wined3d: Use wined3d_mask_from_size() in shader_glsl_gather4().
[wine.git] / dlls / wined3d / arb_program_shader.c
blob1abc64ccdd171c437ef6bf8c8c9115b06962af03
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 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <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);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
41 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
43 return type == WINED3D_SHADER_TYPE_PIXEL;
46 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
48 return type == WINED3D_SHADER_TYPE_VERTEX;
51 static const char *get_line(const char **ptr)
53 const char *p, *q;
55 p = *ptr;
56 if (!(q = strstr(p, "\n")))
58 if (!*p) return NULL;
59 *ptr += strlen(p);
60 return p;
62 *ptr = q + 1;
64 return p;
67 enum arb_helper_value
69 ARB_ZERO,
70 ARB_ONE,
71 ARB_TWO,
72 ARB_0001,
73 ARB_EPS,
75 ARB_VS_REL_OFFSET
78 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
80 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
82 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
83 return "bad";
86 if (shader == WINED3D_SHADER_TYPE_PIXEL)
88 switch (value)
90 case ARB_ZERO: return "ps_helper_const.x";
91 case ARB_ONE: return "ps_helper_const.y";
92 case ARB_TWO: return "coefmul.x";
93 case ARB_0001: return "ps_helper_const.xxxy";
94 case ARB_EPS: return "ps_helper_const.z";
95 default: break;
98 else
100 switch (value)
102 case ARB_ZERO: return "helper_const.x";
103 case ARB_ONE: return "helper_const.y";
104 case ARB_TWO: return "helper_const.z";
105 case ARB_EPS: return "helper_const.w";
106 case ARB_0001: return "helper_const.xxxy";
107 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
110 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
111 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
112 switch (value)
114 case ARB_ZERO: return "0.0";
115 case ARB_ONE: return "1.0";
116 case ARB_TWO: return "2.0";
117 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
118 case ARB_EPS: return "1e-8";
119 default: return "bad";
123 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
125 return context->lowest_disabled_stage < 7;
128 /* ARB_program_shader private data */
130 struct control_frame
132 struct list entry;
133 enum
136 IFC,
137 LOOP,
139 } type;
140 BOOL muting;
141 BOOL outer_loop;
142 union
144 unsigned int loop;
145 unsigned int ifc;
146 } no;
147 struct wined3d_shader_loop_control loop_control;
148 BOOL had_else;
151 struct arb_ps_np2fixup_info
153 struct ps_np2fixup_info super;
154 /* For ARB we need an offset value:
155 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
156 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
157 * array we need an offset to the index inside the program local parameter array. */
158 UINT offset;
161 struct arb_ps_compile_args
163 struct ps_compile_args super;
164 WORD bools;
165 WORD clip; /* only a boolean, use a WORD for alignment */
166 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
169 struct stb_const_desc
171 unsigned char texunit;
172 UINT const_num;
175 struct arb_ps_compiled_shader
177 struct arb_ps_compile_args args;
178 struct arb_ps_np2fixup_info np2fixup_info;
179 struct stb_const_desc bumpenvmatconst[WINED3D_MAX_TEXTURES];
180 struct stb_const_desc luminanceconst[WINED3D_MAX_TEXTURES];
181 UINT int_consts[WINED3D_MAX_CONSTS_I];
182 GLuint prgId;
183 UINT ycorrection;
184 unsigned char numbumpenvmatconsts;
185 char num_int_consts;
188 struct arb_vs_compile_args
190 struct vs_compile_args super;
191 union
193 struct
195 WORD bools;
196 unsigned char clip_texcoord;
197 unsigned char clipplane_mask;
198 } boolclip;
199 DWORD boolclip_compare;
200 } clip;
201 DWORD ps_signature;
202 union
204 unsigned char samplers[4];
205 DWORD samplers_compare;
206 } vertex;
207 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
210 struct arb_vs_compiled_shader
212 struct arb_vs_compile_args args;
213 GLuint prgId;
214 UINT int_consts[WINED3D_MAX_CONSTS_I];
215 char num_int_consts;
216 char need_color_unclamp;
217 UINT pos_fixup;
220 struct recorded_instruction
222 struct wined3d_shader_instruction ins;
223 struct list entry;
226 struct shader_arb_ctx_priv
228 char addr_reg[50];
229 enum
231 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
232 ARB,
233 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
234 NV2,
235 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
237 } target_version;
239 const struct wined3d_gl_info *gl_info;
240 const struct arb_vs_compile_args *cur_vs_args;
241 const struct arb_ps_compile_args *cur_ps_args;
242 const struct arb_ps_compiled_shader *compiled_fprog;
243 const struct arb_vs_compiled_shader *compiled_vprog;
244 struct arb_ps_np2fixup_info *cur_np2fixup_info;
245 struct list control_frames;
246 struct list record;
247 BOOL recording;
248 BOOL muted;
249 unsigned int num_loops, loop_depth, num_ifcs;
250 int aL;
251 BOOL ps_post_process;
253 unsigned int vs_clipplanes;
254 BOOL footer_written;
255 BOOL in_main_func;
257 /* For 3.0 vertex shaders */
258 const char *vs_output[MAX_REG_OUTPUT];
259 /* For 2.x and earlier vertex shaders */
260 const char *texcrd_output[8], *color_output[2], *fog_output;
262 /* 3.0 pshader input for compatibility with fixed function */
263 const char *ps_input[MAX_REG_INPUT];
266 struct ps_signature
268 struct wined3d_shader_signature sig;
269 DWORD idx;
270 struct wine_rb_entry entry;
273 struct arb_pshader_private {
274 struct arb_ps_compiled_shader *gl_shaders;
275 UINT num_gl_shaders, shader_array_size;
276 DWORD input_signature_idx;
277 DWORD clipplane_emulation;
278 BOOL clamp_consts;
281 struct arb_vshader_private {
282 struct arb_vs_compiled_shader *gl_shaders;
283 UINT num_gl_shaders, shader_array_size;
284 UINT rel_offset;
287 struct shader_arb_priv
289 GLuint current_vprogram_id;
290 GLuint current_fprogram_id;
291 const struct arb_ps_compiled_shader *compiled_fprog;
292 const struct arb_vs_compiled_shader *compiled_vprog;
293 BOOL use_arbfp_fixed_func;
294 struct wine_rb_tree fragment_shaders;
295 BOOL last_ps_const_clamped;
296 BOOL last_vs_color_unclamp;
298 struct wine_rb_tree signature_tree;
299 DWORD ps_sig_number;
301 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
302 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
303 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
304 const struct wined3d_context *last_context;
306 const struct wined3d_vertex_pipe_ops *vertex_pipe;
307 const struct wined3d_fragment_pipe_ops *fragment_pipe;
308 BOOL ffp_proj_control;
311 /* Context activation for state handlers is done by the caller. */
313 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
314 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
316 if (shader_data->rel_offset) return TRUE;
317 if (!reg_maps->usesmova) return FALSE;
318 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
321 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
322 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
324 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
325 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
328 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
329 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
331 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
332 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
333 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
334 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
335 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
336 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
337 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
338 return FALSE;
341 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
342 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
344 unsigned int ret = 1;
345 /* We use one PARAM for the pos fixup, and in some cases one to load
346 * some immediate values into the shader. */
347 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
348 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
349 return ret;
352 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
353 * When constant_list == NULL, it will load all the constants.
355 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
356 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
358 /* Context activation is done by the caller. */
359 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
360 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
361 const struct wined3d_vec4 *constants, char *dirty_consts)
363 struct wined3d_shader_lconst *lconst;
364 unsigned int ret, i, j;
366 if (TRACE_ON(d3d_constants))
368 for (i = 0; i < max_constants; ++i)
370 if (!dirty_consts[i])
371 continue;
372 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
376 i = 0;
378 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
379 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
381 float lcl_const[4];
382 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
383 * shaders, the first 8 constants are marked dirty for reload
385 for (; i < min(8, max_constants); ++i)
387 if (!dirty_consts[i])
388 continue;
389 dirty_consts[i] = 0;
391 if (constants[i].x > 1.0f)
392 lcl_const[0] = 1.0f;
393 else if (constants[i].x < -1.0f)
394 lcl_const[0] = -1.0f;
395 else
396 lcl_const[0] = constants[i].x;
398 if (constants[i].y > 1.0f)
399 lcl_const[1] = 1.0f;
400 else if (constants[i].y < -1.0f)
401 lcl_const[1] = -1.0f;
402 else
403 lcl_const[1] = constants[i].y;
405 if (constants[i].z > 1.0f)
406 lcl_const[2] = 1.0f;
407 else if (constants[i].z < -1.0f)
408 lcl_const[2] = -1.0f;
409 else
410 lcl_const[2] = constants[i].z;
412 if (constants[i].w > 1.0f)
413 lcl_const[3] = 1.0f;
414 else if (constants[i].w < -1.0f)
415 lcl_const[3] = -1.0f;
416 else
417 lcl_const[3] = constants[i].w;
419 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
422 /* If further constants are dirty, reload them without clamping.
