds spaces. */
968 arguments[0] = '\0';
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");
1004 else
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);
1023 else
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;
1033 char reg_dest[40];
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);
1044 } else {
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;
1065 char reg_dest[40];
1066 char reg_coord[40];
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);
1078 else
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;
1085 else
1086 reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1088 /* projection flag:
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))
1095 DWORD flags = 0;
1096 if(reg_sampler_code < MAX_TEXTURES) {
1097 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1099 if (flags & WINED3DTTFF_PROJECTED) {
1100 projected = TRUE;
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) {
1107 projected = TRUE;
1108 } else if(src_mod == WINED3DSPSM_DW) {
1109 projected = TRUE;
1111 } else {
1112 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1113 projected = TRUE;
1115 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1116 bias = TRUE;
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;
1127 char tmp[20];
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);
1133 } else {
1134 DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1135 char reg_src[40];
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;
1147 DWORD flags;
1149 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1150 char dst_str[8];
1151 char src_str[50];
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;
1166 char dst_str[8];
1167 char src_str[50];
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;
1180 char dst_str[8];
1181 char src_str[50];
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;
1193 int i;
1195 DWORD dst = arg->dst;
1196 DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1197 SHADER_BUFFER* buffer = arg->buffer;
1199 char reg_coord[40];
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) {
1209 has_bumpmat = TRUE;
1210 break;
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;
1216 break;
1220 if(has_bumpmat) {
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");
1236 } else {
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);
1248 } else {
1249 DWORD tf;
1250 if(reg_dest_code < MAX_TEXTURES) {
1251 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1252 } else {
1253 tf = 0;
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;
1264 char src0_name[50];
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;
1274 DWORD flags;
1275 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1276 SHADER_BUFFER* buffer = arg->buffer;
1277 char dst_str[8];
1278 char src0_name[50];
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;
1293 char src0_name[50];
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;
1304 DWORD flags;
1305 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1306 SHADER_BUFFER* buffer = arg->buffer;
1307 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1308 char dst_str[8];
1309 char src0_name[50];
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;
1325 DWORD flags;
1326 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1327 SHADER_BUFFER* buffer = arg->buffer;
1328 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1329 char dst_str[8];
1330 char src0_name[50];
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;
1361 DWORD flags;
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;
1366 char dst_str[8];
1367 char src0_name[50];
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.
1374 * dot(N, E)
1375 * TMP.xyz = 2 * --------- * N - E
1376 * dot(N, N)
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;
1397 char dst_name[50];
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
1402 * here
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;
1428 char src0[50];
1429 char dst_str[8];
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)
1443 char src0[50];
1444 char dst_str[50];
1445 char dst_mask[6];
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;
1464 char dst_str[50];
1465 char dst_mask[6];
1466 char src0[50];
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;
1488 char src0[50];
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)
1507 int i;
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:
1526 nComponents = 4;
1527 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1528 break;
1529 case WINED3DSIO_M4x3:
1530 nComponents = 3;
1531 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1532 break;
1533 case WINED3DSIO_M3x4:
1534 nComponents = 4;
1535 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1536 break;
1537 case WINED3DSIO_M3x3:
1538 nComponents = 3;
1539 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1540 break;
1541 case WINED3DSIO_M3x2:
1542 nComponents = 2;
1543 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1544 break;
1545 default:
1546 break;
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;
1564 char tmpLine[256];
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
1572 * .w is used
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;
1583 char dst_name[50];
1584 char src_name[50];
1585 char dst_wmask[20];
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,
1597 src_name);
1599 if (shift != 0)
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
1607 * can't use map2gl
1609 SHADER_BUFFER* buffer = arg->buffer;
1610 char dst_name[50];
1611 char src_name[50];
1612 char dst_wmask[20];
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,
1621 src_name);
1623 if (shift != 0)
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 =
1632 "!!ARBvp1.0\n"
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"