424 * The alternative is not to touch them, but then we cannot reset the dirty constant count
425 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
426 * above would always re-check the first 8 constants since max_constant remains at the init
427 * value
431 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
433 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
434 * or just reloading *all* constants at once
436 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
438 for (; i < max_constants; ++i)
440 if (!dirty_consts[i])
441 continue;
443 /* Find the next block of dirty constants */
444 dirty_consts[i] = 0;
445 j = i;
446 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
448 dirty_consts[i] = 0;
451 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
454 else
456 for (; i < max_constants; ++i)
458 if (dirty_consts[i])
460 dirty_consts[i] = 0;
461 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
465 checkGLcall("glProgramEnvParameter4fvARB()");
467 /* Load immediate constants */
468 if (shader->load_local_constsF)
470 if (TRACE_ON(d3d_shader))
472 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
474 GLfloat* values = (GLfloat*)lconst->value;
475 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
476 values[0], values[1], values[2], values[3]);
479 /* Immediate constants are clamped for 1.X shaders at loading times */
480 ret = 0;
481 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
483 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
484 ret = max(ret, lconst->idx + 1);
485 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
487 checkGLcall("glProgramEnvParameter4fvARB()");
488 return ret; /* The loaded immediate constants need reloading for the next shader */
489 } else {
490 return 0; /* No constants are dirty now */
494 /* Loads the texture dimensions for NP2 fixup into the currently set
495 * ARB_[vertex/fragment]_programs. */
496 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
497 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
499 GLfloat np2fixup_constants[4 * WINED3D_MAX_FRAGMENT_SAMPLERS];
500 WORD active = fixup->super.active;
501 UINT i;
503 if (!active)
504 return;
506 for (i = 0; active; active >>= 1, ++i)
508 const struct wined3d_texture *tex = state->textures[i];
509 unsigned char idx = fixup->super.idx[i];
510 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
512 if (!(active & 1))
513 continue;
515 if (!tex)
517 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
518 continue;
521 if (idx % 2)
523 tex_dim[2] = tex->pow2_matrix[0];
524 tex_dim[3] = tex->pow2_matrix[5];
526 else
528 tex_dim[0] = tex->pow2_matrix[0];
529 tex_dim[1] = tex->pow2_matrix[5];
533 for (i = 0; i < fixup->super.num_consts; ++i)
535 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
536 fixup->offset + i, &np2fixup_constants[i * 4]));
540 /* Context activation is done by the caller. */
541 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
542 const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int rt_height)
544 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
545 unsigned char i;
547 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
549 int texunit = gl_shader->bumpenvmatconst[i].texunit;
551 /* The state manager takes care that this function is always called if the bump env matrix changes */
552 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
553 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
554 gl_shader->bumpenvmatconst[i].const_num, data));
556 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
558 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
559 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
560 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
561 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
563 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
564 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
565 gl_shader->luminanceconst[i].const_num, scale));
568 checkGLcall("Load bumpmap consts");
570 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
572 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
573 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
574 * ycorrection.z: 1.0
575 * ycorrection.w: 0.0
577 float val[4];
578 val[0] = context_gl->c.render_offscreen ? 0.0f : (float)rt_height;
579 val[1] = context_gl->c.render_offscreen ? 1.0f : -1.0f;
580 val[2] = 1.0f;
581 val[3] = 0.0f;
582 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
583 checkGLcall("y correction loading");
586 if (!gl_shader->num_int_consts) return;
588 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
590 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
592 float val[4];
593 val[0] = (float)state->ps_consts_i[i].x;
594 val[1] = (float)state->ps_consts_i[i].y;
595 val[2] = (float)state->ps_consts_i[i].z;
596 val[3] = -1.0f;
598 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
601 checkGLcall("Load ps int consts");
604 /* Context activation is done by the caller. */
605 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
606 const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
608 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
609 float position_fixup[4];
610 unsigned char i;
612 /* Upload the position fixup */
613 shader_get_position_fixup(&context_gl->c, state, 1, position_fixup);
614 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
616 if (!gl_shader->num_int_consts) return;
618 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
620 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
622 float val[4];
623 val[0] = (float)state->vs_consts_i[i].x;
624 val[1] = (float)state->vs_consts_i[i].y;
625 val[2] = (float)state->vs_consts_i[i].z;
626 val[3] = -1.0f;
628 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
631 checkGLcall("Load vs int consts");
634 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
635 const struct wined3d_state *state);
638 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
640 * We only support float constants in ARB at the moment, so don't
641 * worry about the Integers or Booleans
643 /* Context activation is done by the caller (state handler). */
644 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context_gl *context_gl,
645 const struct wined3d_state *state, BOOL use_ps, BOOL use_vs, BOOL from_shader_select)
647 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
648 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
650 if (!from_shader_select)
652 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
653 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
655 if (vshader
656 && (vshader->reg_maps.boolean_constants
657 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
658 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
660 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
661 shader_arb_select(priv, &context_gl->c, state);
663 else if (pshader
664 && (pshader->reg_maps.boolean_constants
665 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
666 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
668 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
669 shader_arb_select(priv, &context_gl->c, state);
673 if (&context_gl->c != priv->last_context)
675 memset(priv->vshader_const_dirty, 1,
676 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
677 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
679 memset(priv->pshader_const_dirty, 1,
680 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
681 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
683 priv->last_context = &context_gl->c;
686 if (use_vs)
688 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
689 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
691 /* Load DirectX 9 float constants for vertex shader */
692 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
693 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
694 shader_arb_vs_local_constants(gl_shader, context_gl, state);
697 if (use_ps)
699 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
700 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
701 UINT rt_height = state->fb.render_targets[0]->height;
703 /* Load DirectX 9 float constants for pixel shader */
704 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
705 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
706 shader_arb_ps_local_constants(gl_shader, context_gl, state, rt_height);
708 if (context_gl->c.constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
709 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
713 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
714 const struct wined3d_state *state)
716 shader_arb_load_constants_internal(shader_priv, wined3d_context_gl(context),
717 state, use_ps(state), use_vs(state), FALSE);
720 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
722 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
723 struct shader_arb_priv *priv = device->shader_priv;
725 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
726 * context. On a context switch the old context will be fully dirtified */
727 if (!context_gl || context_gl->c.device != device)
728 return;
730 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
731 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
734 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
736 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
737 struct shader_arb_priv *priv = device->shader_priv;
739 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
740 * context. On a context switch the old context will be fully dirtified */
741 if (!context_gl || context_gl->c.device != device)
742 return;
744 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
745 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
748 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
750 char str[4][17];
752 wined3d_ftoa(values[0], str[0]);
753 wined3d_ftoa(values[1], str[1]);
754 wined3d_ftoa(values[2], str[2]);
755 wined3d_ftoa(values[3], str[3]);
756 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
759 /* Generate the variable & register declarations for the ARB_vertex_program output target */
760 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
761 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
762 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
763 const struct shader_arb_ctx_priv *ctx)
765 DWORD i;
766 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
767 const struct wined3d_shader_lconst *lconst;
768 unsigned max_constantsF;
769 DWORD map;
771 /* In pixel shaders, all private constants are program local, we don't need anything
772 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
773 * If we need a private constant the GL implementation will squeeze it in somewhere
775 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
776 * immediate values. The posFixup is loaded using program.env for now, so always
777 * subtract one from the number of constants. If the shader uses indirect addressing,
778 * account for the helper const too because we have to declare all available d3d constants
779 * and don't know which are actually used.
781 if (pshader)
783 max_constantsF = gl_info->limits.arb_ps_native_constants;
784 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
785 if (max_constantsF < 24)
786 max_constantsF = gl_info->limits.arb_ps_float_constants;
788 else
790 const struct arb_vshader_private *shader_data = shader->backend_data;
791 max_constantsF = gl_info->limits.arb_vs_native_constants;
792 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
793 * Also prevents max_constantsF from becoming less than 0 and
794 * wrapping . */
795 if (max_constantsF < 96)
796 max_constantsF = gl_info->limits.arb_vs_float_constants;
798 if (reg_maps->usesrelconstF)
800 DWORD highest_constf = 0, clip_limit;
802 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
803 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
804 max_constantsF -= gl_info->reserved_arb_constants;
806 for (i = 0; i < shader->limits->constant_float; ++i)
808 if (wined3d_bitmap_is_set(reg_maps->constf, i))
809 highest_constf = i;
812 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
814 if(ctx->cur_vs_args->super.clip_enabled)
815 clip_limit = gl_info->limits.user_clip_distances;
816 else
817 clip_limit = 0;
819 else
821 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
822 clip_limit = min(wined3d_popcount(mask), 4);
824 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
825 max_constantsF -= *num_clipplanes;
826 if(*num_clipplanes < clip_limit)
828 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
829 gl_info->limits.user_clip_distances);
832 else
834 if (ctx->target_version >= NV2)
835 *num_clipplanes = gl_info->limits.user_clip_distances;
836 else
837 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
841 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
843 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
846 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
848 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
851 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
853 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
855 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
859 if (!shader->load_local_constsF)
861 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
863 const float *value;
864 value = (const float *)lconst->value;
865 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
866 shader_arb_append_imm_vec4(buffer, value);
867 shader_addline(buffer, ";\n");
871 /* After subtracting privately used constants from the hardware limit(they are loaded as
872 * local constants), make sure the shader doesn't violate the env constant limit
874 if (pshader)
876 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
878 else
880 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
883 /* Avoid declaring more constants than needed */
884 max_constantsF = min(max_constantsF, shader->limits->constant_float);
886 /* we use the array-based constants array if the local constants are marked for loading,
887 * because then we use indirect addressing, or when the local constant list is empty,
888 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
889 * local constants do not declare the loaded constants as an array because ARB compilers usually
890 * do not optimize unused constants away
892 if (reg_maps->usesrelconstF)
894 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
895 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
896 max_constantsF, max_constantsF - 1);
898 else
900 for (i = 0; i < max_constantsF; ++i)
902 if (!shader_constant_is_local(shader, i) && wined3d_extract_bits(reg_maps->constf, i, 1))
904 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
910 static const char * const shift_tab[] = {
911 "dummy", /* 0 (none) */
912 "coefmul.x", /* 1 (x2) */
913 "coefmul.y", /* 2 (x4) */
914 "coefmul.z", /* 3 (x8) */
915 "coefmul.w", /* 4 (x16) */
916 "dummy", /* 5 (x32) */
917 "dummy", /* 6 (x64) */
918 "dummy", /* 7 (x128) */
919 "dummy", /* 8 (d256) */
920 "dummy", /* 9 (d128) */
921 "dummy", /* 10 (d64) */
922 "dummy", /* 11 (d32) */
923 "coefdiv.w", /* 12 (d16) */
924 "coefdiv.z", /* 13 (d8) */
925 "coefdiv.y", /* 14 (d4) */
926 "coefdiv.x" /* 15 (d2) */
929 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
930 const struct wined3d_shader_dst_param *dst, char *write_mask)
932 char *ptr = write_mask;
934 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
936 *ptr++ = '.';
937 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
938 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
939 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
940 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
943 *ptr = '\0';
946 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
948 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
949 * but addressed as "rgba". To fix this we need to swap the register's x
950 * and z components. */
951 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
952 char *ptr = swizzle_str;
954 /* swizzle bits fields: wwzzyyxx */
955 DWORD swizzle = param->swizzle;
956 DWORD swizzle_x = swizzle & 0x03;
957 DWORD swizzle_y = (swizzle >> 2) & 0x03;
958 DWORD swizzle_z = (swizzle >> 4) & 0x03;
959 DWORD swizzle_w = (swizzle >> 6) & 0x03;
961 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
962 * generate a swizzle string. Unless we need to our own swizzling. */
963 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
965 *ptr++ = '.';
966 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
967 *ptr++ = swizzle_chars[swizzle_x];
968 } else {
969 *ptr++ = swizzle_chars[swizzle_x];
970 *ptr++ = swizzle_chars[swizzle_y];
971 *ptr++ = swizzle_chars[swizzle_z];
972 *ptr++ = swizzle_chars[swizzle_w];
976 *ptr = '\0';
979 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
981 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
982 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
984 if (!strcmp(priv->addr_reg, src))
985 return;
987 snprintf(priv->addr_reg, sizeof(priv->addr_reg), "%s", src);
988 shader_addline(buffer, "ARL A0.x, %s;\n", src);
991 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
992 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
994 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
995 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
997 /* oPos, oFog and oPts in D3D */
998 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
999 const struct wined3d_shader *shader = ins->ctx->shader;
1000 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1001 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1002 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1004 *is_color = FALSE;
1006 switch (reg->type)
1008 case WINED3DSPR_TEMP:
1009 sprintf(register_name, "R%u", reg->idx[0].offset);
1010 break;
1012 case WINED3DSPR_INPUT:
1013 if (pshader)
1015 if (reg_maps->shader_version.major < 3)
1017 if (!reg->idx[0].offset)
1018 strcpy(register_name, "fragment.color.primary");
1019 else
1020 strcpy(register_name, "fragment.color.secondary");
1022 else
1024 if (reg->idx[0].rel_addr)
1026 char rel_reg[50];
1027 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1029 if (!strcmp(rel_reg, "**aL_emul**"))
1031 DWORD idx = ctx->aL + reg->idx[0].offset;
1032 if(idx < MAX_REG_INPUT)
1034 strcpy(register_name, ctx->ps_input[idx]);
1036 else
1038 ERR("Pixel shader input register out of bounds: %u\n", idx);
1039 sprintf(register_name, "out_of_bounds_%u", idx);
1042 else if (reg_maps->input_registers & 0x0300)
1044 /* There are two ways basically:
1046 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1047 * That means trouble if the loop also contains a breakc or if the control values
1048 * aren't local constants.
1049 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1050 * source dynamically. The trouble is that we cannot simply read aL.y because it
1051 * is an ADDRESS register. We could however push it, load .zw with a value and use
1052 * ADAC to load the condition code register and pop it again afterwards
1054 FIXME("Relative input register addressing with more than 8 registers\n");
1056 /* This is better than nothing for now */
1057 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1059 else if(ctx->cur_ps_args->super.vp_mode != WINED3D_VP_MODE_SHADER)
1061 /* This is problematic because we'd have to consult the ctx->ps_input strings
1062 * for where to find the varying. Some may be "0.0", others can be texcoords or
1063 * colors. This needs either a pipeline replacement to make the vertex shader feed
1064 * proper varyings, or loop unrolling
1066 * For now use the texcoords and hope for the best
1068 FIXME("Non-vertex shader varying input with indirect addressing\n");
1069 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1071 else
1073 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1074 * pulls GL_NV_fragment_program2 in
1076 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1079 else
1081 if (reg->idx[0].offset < MAX_REG_INPUT)
1083 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1085 else
1087 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1088 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1093 else
1095 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1096 *is_color = TRUE;
1097 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1099 break;
1101 case WINED3DSPR_CONST:
1102 if (!pshader && reg->idx[0].rel_addr)
1104 const struct arb_vshader_private *shader_data = shader->backend_data;
1105 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1106 BOOL aL = FALSE;
1107 char rel_reg[50];
1108 if (reg_maps->shader_version.major < 2)
1110 sprintf(rel_reg, "A0.x");
1112 else
1114 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1115 if (ctx->target_version == ARB)
1117 if (!strcmp(rel_reg, "**aL_emul**"))
1119 aL = TRUE;
1120 } else {
1121 shader_arb_request_a0(ins, rel_reg);
1122 sprintf(rel_reg, "A0.x");
1126 if (aL)
1127 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1128 else if (reg->idx[0].offset >= rel_offset)
1129 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1130 else
1131 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1133 else
1135 if (reg_maps->usesrelconstF)
1136 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1137 else
1138 sprintf(register_name, "C%u", reg->idx[0].offset);
1140 break;
1142 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1143 if (pshader)
1145 if (reg_maps->shader_version.major == 1
1146 && reg_maps->shader_version.minor <= 3)
1147 /* In ps <= 1.3, Tx is a temporary register as destination
1148 * to all instructions, and as source to most instructions.
1149 * For some instructions it is the texcoord input. Those
1150 * instructions know about the special use. */
1151 sprintf(register_name, "T%u", reg->idx[0].offset);
1152 else
1153 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1154 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1156 else
1158 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1159 sprintf(register_name, "A%u", reg->idx[0].offset);
1160 else
1161 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1163 break;
1165 case WINED3DSPR_COLOROUT:
1166 if (ctx->ps_post_process && !reg->idx[0].offset)
1168 strcpy(register_name, "TMP_COLOR");
1170 else
1172 if (ctx->cur_ps_args->super.srgb_correction)
1173 FIXME("sRGB correction on higher render targets.\n");
1174 if (reg_maps->rt_mask > 1)
1175 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1176 else
1177 strcpy(register_name, "result.color");
1179 break;
1181 case WINED3DSPR_RASTOUT:
1182 if (reg->idx[0].offset == 1)
1183 sprintf(register_name, "%s", ctx->fog_output);
1184 else
1185 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1186 break;
1188 case WINED3DSPR_DEPTHOUT:
1189 strcpy(register_name, "result.depth");
1190 break;
1192 case WINED3DSPR_ATTROUT:
1193 /* case WINED3DSPR_OUTPUT: */
1194 if (pshader)
1195 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1196 else
1197 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1198 break;
1200 case WINED3DSPR_TEXCRDOUT:
1201 if (pshader)
1202 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1203 else if (reg_maps->shader_version.major < 3)
1204 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1205 else
1206 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1207 break;
1209 case WINED3DSPR_LOOP:
1210 if(ctx->target_version >= NV2)
1212 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1213 if(pshader) sprintf(register_name, "A0.x");
1214 else sprintf(register_name, "aL.y");
1216 else
1218 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1219 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1220 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1221 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1222 * indexing
1224 sprintf(register_name, "**aL_emul**");
1227 break;
1229 case WINED3DSPR_CONSTINT:
1230 sprintf(register_name, "I%u", reg->idx[0].offset);
1231 break;
1233 case WINED3DSPR_MISCTYPE:
1234 if (!reg->idx[0].offset)
1235 sprintf(register_name, "vpos");
1236 else if (reg->idx[0].offset == 1)
1237 sprintf(register_name, "fragment.facing.x");
1238 else
1239 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1240 break;
1242 default:
1243 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1244 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1245 break;
1249 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1250 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1252 char register_name[255];
1253 char write_mask[6];
1254 BOOL is_color;
1256 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1257 strcpy(str, register_name);
1259 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1260 strcat(str, write_mask);
1263 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1265 switch(channel_source)
1267 case CHANNEL_SOURCE_ZERO: return "0";
1268 case CHANNEL_SOURCE_ONE: return "1";
1269 case CHANNEL_SOURCE_X: return "x";
1270 case CHANNEL_SOURCE_Y: return "y";
1271 case CHANNEL_SOURCE_Z: return "z";
1272 case CHANNEL_SOURCE_W: return "w";
1273 default:
1274 FIXME("Unhandled channel source %#x\n", channel_source);
1275 return "undefined";
1279 struct color_fixup_masks
1281 DWORD source;
1282 DWORD sign;
1285 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1287 struct color_fixup_masks masks = {0, 0};
1289 if (is_complex_fixup(fixup))
1291 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1292 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1293 return masks;
1296 if (fixup.x_source != CHANNEL_SOURCE_X)
1297 masks.source |= WINED3DSP_WRITEMASK_0;
1298 if (fixup.y_source != CHANNEL_SOURCE_Y)
1299 masks.source |= WINED3DSP_WRITEMASK_1;
1300 if (fixup.z_source != CHANNEL_SOURCE_Z)
1301 masks.source |= WINED3DSP_WRITEMASK_2;
1302 if (fixup.w_source != CHANNEL_SOURCE_W)
1303 masks.source |= WINED3DSP_WRITEMASK_3;
1304 masks.source &= dst_mask;
1306 if (fixup.x_sign_fixup)
1307 masks.sign |= WINED3DSP_WRITEMASK_0;
1308 if (fixup.y_sign_fixup)
1309 masks.sign |= WINED3DSP_WRITEMASK_1;
1310 if (fixup.z_sign_fixup)
1311 masks.sign |= WINED3DSP_WRITEMASK_2;
1312 if (fixup.w_sign_fixup)
1313 masks.sign |= WINED3DSP_WRITEMASK_3;
1314 masks.sign &= dst_mask;
1316 return masks;
1319 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1320 const char *src, const char *one, const char *two,
1321 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1323 const char *sign_fixup_src = dst;
1325 if (masks.source)
1327 if (masks.sign)
1328 sign_fixup_src = "TA";
1330 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1331 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1332 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1334 else if (masks.sign)
1336 sign_fixup_src = src;
1339 if (masks.sign)
1341 char reg_mask[6];
1342 char *ptr = reg_mask;
1344 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1346 *ptr++ = '.';
1347 if (masks.sign & WINED3DSP_WRITEMASK_0)
1348 *ptr++ = 'x';
1349 if (masks.sign & WINED3DSP_WRITEMASK_1)
1350 *ptr++ = 'y';
1351 if (masks.sign & WINED3DSP_WRITEMASK_2)
1352 *ptr++ = 'z';
1353 if (masks.sign & WINED3DSP_WRITEMASK_3)
1354 *ptr++ = 'w';
1356 *ptr = '\0';
1358 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1362 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1364 DWORD mod;
1365 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1366 if (!ins->dst_count) return "";
1368 mod = ins->dst[0].modifiers;
1370 /* Silently ignore PARTIALPRECISION if it's not supported */
1371 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1373 if(mod & WINED3DSPDM_MSAMPCENTROID)
1375 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1376 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1379 switch(mod)
1381 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1382 return "H_SAT";
1384 case WINED3DSPDM_SATURATE:
1385 return "_SAT";
1387 case WINED3DSPDM_PARTIALPRECISION:
1388 return "H";
1390 case 0:
1391 return "";
1393 default:
1394 FIXME("Unknown modifiers 0x%08x\n", mod);
1395 return "";
1399 #define TEX_PROJ 0x1
1400 #define TEX_BIAS 0x2
1401 #define TEX_LOD 0x4
1402 #define TEX_DERIV 0x10
1404 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1405 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1407 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1408 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1409 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1410 enum wined3d_shader_resource_type resource_type;
1411 struct color_fixup_masks masks;
1412 const char *tex_dst = dst_str;
1413 BOOL np2_fixup = FALSE;
1414 const char *tex_type;
1415 const char *mod;
1417 if (pshader)
1419 resource_type = pixelshader_get_resource_type(ins->ctx->reg_maps, sampler_idx,
1420 priv->cur_ps_args->super.tex_types);
1422 else
1424 resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1426 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1427 sampler_idx += WINED3D_MAX_FRAGMENT_SAMPLERS;
1430 switch (resource_type)
1432 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1433 tex_type = "1D";
1434 break;
1436 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1437 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1438 && priv->gl_info->supported[ARB_TEXTURE_RECTANGLE])
1439 tex_type = "RECT";
1440 else
1441 tex_type = "2D";
1443 if (pshader)
1445 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1447 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1448 else np2_fixup = TRUE;
1451 break;
1453 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1454 tex_type = "3D";
1455 break;
1457 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1458 tex_type = "CUBE";
1459 break;
1461 default:
1462 ERR("Unexpected resource type %#x.\n", resource_type);
1463 tex_type = "";
1466 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1467 * so don't use shader_arb_get_modifier
1469 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1470 else mod = "";
1472 /* Fragment samplers always have identity mapping */
1473 if(sampler_idx >= WINED3D_MAX_FRAGMENT_SAMPLERS)
1475 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - WINED3D_MAX_FRAGMENT_SAMPLERS];
1478 if (pshader)
1480 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1481 ins->dst[0].write_mask);
1483 if (masks.source || masks.sign)
1484 tex_dst = "TA";
1487 if (flags & TEX_DERIV)
1489 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1490 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1491 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1492 dsx, dsy, sampler_idx, tex_type);
1494 else if(flags & TEX_LOD)
1496 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1497 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1498 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1499 sampler_idx, tex_type);
1501 else if (flags & TEX_BIAS)
1503 /* Shouldn't be possible, but let's check for it */
1504 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1505 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1506 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1508 else if (flags & TEX_PROJ)
1510 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1512 else
1514 if (np2_fixup)
1516 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1517 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1518 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1520 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1522 else
1523 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1526 if (pshader)
1528 gen_color_correction(buffer, dst_str, tex_dst,
1529 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1530 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1531 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1535 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1536 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1538 /* Generate a line that does the input modifier computation and return the input register to use */
1539 BOOL is_color = FALSE, insert_line;
1540 char regstr[256];
1541 char swzstr[20];
1542 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1543 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1544 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1545 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1547 /* Assume a new line will be added */
1548 insert_line = TRUE;
1550 /* Get register name */
1551 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1552 shader_arb_get_swizzle(src, is_color, swzstr);
1554 switch (src->modifiers)
1556 case WINED3DSPSM_NONE:
1557 sprintf(outregstr, "%s%s", regstr, swzstr);
1558 insert_line = FALSE;
1559 break;
1560 case WINED3DSPSM_NEG:
1561 sprintf(outregstr, "-%s%s", regstr, swzstr);
1562 insert_line = FALSE;
1563 break;
1564 case WINED3DSPSM_BIAS:
1565 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1566 break;
1567 case WINED3DSPSM_BIASNEG:
1568 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1569 break;
1570 case WINED3DSPSM_SIGN:
1571 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1572 break;
1573 case WINED3DSPSM_SIGNNEG:
1574 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1575 break;