1637 "END\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) {
1644 GLint pos;
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)));
1650 return program_id;
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] =
1658 /* tex_1d */
1659 NULL,
1660 /* tex_2d */
1661 "!!ARBfp1.0\n"
1662 "TEMP R0;\n"
1663 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1664 "MOV result.depth.z, R0.x;\n"
1665 "END\n",
1666 /* tex_3d */
1667 NULL,
1668 /* tex_cube */
1669 "!!ARBfp1.0\n"
1670 "TEMP R0;\n"
1671 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1672 "MOV result.depth.z, R0.x;\n"
1673 "END\n",
1674 /* tex_rect */
1675 "!!ARBfp1.0\n"
1676 "TEMP R0;\n"
1677 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1678 "MOV result.depth.z, R0.x;\n"
1679 "END\n",
1682 if (!blt_fprograms[tex_type])
1684 FIXME("tex_type %#x not supported\n", tex_type);
1685 tex_type = tex_2d;
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) {
1693 GLint pos;
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)));
1699 return program_id;
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;
1707 if (useVS) {
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)");
1727 if (usePS) {
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,
1732 &compile_args);
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);
1783 } else {
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);
1796 } else {
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;
1809 UINT i;
1811 ENTER_GL();
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))");
1816 LEAVE_GL();
1817 HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1818 This->gl_shaders = NULL;
1819 This->num_gl_shaders = 0;
1820 } else {
1821 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1823 ENTER_GL();
1824 GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId));
1825 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))");
1826 ((IWineD3DVertexShaderImpl *) This)->prgId = 0;
1827 LEAVE_GL();
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));
1835 return WINED3D_OK;
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;
1842 int i;
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) {
1857 return TRUE;
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;
1890 GLuint retval;
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)) {
1915 fragcolor = "R0";
1916 } else {
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.
1927 switch(args->fog) {
1928 case FOG_OFF:
1929 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
1930 break;
1931 case FOG_LINEAR:
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);
1935 break;
1936 case FOG_EXP:
1937 FIXME("Implement EXP fog in ARB\n");
1938 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
1939 break;
1940 case FOG_EXP2:
1941 FIXME("Implement EXP2 fog in ARB\n");
1942 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
1943 break;
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) {
1961 GLint errPos;
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)));
1965 retval = 0;
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");
1977 return retval;
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) {
2020 int i;
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 */
2034 if (!reg_maps->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) {
2069 GLint errPos;
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)));
2073 This->prgId = -1;
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))
2116 TRACE("[OK]\n");
2117 return TRUE;
2120 TRACE("[FAILED]\n");
2121 return FALSE;
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,
2213 shader_arb_select,
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,
2220 shader_arb_destroy,
2221 shader_arb_alloc,
2222 shader_arb_free,
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;
2240 GLuint shader;
2241 unsigned int num_textures_used;
2244 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2245 if(enable) {
2246 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2247 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2248 } else {
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;
2263 } else {
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;
2270 return WINED3D_OK;
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;
2277 ENTER_GL();
2278 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2279 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2280 HeapFree(GetProcessHeap(), 0, entry_arb);
2281 LEAVE_GL();
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) {
2335 float col[4];
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) {
2356 float col[4];
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;
2374 } else {
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;
2385 float mat[2][2];
2387 if(use_ps(device)) {
2388 if(stage != 0 &&
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
2391 * anyway
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 */
2400 return;
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;
2419 float param[4];
2421 if(use_ps(device)) {
2422 if(stage != 0 &&
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 */
2434 return;
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]);
2443 param[2] = 0.0;
2444 param[3] = 0.0;
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) {
2451 const char *ret;
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";
2461 else ret = "ret";
2462 break;
2464 case WINED3DTA_TEXTURE:
2465 switch(stage) {
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";
2476 break;
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");
2489 switch(stage) {
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";
2500 break;
2502 default:
2503 return "unknown";
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";