1576 case WINED3DSPSM_COMP:
1577 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1578 break;
1579 case WINED3DSPSM_X2:
1580 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1581 break;
1582 case WINED3DSPSM_X2NEG:
1583 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1584 break;
1585 case WINED3DSPSM_DZ:
1586 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1587 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1588 break;
1589 case WINED3DSPSM_DW:
1590 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1591 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1592 break;
1593 case WINED3DSPSM_ABS:
1594 if(ctx->target_version >= NV2) {
1595 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1596 insert_line = FALSE;
1597 } else {
1598 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1600 break;
1601 case WINED3DSPSM_ABSNEG:
1602 if(ctx->target_version >= NV2) {
1603 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1604 } else {
1605 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1606 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1608 insert_line = FALSE;
1609 break;
1610 default:
1611 sprintf(outregstr, "%s%s", regstr, swzstr);
1612 insert_line = FALSE;
1615 /* Return modified or original register, with swizzle */
1616 if (insert_line)
1617 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1620 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1622 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1623 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1624 DWORD sampler_code = dst->reg.idx[0].offset;
1625 char dst_name[50];
1626 char src_name[2][50];
1628 shader_arb_get_dst_param(ins, dst, dst_name);
1630 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1632 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1633 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1634 * temps is done.
1636 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1637 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1638 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1639 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1640 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1642 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1643 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1646 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1648 *extra_char = ' ';
1649 switch(mod)
1651 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1652 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1653 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1654 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1655 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1656 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1657 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1658 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1659 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1660 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1661 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1662 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1663 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1665 FIXME("Unknown modifier %u\n", mod);
1666 return mod;
1669 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1671 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1672 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1673 char dst_name[50];
1674 char src_name[3][50];
1675 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1676 ins->ctx->reg_maps->shader_version.minor);
1678 shader_arb_get_dst_param(ins, dst, dst_name);
1679 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1681 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1682 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1684 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1686 else
1688 struct wined3d_shader_src_param src0_copy = ins->src[0];
1689 char extra_neg;
1691 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1692 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1694 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1695 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1696 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1697 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1698 dst_name, src_name[1], src_name[2]);
1702 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1704 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1705 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1706 char dst_name[50];
1707 char src_name[3][50];
1709 shader_arb_get_dst_param(ins, dst, dst_name);
1711 /* Generate input register names (with modifiers) */
1712 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1713 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1714 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1716 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1717 dst_name, src_name[0], src_name[2], src_name[1]);
1720 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1721 * dst = dot2(src0, src1) + src2 */
1722 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1724 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1725 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1726 char dst_name[50];
1727 char src_name[3][50];
1728 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1730 shader_arb_get_dst_param(ins, dst, dst_name);
1731 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1732 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1734 if(ctx->target_version >= NV3)
1736 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1737 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1738 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1739 dst_name, src_name[0], src_name[1], src_name[2]);
1741 else if(ctx->target_version >= NV2)
1743 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1744 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1745 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1746 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1748 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1750 * .xyxy and other swizzles that we could get with this are not valid in
1751 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1753 struct wined3d_shader_src_param tmp_param = ins->src[1];
1754 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1755 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1757 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1759 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1760 dst_name, src_name[2], src_name[0], src_name[1]);
1762 else
1764 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1765 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1766 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1768 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1769 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1770 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1771 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1775 /* Map the opcode 1-to-1 to the GL code */
1776 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1778 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1779 const char *instruction;
1780 char arguments[256], dst_str[50];
1781 unsigned int i;
1782 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1784 switch (ins->handler_idx)
1786 case WINED3DSIH_ABS: instruction = "ABS"; break;
1787 case WINED3DSIH_ADD: instruction = "ADD"; break;
1788 case WINED3DSIH_CRS: instruction = "XPD"; break;
1789 case WINED3DSIH_DP3: instruction = "DP3"; break;
1790 case WINED3DSIH_DP4: instruction = "DP4"; break;
1791 case WINED3DSIH_DST: instruction = "DST"; break;
1792 case WINED3DSIH_FRC: instruction = "FRC"; break;
1793 case WINED3DSIH_LIT: instruction = "LIT"; break;
1794 case WINED3DSIH_LRP: instruction = "LRP"; break;
1795 case WINED3DSIH_MAD: instruction = "MAD"; break;
1796 case WINED3DSIH_MAX: instruction = "MAX"; break;
1797 case WINED3DSIH_MIN: instruction = "MIN"; break;
1798 case WINED3DSIH_MOV: instruction = "MOV"; break;
1799 case WINED3DSIH_MUL: instruction = "MUL"; break;
1800 case WINED3DSIH_SGE: instruction = "SGE"; break;
1801 case WINED3DSIH_SLT: instruction = "SLT"; break;
1802 case WINED3DSIH_SUB: instruction = "SUB"; break;
1803 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1804 case WINED3DSIH_DSX: instruction = "DDX"; break;
1805 default: instruction = "";
1806 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1807 break;
1810 /* Note that shader_arb_add_dst_param() adds spaces. */
1811 arguments[0] = '\0';
1812 shader_arb_get_dst_param(ins, dst, dst_str);
1813 for (i = 0; i < ins->src_count; ++i)
1815 char operand[100];
1816 strcat(arguments, ", ");
1817 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1818 strcat(arguments, operand);
1820 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1823 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1825 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1827 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1830 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1832 const struct wined3d_shader *shader = ins->ctx->shader;
1833 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1834 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1835 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1836 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1837 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1838 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1840 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1841 char src0_param[256];
1843 if (ins->handler_idx == WINED3DSIH_MOVA)
1845 const struct arb_vshader_private *shader_data = shader->backend_data;
1846 char write_mask[6];
1847 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1849 if(ctx->target_version >= NV2) {
1850 shader_hw_map2gl(ins);
1851 return;
1853 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1854 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1856 /* This implements the mova formula used in GLSL. The first two instructions
1857 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1858 * in this case:
1859 * mova A0.x, 0.0
1861 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1863 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1864 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1866 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1867 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1869 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1870 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1871 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1872 if (shader_data->rel_offset)
1874 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1876 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1878 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1880 else if (reg_maps->shader_version.major == 1
1881 && !shader_is_pshader_version(reg_maps->shader_version.type)
1882 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1884 const struct arb_vshader_private *shader_data = shader->backend_data;
1885 src0_param[0] = '\0';
1887 if (shader_data->rel_offset && ctx->target_version == ARB)
1889 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1890 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1891 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1892 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1894 else
1896 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1897 * with more than one component. Thus replicate the first source argument over all
1898 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1899 struct wined3d_shader_src_param tmp_src = ins->src[0];
1900 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1901 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1902 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1905 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1907 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1909 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1910 return;
1912 shader_hw_map2gl(ins);
1914 else
1916 shader_hw_map2gl(ins);
1920 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1922 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1923 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1924 char reg_dest[40];
1926 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1927 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1929 shader_arb_get_dst_param(ins, dst, reg_dest);
1931 if (ins->ctx->reg_maps->shader_version.major >= 2)
1933 const char *kilsrc = "TA";
1934 BOOL is_color;
1936 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1937 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1939 kilsrc = reg_dest;
1941 else
1943 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1944 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1945 * masked out components to 0(won't kill)
1947 char x = '0', y = '0', z = '0', w = '0';
1948 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1949 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1950 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1951 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1952 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1954 shader_addline(buffer, "KIL %s;\n", kilsrc);
1956 else
1958 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1959 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1961 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1962 * or pass in any temporary register(in shader phase 2)
1964 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1965 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1966 else
1967 shader_arb_get_dst_param(ins, dst, reg_dest);
1968 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1969 shader_addline(buffer, "KIL TA;\n");
1973 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1975 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1976 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1977 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1978 ins->ctx->reg_maps->shader_version.minor);
1979 struct wined3d_shader_src_param src;
1981 char reg_dest[40];
1982 char reg_coord[40];
1983 DWORD reg_sampler_code;
1984 WORD myflags = 0;
1985 BOOL swizzle_coord = FALSE;
1987 /* All versions have a destination register */
1988 shader_arb_get_dst_param(ins, dst, reg_dest);
1990 /* 1.0-1.4: Use destination register number as texture code.
1991 2.0+: Use provided sampler number as texture code. */
1992 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1993 reg_sampler_code = dst->reg.idx[0].offset;
1994 else
1995 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1997 /* 1.0-1.3: Use the texcoord varying.
1998 1.4+: Use provided coordinate source register. */
1999 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2000 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2001 else {
2002 /* TEX is the only instruction that can handle DW and DZ natively */
2003 src = ins->src[0];
2004 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2005 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2006 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2009 /* projection flag:
2010 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2011 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2012 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2014 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2016 DWORD flags = 0;
2017 if (reg_sampler_code < WINED3D_MAX_TEXTURES)
2018 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2019 if (flags & WINED3D_PSARGS_PROJECTED)
2021 myflags |= TEX_PROJ;
2022 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2023 swizzle_coord = TRUE;
2026 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2028 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2029 if (src_mod == WINED3DSPSM_DZ)
2031 swizzle_coord = TRUE;
2032 myflags |= TEX_PROJ;
2033 } else if(src_mod == WINED3DSPSM_DW) {
2034 myflags |= TEX_PROJ;
2036 } else {
2037 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2038 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2041 if (swizzle_coord)
2043 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2044 * reg_coord is a read-only varying register, so we need a temp reg */
2045 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2046 strcpy(reg_coord, "TA");
2049 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2052 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2054 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2055 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2056 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2057 ins->ctx->reg_maps->shader_version.minor);
2058 char dst_str[50];
2060 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2062 DWORD reg = dst->reg.idx[0].offset;
2064 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2065 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2066 } else {
2067 char reg_src[40];
2069 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2070 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2071 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2075 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2077 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2078 DWORD flags = 0;
2080 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2081 char dst_str[50];
2082 char src_str[50];
2084 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2085 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2086 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2087 /* Move .x first in case src_str is "TA" */
2088 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2089 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2090 if (reg1 < WINED3D_MAX_TEXTURES)
2092 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2093 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2095 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2098 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2100 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2102 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2103 char dst_str[50];
2104 char src_str[50];
2106 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2107 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2108 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2109 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2110 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2111 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2114 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2116 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2117 char dst_str[50];
2118 char src_str[50];
2120 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2121 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2122 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2123 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2126 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2128 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2129 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2130 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2131 char reg_coord[40], dst_reg[50], src_reg[50];
2132 DWORD reg_dest_code;
2134 /* All versions have a destination register. The Tx where the texture coordinates come
2135 * from is the varying incarnation of the texture register
2137 reg_dest_code = dst->reg.idx[0].offset;
2138 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2139 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2140 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2142 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2143 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2145 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2146 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2148 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2149 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2150 * extension.
2152 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2153 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2154 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2155 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2157 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2158 * so we can't let the GL handle this.
2160 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2161 & WINED3D_PSARGS_PROJECTED)
2163 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2164 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2165 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2166 } else {
2167 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2170 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2172 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2174 /* No src swizzles are allowed, so this is ok */
2175 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2176 src_reg, reg_dest_code, reg_dest_code);
2177 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2181 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2183 DWORD reg = ins->dst[0].reg.idx[0].offset;
2184 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2185 char src0_name[50], dst_name[50];
2186 BOOL is_color;
2187 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2189 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2190 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2191 * T<reg+1> register. Use this register to store the calculated vector
2193 tmp_reg.idx[0].offset = reg + 1;
2194 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2195 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2198 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2200 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2201 DWORD flags;
2202 DWORD reg = ins->dst[0].reg.idx[0].offset;
2203 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2204 char dst_str[50];
2205 char src0_name[50];
2206 char dst_reg[50];
2207 BOOL is_color;
2209 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2210 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2212 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2213 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2214 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2215 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2216 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2219 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2221 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2222 DWORD reg = ins->dst[0].reg.idx[0].offset;
2223 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2224 char src0_name[50], dst_name[50];
2225 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2226 BOOL is_color;
2228 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2229 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2230 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2232 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2233 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2235 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2236 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2237 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2238 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2241 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2243 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2244 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2245 DWORD flags;
2246 DWORD reg = ins->dst[0].reg.idx[0].offset;
2247 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2248 char dst_str[50];
2249 char src0_name[50], dst_name[50];
2250 BOOL is_color;
2252 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2253 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2254 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2256 /* Sample the texture using the calculated coordinates */
2257 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2258 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2259 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2260 tex_mx->current_row = 0;
2263 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2265 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2266 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2267 DWORD flags;
2268 DWORD reg = ins->dst[0].reg.idx[0].offset;
2269 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2270 char dst_str[50];
2271 char src0_name[50];
2272 char dst_reg[50];
2273 BOOL is_color;
2275 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2276 * components for temporary data storage
2278 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2279 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2280 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2282 /* Construct the eye-ray vector from w coordinates */
2283 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2284 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2285 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2287 /* Calculate reflection vector
2289 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2290 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2291 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2292 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2293 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2294 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2295 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2297 /* Sample the texture using the calculated coordinates */
2298 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2299 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2300 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2301 tex_mx->current_row = 0;
2304 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2306 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2307 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2308 DWORD flags;
2309 DWORD reg = ins->dst[0].reg.idx[0].offset;
2310 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2311 char dst_str[50];
2312 char src0_name[50];
2313 char src1_name[50];
2314 char dst_reg[50];
2315 BOOL is_color;
2317 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2318 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2319 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2320 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2321 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2323 /* Calculate reflection vector.
2325 * dot(N, E)
2326 * dst_reg.xyz = 2 * --------- * N - E
2327 * dot(N, N)
2329 * Which normalizes the normal vector
2331 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2332 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2333 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2334 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2335 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2336 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2338 /* Sample the texture using the calculated coordinates */
2339 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2340 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2341 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2342 tex_mx->current_row = 0;
2345 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2347 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2348 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2349 char dst_name[50];
2350 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2351 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2353 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2354 * which is essentially an input, is the destination register because it is the first
2355 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2356 * here(writemasks/swizzles are not valid on texdepth)
2358 shader_arb_get_dst_param(ins, dst, dst_name);
2360 /* According to the msdn, the source register(must be r5) is unusable after
2361 * the texdepth instruction, so we're free to modify it
2363 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2365 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2366 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2367 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2369 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2370 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2371 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2372 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2375 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2376 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2377 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2378 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2380 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2381 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2382 char src0[50];
2383 char dst_str[50];
2385 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2386 shader_addline(buffer, "MOV TB, 0.0;\n");
2387 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2389 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2390 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2393 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2394 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2395 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2397 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2398 char src0[50];
2399 char dst_str[50];
2400 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2402 /* Handle output register */
2403 shader_arb_get_dst_param(ins, dst, dst_str);
2404 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2405 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2408 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2409 * Perform the 3rd row of a 3x3 matrix multiply */
2410 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2412 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2413 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2414 char dst_str[50], dst_name[50];
2415 char src0[50];
2416 BOOL is_color;
2418 shader_arb_get_dst_param(ins, dst, dst_str);
2419 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2420 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2421 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2422 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2425 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2426 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2427 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2428 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2430 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2432 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2433 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2434 char src0[50], dst_name[50];
2435 BOOL is_color;
2436 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2437 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2439 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2440 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2441 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2443 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2444 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2445 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2447 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2448 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2449 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2450 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2453 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2454 Vertex/Pixel shaders to ARB_vertex_program codes */
2455 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2457 int i;
2458 int nComponents = 0;
2459 struct wined3d_shader_dst_param tmp_dst = {{0}};
2460 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2461 struct wined3d_shader_instruction tmp_ins;
2463 memset(&tmp_ins, 0, sizeof(tmp_ins));
2465 /* Set constants for the temporary argument */
2466 tmp_ins.ctx = ins->ctx;
2467 tmp_ins.dst_count = 1;
2468 tmp_ins.dst = &tmp_dst;
2469 tmp_ins.src_count = 2;
2470 tmp_ins.src = tmp_src;
2472 switch(ins->handler_idx)
2474 case WINED3DSIH_M4x4:
2475 nComponents = 4;
2476 tmp_ins.handler_idx = WINED3DSIH_DP4;
2477 break;
2478 case WINED3DSIH_M4x3:
2479 nComponents = 3;
2480 tmp_ins.handler_idx = WINED3DSIH_DP4;
2481 break;
2482 case WINED3DSIH_M3x4:
2483 nComponents = 4;
2484 tmp_ins.handler_idx = WINED3DSIH_DP3;
2485 break;
2486 case WINED3DSIH_M3x3:
2487 nComponents = 3;
2488 tmp_ins.handler_idx = WINED3DSIH_DP3;
2489 break;
2490 case WINED3DSIH_M3x2:
2491 nComponents = 2;
2492 tmp_ins.handler_idx = WINED3DSIH_DP3;
2493 break;
2494 default:
2495 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2496 break;
2499 tmp_dst = ins->dst[0];
2500 tmp_src[0] = ins->src[0];
2501 tmp_src[1] = ins->src[1];
2502 for (i = 0; i < nComponents; ++i)
2504 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2505 shader_hw_map2gl(&tmp_ins);
2506 ++tmp_src[1].reg.idx[0].offset;
2510 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2512 *need_abs = FALSE;
2514 switch(mod)
2516 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2517 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2518 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2519 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2520 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2521 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2522 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2523 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2524 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2525 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2526 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2527 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2528 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2530 FIXME("Unknown modifier %u\n", mod);
2531 return mod;
2534 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2536 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2537 const char *instruction;
2538 struct wined3d_shader_src_param src0_copy = ins->src[0];
2539 BOOL need_abs = FALSE;
2541 char dst[50];
2542 char src[50];
2544 switch(ins->handler_idx)
2546 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2547 case WINED3DSIH_RCP: instruction = "RCP"; break;
2548 case WINED3DSIH_EXPP:
2549 if (ins->ctx->reg_maps->shader_version.major < 2)
2551 instruction = "EXP";
2552 break;
2554 /* Drop through. */
2555 case WINED3DSIH_EXP:
2556 instruction = "EX2";
2557 break;
2558 case WINED3DSIH_LOG:
2559 case WINED3DSIH_LOGP:
2560 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2561 * instruction, but notice that the output of those instructions is
2562 * different. */
2563 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2564 instruction = "LG2";
2565 break;
2566 default: instruction = "";
2567 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2568 break;
2571 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2572 * .w is used. */
2573 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2575 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2576 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2578 if(need_abs)
2580 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2581 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2583 else
2585 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2590 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2592 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2593 char dst_name[50];
2594 char src_name[50];