2518 return ret;
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);
2538 switch(op) {
2539 case WINED3DTOP_DISABLE:
2540 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2541 break;
2543 case WINED3DTOP_SELECTARG2:
2544 arg1 = arg2;
2545 case WINED3DTOP_SELECTARG1:
2546 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2547 break;
2549 case WINED3DTOP_MODULATE4X:
2550 mul = 2;
2551 case WINED3DTOP_MODULATE2X:
2552 mul *= 2;
2553 if(strcmp(dstreg, "result.color") == 0) {
2554 dstreg = "ret";
2555 mul_final_dest = TRUE;
2557 case WINED3DTOP_MODULATE:
2558 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2559 break;
2561 case WINED3DTOP_ADDSIGNED2X:
2562 mul = 2;
2563 if(strcmp(dstreg, "result.color") == 0) {
2564 dstreg = "ret";
2565 mul_final_dest = TRUE;
2567 case WINED3DTOP_ADDSIGNED:
2568 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2569 arg2 = "arg2";
2570 case WINED3DTOP_ADD:
2571 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2572 break;
2574 case WINED3DTOP_SUBTRACT:
2575 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2576 break;
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);
2581 break;
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);
2586 break;
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);
2590 break;
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);
2594 break;
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);
2598 break;
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);
2604 break;
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);
2611 break;
2612 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2613 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2614 break;
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);
2618 break;
2619 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2620 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2621 break;
2623 case WINED3DTOP_DOTPRODUCT3:
2624 mul = 4;
2625 if(strcmp(dstreg, "result.color") == 0) {
2626 dstreg = "ret";
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);
2632 break;
2634 case WINED3DTOP_MULTIPLYADD:
2635 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2636 break;
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);
2641 break;
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 */
2646 break;
2648 default:
2649 FIXME("Unhandled texture op %08x\n", op);
2652 if(mul == 2) {
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)
2662 unsigned int stage;
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];
2670 GLuint ret;
2671 DWORD arg0, arg1, arg2;
2672 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2673 BOOL op_equal;
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;
2725 /* Shader header */
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));
2753 if(tfactor_used) {
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) {
2786 sat = "";
2787 } else {
2788 sat = "_SAT";
2791 if(settings->op[stage].projected == proj_none) {
2792 instr = "TEX";
2793 } else if(settings->op[stage].projected == proj_count4 ||
2794 settings->op[stage].projected == proj_count3) {
2795 instr = "TXP";
2796 } else {
2797 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2798 instr = "TXP";
2801 if(stage > 0 &&
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);
2816 } else {
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);
2820 } else {
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);
2836 } else {
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) {
2849 if(stage == 0) {
2850 final_combiner_src = "fragment.color.primary";
2852 break;
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;
2867 } else {
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);
2878 if(stage == 0) {
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);
2885 } else {
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");
2899 } else {
2900 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2903 /* Footer */
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) {
2912 GLint pos;
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);
2918 return ret;
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;
2928 unsigned int i;
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);
2941 return;
2944 if(!use_pshader) {
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);
2948 if(!desc) {
2949 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
2950 if (!new_desc)
2952 ERR("Out of memory\n");
2953 return;
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);
2965 desc = 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
2970 * deactivate it.
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);
3002 if(use_pshader) {
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 = {
3175 arbfp_enable,
3176 arbfp_get_caps,
3177 arbfp_alloc,
3178 arbfp_free,
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;
3199 return WINED3D_OK;
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;
3205 ENTER_GL();
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");
3213 LEAVE_GL();
3216 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3218 char chroma;
3219 const char *tex, *texinstr;
3221 if (yuv_fixup == YUV_FIXUP_UYVY) {
3222 chroma = 'x';
3223 *luminance = 'w';
3224 } else {
3225 chroma = 'w';
3226 *luminance = 'x';
3228 switch(textype) {
3229 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
3230 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
3231 default:
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");
3236 return FALSE;
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:
3245 * Even pixel: Cr
3246 * Even pixel: U
3247 * Odd pixel: V
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");
3254 } else {
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
3259 * 0.5, so add 0.5.