2595 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2596 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2597 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2599 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2600 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2602 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2603 * otherwise NRM or RSQ would return NaN */
2604 if(pshader && priv->target_version >= NV3)
2606 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2608 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2610 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2611 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2612 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2614 else if(priv->target_version >= NV2)
2616 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2617 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2618 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2619 src_name);
2621 else
2623 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2625 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2626 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2627 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2629 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2630 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2632 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2633 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2634 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2635 src_name);
2639 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2641 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2642 char dst_name[50];
2643 char src_name[3][50];
2645 /* ARB_fragment_program has a convenient LRP instruction */
2646 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2647 shader_hw_map2gl(ins);
2648 return;
2651 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2652 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2653 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2654 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2656 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2657 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2658 dst_name, src_name[0], src_name[2]);
2661 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2663 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2664 * must contain fixed constants. So we need a separate function to filter those constants and
2665 * can't use map2gl
2667 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2668 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2669 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2670 char dst_name[50];
2671 char src_name0[50], src_name1[50], src_name2[50];
2672 BOOL is_color;
2674 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2675 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2676 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2677 /* No modifiers are supported on SCS */
2678 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2680 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2682 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2683 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2685 } else if(priv->target_version >= NV2) {
2686 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2688 /* Sincos writemask must be .x, .y or .xy */
2689 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2690 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2691 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2692 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2693 } else {
2694 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2695 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2697 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2698 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2700 * The constants we get are:
2702 * +1 +1, -1 -1 +1 +1 -1 -1
2703 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2704 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2706 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2708 * (x/2)^2 = x^2 / 4
2709 * (x/2)^3 = x^3 / 8
2710 * (x/2)^4 = x^4 / 16
2711 * (x/2)^5 = x^5 / 32
2712 * etc
2714 * To get the final result:
2715 * sin(x) = 2 * sin(x/2) * cos(x/2)
2716 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2717 * (from sin(x+y) and cos(x+y) rules)
2719 * As per MSDN, dst.z is undefined after the operation, and so is
2720 * dst.x and dst.y if they're masked out by the writemask. Ie
2721 * sincos dst.y, src1, c0, c1
2722 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2723 * vsa.exe also stops with an error if the dest register is the same register as the source
2724 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2725 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2727 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2728 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2729 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2731 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2732 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2733 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2734 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2735 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2736 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2738 /* sin(x/2)
2740 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2741 * properly merge that with MULs in the code above?
2742 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2743 * we can merge the sine and cosine MAD rows to calculate them together.
2745 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2746 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2747 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2748 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2750 /* cos(x/2) */
2751 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2752 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2753 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2755 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2756 /* cos x */
2757 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2758 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2760 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2761 /* sin x */
2762 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2763 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2768 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2770 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2771 char dst_name[50];
2772 char src_name[50];
2773 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2775 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2776 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2778 /* SGN is only valid in vertex shaders */
2779 if(ctx->target_version >= NV2) {
2780 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2781 return;
2784 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2785 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2787 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2788 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2789 } else {
2790 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2791 * Then use TA, and calculate the final result
2793 * Not reading from TA? Store the first result in TA to avoid overwriting the
2794 * destination if src reg = dst reg
2796 if(strstr(src_name, "TA"))
2798 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2799 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2800 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2802 else
2804 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2805 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2806 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2811 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2813 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2814 char src[50];
2815 char dst[50];
2816 char dst_name[50];
2817 BOOL is_color;
2819 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2820 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2821 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2823 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2824 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2827 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2829 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2830 char src0[50], src1[50], dst[50];
2831 struct wined3d_shader_src_param src0_copy = ins->src[0];
2832 BOOL need_abs = FALSE;
2833 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2834 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2836 /* POW operates on the absolute value of the input */
2837 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2839 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2840 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2841 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2843 if (need_abs)
2844 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2845 else
2846 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2848 if (priv->target_version >= NV2)
2850 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2851 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2852 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2854 else
2856 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2857 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2859 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2860 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2861 /* Possibly add flt_eps to avoid getting float special values */
2862 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2863 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2864 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2865 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2869 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2871 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2872 char src_name[50];
2873 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2875 /* src0 is aL */
2876 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2878 if(vshader)
2880 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2881 struct list *e = list_head(&priv->control_frames);
2882 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2884 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2885 /* The constant loader makes sure to load -1 into iX.w */
2886 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2887 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2888 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2890 else
2892 shader_addline(buffer, "LOOP %s;\n", src_name);
2896 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2898 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2899 char src_name[50];
2900 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2902 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2904 /* The constant loader makes sure to load -1 into iX.w */
2905 if(vshader)
2907 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2908 struct list *e = list_head(&priv->control_frames);
2909 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2911 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2913 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2914 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2915 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2917 else
2919 shader_addline(buffer, "REP %s;\n", src_name);
2923 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2925 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2926 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2928 if(vshader)
2930 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2931 struct list *e = list_head(&priv->control_frames);
2932 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2934 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2935 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2936 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2938 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2940 else
2942 shader_addline(buffer, "ENDLOOP;\n");
2946 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2948 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2949 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2951 if(vshader)
2953 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2954 struct list *e = list_head(&priv->control_frames);
2955 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2957 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2958 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2959 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2961 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2963 else
2965 shader_addline(buffer, "ENDREP;\n");
2969 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2971 struct control_frame *control_frame;
2973 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2975 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2977 ERR("Could not find loop for break\n");
2978 return NULL;
2981 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2983 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2984 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2985 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2987 if(vshader)
2989 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2991 else
2993 shader_addline(buffer, "BRK;\n");
2997 static const char *get_compare(enum wined3d_shader_rel_op op)
2999 switch (op)
3001 case WINED3D_SHADER_REL_OP_GT: return "GT";
3002 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3003 case WINED3D_SHADER_REL_OP_GE: return "GE";
3004 case WINED3D_SHADER_REL_OP_LT: return "LT";
3005 case WINED3D_SHADER_REL_OP_NE: return "NE";
3006 case WINED3D_SHADER_REL_OP_LE: return "LE";
3007 default:
3008 FIXME("Unrecognized operator %#x.\n", op);
3009 return "(\?\?)";
3013 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3015 switch (op)
3017 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3018 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3019 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3020 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3021 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3022 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3023 default:
3024 FIXME("Unrecognized operator %#x.\n", op);
3025 return -1;
3029 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3031 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3032 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3033 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3034 char src_name0[50];
3035 char src_name1[50];
3036 const char *comp = get_compare(ins->flags);
3038 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3039 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3041 if(vshader)
3043 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3044 * away the subtraction result
3046 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3047 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3049 else
3051 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3052 shader_addline(buffer, "BRK (%s.x);\n", comp);
3056 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3058 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3059 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3060 struct list *e = list_head(&priv->control_frames);
3061 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3062 const char *comp;
3063 char src_name0[50];
3064 char src_name1[50];
3065 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3067 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3068 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3070 if(vshader)
3072 /* Invert the flag. We jump to the else label if the condition is NOT true */
3073 comp = get_compare(invert_compare(ins->flags));
3074 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3075 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3077 else
3079 comp = get_compare(ins->flags);
3080 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3081 shader_addline(buffer, "IF %s.x;\n", comp);
3085 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3087 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3088 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3089 struct list *e = list_head(&priv->control_frames);
3090 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3091 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3093 if(vshader)
3095 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3096 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3097 control_frame->had_else = TRUE;
3099 else
3101 shader_addline(buffer, "ELSE;\n");
3105 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3107 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3108 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3109 struct list *e = list_head(&priv->control_frames);
3110 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3111 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3113 if(vshader)
3115 if(control_frame->had_else)
3117 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3119 else
3121 shader_addline(buffer, "#No else branch. else is endif\n");
3122 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3125 else
3127 shader_addline(buffer, "ENDIF;\n");
3131 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3133 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3134 char reg_dest[40];
3135 char reg_src[3][40];
3136 WORD flags = TEX_DERIV;
3138 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3139 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3140 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3141 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3143 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3144 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3146 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3149 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3151 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3152 char reg_dest[40];
3153 char reg_coord[40];
3154 WORD flags = TEX_LOD;
3156 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3157 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3159 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3160 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3162 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3165 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3167 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3168 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3170 priv->in_main_func = FALSE;
3171 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3172 * subroutine, don't generate a label that will make GL complain
3174 if(priv->target_version == ARB) return;
3176 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3179 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3180 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3181 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3182 struct wined3d_string_buffer *buffer)
3184 unsigned int i;
3186 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3187 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3188 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3189 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3191 if (args->super.fog_src == VS_FOG_Z)
3193 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3195 else
3197 if (!reg_maps->fog)
3199 /* posFixup.x is always 1.0, so we can safely use it */
3200 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3202 else
3204 /* Clamp fogcoord */
3205 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3206 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3208 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3209 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3213 /* Clipplanes are always stored without y inversion */
3214 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3216 if (args->super.clip_enabled)
3218 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3220 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3224 else if (args->clip.boolclip.clip_texcoord)
3226 static const char component[4] = {'x', 'y', 'z', 'w'};
3227 unsigned int cur_clip = 0;
3228 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3230 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3232 if (args->clip.boolclip.clipplane_mask & (1u << i))
3234 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3235 component[cur_clip++], i);
3238 switch (cur_clip)
3240 case 0:
3241 shader_addline(buffer, "MOV TA, %s;\n", zero);
3242 break;
3243 case 1:
3244 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3245 break;
3246 case 2:
3247 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3248 break;
3249 case 3:
3250 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3251 break;
3253 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3254 args->clip.boolclip.clip_texcoord - 1);
3257 /* Write the final position.
3259 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3260 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3261 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3262 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3264 if (!gl_info->supported[ARB_CLIP_CONTROL])
3266 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3267 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3268 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3270 /* Z coord [0;1]->[-1;1] mapping, see comment in
3271 * get_projection_matrix() in utils.c. */
3272 if (need_helper_const(shader_data, reg_maps, gl_info))
3274 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3275 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3277 else
3279 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3280 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3284 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3286 priv_ctx->footer_written = TRUE;
3289 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3291 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3292 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3293 const struct wined3d_shader *shader = ins->ctx->shader;
3294 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3296 if(priv->target_version == ARB) return;
3298 if(vshader)
3300 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3301 priv->cur_vs_args, ins->ctx->reg_maps, priv->gl_info, buffer);
3304 shader_addline(buffer, "RET;\n");
3307 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3309 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3310 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3313 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3315 const char *ptr, *line;
3316 GLint native, pos;
3318 if (TRACE_ON(d3d_shader))
3320 ptr = src;
3321 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3324 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3325 checkGLcall("glProgramStringARB()");
3327 if (FIXME_ON(d3d_shader))
3329 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3330 if (pos != -1)
3332 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3333 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3334 ptr = src;
3335 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3336 FIXME_(d3d_shader)("\n");
3338 return FALSE;
3342 if (WARN_ON(d3d_perf))
3344 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3345 checkGLcall("glGetProgramivARB()");
3346 if (!native)
3347 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3350 return TRUE;
3353 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3354 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3356 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3358 if(condcode)
3360 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3361 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3362 /* Calculate the > 0.0031308 case */
3363 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3364 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3365 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3366 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3367 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3368 /* Calculate the < case */
3369 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3371 else
3373 /* Calculate the > 0.0031308 case */
3374 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3375 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3376 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3377 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3378 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3379 /* Calculate the < case */
3380 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3381 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3382 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3383 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3384 /* Store the components > 0.0031308 in the destination */
3385 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3386 /* Add the components that are < 0.0031308 */
3387 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3388 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3389 * result.color writes(.rgb first, then .a), or handle overwriting already written
3390 * components. The assembler uses a temporary register in this case, which is usually
3391 * not allocated from one of our registers that were used earlier.
3394 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3397 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3399 const struct wined3d_shader_lconst *constant;
3401 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3403 if (constant->idx == idx)
3405 return constant->value;
3408 return NULL;
3411 static void init_ps_input(const struct wined3d_shader *shader,
3412 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3414 static const char * const texcoords[8] =
3416 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3417 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3419 unsigned int i;
3420 const struct wined3d_shader_signature_element *input;
3421 const char *semantic_name;
3422 DWORD semantic_idx;
3424 if (args->super.vp_mode == WINED3D_VP_MODE_SHADER)
3426 /* That one is easy. The vertex shaders provide v0-v7 in
3427 * fragment.texcoord and v8 and v9 in fragment.color. */
3428 for (i = 0; i < 8; ++i)
3430 priv->ps_input[i] = texcoords[i];
3432 priv->ps_input[8] = "fragment.color.primary";
3433 priv->ps_input[9] = "fragment.color.secondary";
3434 return;
3437 /* The fragment shader has to collect the varyings on its own. In any case
3438 * properly load color0 and color1. In the case of pre-transformed
3439 * vertices also load texture coordinates. Set other attributes to 0.0.
3441 * For fixed-function this behavior is correct, according to the tests.
3442 * For pre-transformed we'd either need a replacement shader that can load
3443 * other attributes like BINORMAL, or load the texture coordinate
3444 * attribute pointers to match the fragment shader signature. */
3445 for (i = 0; i < shader->input_signature.element_count; ++i)
3447 input = &shader->input_signature.elements[i];
3448 if (!(semantic_name = input->semantic_name))
3449 continue;
3450 semantic_idx = input->semantic_idx;
3452 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3454 if (!semantic_idx)
3455 priv->ps_input[input->register_idx] = "fragment.color.primary";
3456 else if (semantic_idx == 1)
3457 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3458 else
3459 priv->ps_input[input->register_idx] = "0.0";
3461 else if (args->super.vp_mode == WINED3D_VP_MODE_FF)
3463 priv->ps_input[input->register_idx] = "0.0";
3465 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3467 if (semantic_idx < 8)
3468 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3469 else
3470 priv->ps_input[input->register_idx] = "0.0";
3472 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3474 if (!semantic_idx)
3475 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3476 else
3477 priv->ps_input[input->register_idx] = "0.0";
3479 else
3481 priv->ps_input[input->register_idx] = "0.0";
3484 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3485 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3489 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3490 const char *fragcolor, const char *tmp)
3492 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3493 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3494 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3497 /* Context activation is done by the caller. */
3498 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3499 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3500 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3502 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3503 GLuint retval;
3504 char fragcolor[16];
3505 DWORD next_local = 0;
3506 struct shader_arb_ctx_priv priv_ctx;
3507 BOOL dcl_td = FALSE;
3508 BOOL want_nv_prog = FALSE;
3509 struct arb_pshader_private *shader_priv = shader->backend_data;
3510 DWORD map;
3511 BOOL custom_linear_fog = FALSE;
3513 char srgbtmp[4][4];
3514 char ftoa_tmp[17];
3515 unsigned int i, found = 0;
3517 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3519 if (!(map & 1)
3520 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3521 || (reg_maps->shader_version.major < 2 && !i))
3522 continue;
3524 sprintf(srgbtmp[found], "R%u", i);
3525 ++found;
3526 if (found == 4) break;
3529 switch(found) {
3530 case 0:
3531 sprintf(srgbtmp[0], "TA");
3532 sprintf(srgbtmp[1], "TB");
3533 sprintf(srgbtmp[2], "TC");
3534 sprintf(srgbtmp[3], "TD");
3535 dcl_td = TRUE;
3536 break;
3537 case 1:
3538 sprintf(srgbtmp[1], "TA");
3539 sprintf(srgbtmp[2], "TB");
3540 sprintf(srgbtmp[3], "TC");
3541 break;
3542 case 2:
3543 sprintf(srgbtmp[2], "TA");
3544 sprintf(srgbtmp[3], "TB");
3545 break;
3546 case 3:
3547 sprintf(srgbtmp[3], "TA");
3548 break;
3549 case 4:
3550 break;
3553 /* Create the hw ARB shader */
3554 memset(&priv_ctx, 0, sizeof(priv_ctx));
3555 priv_ctx.gl_info = gl_info;
3556 priv_ctx.cur_ps_args = args;
3557 priv_ctx.compiled_fprog = compiled;
3558 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3559 init_ps_input(shader, args, &priv_ctx);
3560 list_init(&priv_ctx.control_frames);
3561 priv_ctx.ps_post_process = args->super.srgb_correction;
3563 /* Avoid enabling NV_fragment_program* if we do not need it.
3565 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3566 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3567 * is faster than what we gain from using higher native instructions. There are some things though
3568 * that cannot be emulated. In that case enable the extensions.
3569 * If the extension is enabled, instruction handlers that support both ways will use it.
3571 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3572 * So enable the best we can get.
3574 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3575 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3577 want_nv_prog = TRUE;
3580 shader_addline(buffer, "!!ARBfp1.0\n");
3581 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3583 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3584 priv_ctx.target_version = NV3;
3586 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3588 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3589 priv_ctx.target_version = NV2;
3590 } else {
3591 if(want_nv_prog)
3593 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3594 * limits properly
3596 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3597 ERR("Try GLSL\n");
3599 priv_ctx.target_version = ARB;
3602 if (reg_maps->rt_mask > 1)
3604 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3607 if (reg_maps->shader_version.major < 3)
3609 switch (args->super.fog)
3611 case WINED3D_FFP_PS_FOG_OFF:
3612 break;
3613 case WINED3D_FFP_PS_FOG_LINEAR:
3614 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3616 custom_linear_fog = TRUE;
3617 priv_ctx.ps_post_process = TRUE;
3618 break;
3620 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3621 break;
3622 case WINED3D_FFP_PS_FOG_EXP:
3623 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3624 break;
3625 case WINED3D_FFP_PS_FOG_EXP2:
3626 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3627 break;
3631 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3632 * unused temps away(but occupies them for the whole shader if they're used once). Always
3633 * declaring them avoids tricky bookkeeping work
3635 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3636 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3637 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3638 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3639 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3640 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3641 wined3d_ftoa(eps, ftoa_tmp);
3642 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3644 if (reg_maps->shader_version.major < 2)
3646 strcpy(fragcolor, "R0");
3648 else
3650 if (priv_ctx.ps_post_process)
3652 if (shader->u.ps.color0_mov)
3654 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3656 else
3658 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3659 strcpy(fragcolor, "TMP_COLOR");
3661 } else {
3662 strcpy(fragcolor, "result.color");
3666 if (args->super.srgb_correction)
3668 shader_addline(buffer, "PARAM srgb_consts0 = ");
3669 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[0].x);
3670 shader_addline(buffer, ";\n");
3671 shader_addline(buffer, "PARAM srgb_consts1 = ");
3672 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[1].x);
3673 shader_addline(buffer, ";\n");
3676 /* Base Declarations */
3677 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3679 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3681 unsigned char bump_const;
3683 if (!(map & 1)) continue;
3685 bump_const = compiled->numbumpenvmatconsts;
3686 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3687 compiled->bumpenvmatconst[bump_const].texunit = i;
3688 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3689 compiled->luminanceconst[bump_const].texunit = i;
3691 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3692 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3693 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3694 * textures due to conditional NP2 restrictions)
3696 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3697 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3698 * their location is shader dependent anyway and they cannot be loaded globally.