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);
3300 return TRUE;
3303 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3305 const char *tex;
3307 switch(textype) {
3308 case GL_TEXTURE_2D: tex = "2D"; break;
3309 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
3310 default:
3311 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3312 return FALSE;
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 * +----------------------------------+----
3323 * | |
3324 * | |
3325 * | |
3326 * | |
3327 * | | 2
3328 * | LUMINANCE | -
3329 * | | 3
3330 * | |
3331 * | |
3332 * | |
3333 * | |
3334 * +----------------+-----------------+----
3335 * | | |
3336 * | U even rows | U odd rows |
3337 * | | | 1
3338 * +----------------+------------------ -
3339 * | | | 3
3340 * | V even rows | V odd rows |
3341 * | | |
3342 * +----------------+-----------------+----
3343 * | | |
3344 * | 0.5 | 0.5 |
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
3364 * bleeding
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");
3386 } else {
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");
3402 /* Clamp */
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");
3418 } else {
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);
3435 } else {
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
3438 * is bigger
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);
3444 *luminance = 'a';
3446 return TRUE;
3449 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3451 GLenum shader;
3452 SHADER_BUFFER buffer;
3453 char luminance_component;
3454 struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3456 /* Shader header */
3457 shader_buffer_init(&buffer);
3459 ENTER_GL();
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)");
3464 LEAVE_GL();
3465 if(!shader) {
3466 shader_buffer_free(&buffer);
3467 return 0;
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
3474 * pixels.
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");
3515 switch (yuv_fixup)
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);
3522 return 0;
3524 break;
3526 case YUV_FIXUP_YV12:
3527 if (!gen_yv12_read(&buffer, textype, &luminance_component))
3529 shader_buffer_free(&buffer);
3530 return 0;
3532 break;
3534 default:
3535 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3536 shader_buffer_free(&buffer);
3537 return 0;
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");
3552 ENTER_GL();
3553 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3555 if (glGetError() == GL_INVALID_OPERATION) {
3556 GLint pos;
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);
3562 LEAVE_GL();
3564 switch (yuv_fixup)
3566 case YUV_FIXUP_YUY2:
3567 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3568 else priv->yuy2_2d_shader = shader;
3569 break;
3571 case YUV_FIXUP_UYVY:
3572 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3573 else priv->uyvy_2d_shader = shader;
3574 break;
3576 case YUV_FIXUP_YV12:
3577 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3578 else priv->yv12_2d_shader = shader;
3579 break;
3582 return shader;
3585 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3586 GLenum shader;
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))
3597 TRACE("Fixup:\n");
3598 dump_color_fixup_desc(glDesc->color_fixup);
3599 /* Don't bother setting up a shader for unconverted formats */
3600 ENTER_GL();
3601 glEnable(textype);
3602 checkGLcall("glEnable(textype)");
3603 LEAVE_GL();
3604 return WINED3D_OK;
3607 yuv_fixup = get_yuv_fixup(glDesc->color_fixup);
3609 switch(yuv_fixup)
3611 case YUV_FIXUP_YUY2:
3612 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3613 break;
3615 case YUV_FIXUP_UYVY:
3616 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3617 break;
3619 case YUV_FIXUP_YV12:
3620 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3621 break;
3623 default:
3624 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3625 ENTER_GL();
3626 glEnable(textype);
3627 checkGLcall("glEnable(textype)");
3628 LEAVE_GL();
3629 return E_NOTIMPL;
3632 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3634 ENTER_GL();
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");
3641 LEAVE_GL();
3643 return WINED3D_OK;
3646 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3647 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3649 ENTER_GL();
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)");
3662 LEAVE_GL();
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))
3677 TRACE("[OK]\n");
3678 return TRUE;
3681 /* We only support YUV conversions. */
3682 if (!is_yuv_fixup(fixup))
3684 TRACE("[FAILED]\n");
3685 return FALSE;
3688 yuv_fixup = get_yuv_fixup(fixup);
3689 switch(yuv_fixup)
3691 case YUV_FIXUP_YUY2:
3692 case YUV_FIXUP_UYVY:
3693 case YUV_FIXUP_YV12:
3694 TRACE("[OK]\n");
3695 return TRUE;
3697 default:
3698 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3699 TRACE("[FAILED]\n");
3700 return FALSE;
3704 const struct blit_shader arbfp_blit = {
3705 arbfp_blit_alloc,
3706 arbfp_blit_free,
3707 arbfp_blit_set,
3708 arbfp_blit_unset,
3709 arbfp_blit_color_fixup_supported,
3712 #undef GLINFO_LOCATION