3700 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3701 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3702 i, compiled->bumpenvmatconst[bump_const].const_num);
3703 compiled->numbumpenvmatconsts = bump_const + 1;
3705 if (!(reg_maps->luminanceparams & (1u << i)))
3706 continue;
3708 compiled->luminanceconst[bump_const].const_num = next_local++;
3709 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3710 i, compiled->luminanceconst[bump_const].const_num);
3713 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3715 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3716 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3718 const DWORD *control_values = find_loop_control_values(shader, i);
3720 if(control_values)
3722 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3723 control_values[0], control_values[1], control_values[2]);
3725 else
3727 compiled->int_consts[i] = next_local;
3728 compiled->num_int_consts++;
3729 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3734 if(reg_maps->vpos || reg_maps->usesdsy)
3736 compiled->ycorrection = next_local;
3737 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3739 if(reg_maps->vpos)
3741 shader_addline(buffer, "TEMP vpos;\n");
3742 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3743 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3744 * ycorrection.z: 1.0
3745 * ycorrection.w: 0.0
3747 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3748 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3751 else
3753 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3756 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3757 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3758 * at most 8 (WINED3D_MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3759 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3760 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3761 * shader compilation errors and the subsequent errors when drawing with this shader. */
3762 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3763 unsigned char cur_fixup_sampler = 0;
3765 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3766 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3767 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3769 fixup->offset = next_local;
3770 fixup->super.active = 0;
3772 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3774 if (!(map & (1u << i)))
3775 continue;
3777 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3779 fixup->super.active |= (1u << i);
3780 fixup->super.idx[i] = cur_fixup_sampler++;
3782 else
3784 FIXME("No free constant found to load NP2 fixup data into shader. "
3785 "Sampling from this texture will probably look wrong.\n");
3786 break;
3790 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3791 if (fixup->super.num_consts) {
3792 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3793 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3797 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3799 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3802 /* Base Shader Body */
3803 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3804 return 0;
3806 if(args->super.srgb_correction) {
3807 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3808 priv_ctx.target_version >= NV2);
3811 if (custom_linear_fog)
3812 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3814 if(strcmp(fragcolor, "result.color")) {
3815 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3817 shader_addline(buffer, "END\n");
3819 /* TODO: change to resource.glObjectHandle or something like that */
3820 GL_EXTCALL(glGenProgramsARB(1, &retval));
3822 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3823 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3825 TRACE("Created hw pixel shader, prg=%d\n", retval);
3826 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3827 return 0;
3829 return retval;
3832 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3834 unsigned int i;
3835 int ret;
3837 if (sig1->element_count != sig2->element_count)
3838 return sig1->element_count < sig2->element_count ? -1 : 1;
3840 for (i = 0; i < sig1->element_count; ++i)
3842 const struct wined3d_shader_signature_element *e1, *e2;
3844 e1 = &sig1->elements[i];
3845 e2 = &sig2->elements[i];
3847 if (!e1->semantic_name || !e2->semantic_name)
3849 /* Compare pointers, not contents. One string is NULL (element
3850 * does not exist), the other one is not NULL. */
3851 if (e1->semantic_name != e2->semantic_name)
3852 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3853 continue;
3856 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3857 return ret;
3858 if (e1->semantic_idx != e2->semantic_idx)
3859 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3860 if (e1->sysval_semantic != e2->sysval_semantic)
3861 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3862 if (e1->component_type != e2->component_type)
3863 return e1->component_type < e2->component_type ? -1 : 1;
3864 if (e1->register_idx != e2->register_idx)
3865 return e1->register_idx < e2->register_idx ? -1 : 1;
3866 if (e1->mask != e2->mask)
3867 return e1->mask < e2->mask ? -1 : 1;
3869 return 0;
3872 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3874 unsigned int i;
3875 char *name;
3877 new->element_count = sig->element_count;
3878 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3879 for (i = 0; i < sig->element_count; ++i)
3881 new->elements[i] = sig->elements[i];
3883 if (!new->elements[i].semantic_name)
3884 continue;
3886 /* Clone the semantic string */
3887 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3888 strcpy(name, sig->elements[i].semantic_name);
3889 new->elements[i].semantic_name = name;
3893 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3895 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3896 struct ps_signature *found_sig;
3898 if (entry)
3900 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3901 TRACE("Found existing signature %u\n", found_sig->idx);
3902 return found_sig->idx;
3904 found_sig = heap_alloc_zero(sizeof(*found_sig));
3905 clone_sig(&found_sig->sig, sig);
3906 found_sig->idx = priv->ps_sig_number++;
3907 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3908 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3910 ERR("Failed to insert program entry.\n");
3912 return found_sig->idx;
3915 static void init_output_registers(const struct wined3d_shader *shader,
3916 const struct wined3d_shader_signature *ps_input_sig,
3917 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3919 unsigned int i, j;
3920 static const char * const texcoords[8] =
3922 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3923 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3925 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3926 * and varying 9 to result.color.secondary
3928 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3930 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3931 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3932 "result.color.primary", "result.color.secondary"
3935 if (!ps_input_sig)
3937 TRACE("Pixel shader uses builtin varyings\n");
3938 /* Map builtins to builtins */
3939 for(i = 0; i < 8; i++)
3941 priv_ctx->texcrd_output[i] = texcoords[i];
3943 priv_ctx->color_output[0] = "result.color.primary";
3944 priv_ctx->color_output[1] = "result.color.secondary";
3945 priv_ctx->fog_output = "TMP_FOGCOORD";
3947 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3948 for (i = 0; i < shader->output_signature.element_count; ++i)
3950 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3952 if (!output->semantic_name)
3953 continue;
3955 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3957 TRACE("o%u is TMP_OUT\n", output->register_idx);
3958 if (!output->semantic_idx)
3959 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3960 else
3961 priv_ctx->vs_output[output->register_idx] = "TA";
3963 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3965 TRACE("o%u is result.pointsize\n", output->register_idx);
3966 if (!output->semantic_idx)
3967 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3968 else
3969 priv_ctx->vs_output[output->register_idx] = "TA";
3971 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3973 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3974 if (!output->semantic_idx)
3975 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3976 else if (output->semantic_idx == 1)
3977 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3978 else priv_ctx->vs_output[output->register_idx] = "TA";
3980 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3982 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3983 if (output->semantic_idx >= 8)
3984 priv_ctx->vs_output[output->register_idx] = "TA";
3985 else
3986 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3988 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3990 TRACE("o%u is result.fogcoord\n", output->register_idx);
3991 if (output->semantic_idx > 0)
3992 priv_ctx->vs_output[output->register_idx] = "TA";
3993 else
3994 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
3996 else
3998 priv_ctx->vs_output[output->register_idx] = "TA";
4001 return;
4004 TRACE("Pixel shader uses declared varyings\n");
4006 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4007 for(i = 0; i < 8; i++)
4009 priv_ctx->texcrd_output[i] = "TA";
4011 priv_ctx->color_output[0] = "TA";
4012 priv_ctx->color_output[1] = "TA";
4013 priv_ctx->fog_output = "TA";
4015 for (i = 0; i < ps_input_sig->element_count; ++i)
4017 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4019 if (!input->semantic_name)
4020 continue;
4022 /* If a declared input register is not written by builtin arguments, don't write to it.
4023 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4025 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4026 * to TMP_OUT in any case
4028 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4030 if (input->semantic_idx < 8)
4031 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4033 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4035 if (input->semantic_idx < 2)
4036 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4038 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4040 if (!input->semantic_idx)
4041 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4043 else
4045 continue;
4048 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4049 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4051 compiled->need_color_unclamp = TRUE;
4055 /* Map declared to declared */
4056 for (i = 0; i < shader->output_signature.element_count; ++i)
4058 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4060 /* Write unread output to TA to throw them away */
4061 priv_ctx->vs_output[output->register_idx] = "TA";
4063 if (!output->semantic_name)
4064 continue;
4066 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4068 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4069 continue;
4071 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4073 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4074 continue;
4077 for (j = 0; j < ps_input_sig->element_count; ++j)
4079 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4081 if (!input->semantic_name)
4082 continue;
4084 if (!strcmp(input->semantic_name, output->semantic_name)
4085 && input->semantic_idx == output->semantic_idx)
4087 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4089 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4090 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4092 compiled->need_color_unclamp = TRUE;
4099 /* Context activation is done by the caller. */
4100 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4101 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4102 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4103 const struct wined3d_shader_signature *ps_input_sig)
4105 const struct arb_vshader_private *shader_data = shader->backend_data;
4106 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4107 GLuint ret;
4108 DWORD next_local = 0;
4109 struct shader_arb_ctx_priv priv_ctx;
4110 unsigned int i;
4112 memset(&priv_ctx, 0, sizeof(priv_ctx));
4113 priv_ctx.gl_info = gl_info;
4114 priv_ctx.cur_vs_args = args;
4115 list_init(&priv_ctx.control_frames);
4116 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4118 /* Create the hw ARB shader */
4119 shader_addline(buffer, "!!ARBvp1.0\n");
4121 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4122 * mesurable performance penalty, and we can always make use of it for clipplanes.
4124 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4126 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4127 priv_ctx.target_version = NV3;
4128 shader_addline(buffer, "ADDRESS aL;\n");
4130 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4132 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4133 priv_ctx.target_version = NV2;
4134 shader_addline(buffer, "ADDRESS aL;\n");
4135 } else {
4136 priv_ctx.target_version = ARB;
4139 shader_addline(buffer, "TEMP TMP_OUT;\n");
4140 if (reg_maps->fog)
4141 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4142 if (need_helper_const(shader_data, reg_maps, gl_info))
4144 char ftoa_tmp[17];
4145 wined3d_ftoa(eps, ftoa_tmp);
4146 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4148 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4150 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4151 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4154 shader_addline(buffer, "TEMP TA;\n");
4155 shader_addline(buffer, "TEMP TB;\n");
4157 /* Base Declarations */
4158 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4159 &priv_ctx.vs_clipplanes, &priv_ctx);
4161 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4163 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4164 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4166 const DWORD *control_values = find_loop_control_values(shader, i);
4168 if(control_values)
4170 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4171 control_values[0], control_values[1], control_values[2]);
4173 else
4175 compiled->int_consts[i] = next_local;
4176 compiled->num_int_consts++;
4177 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4182 /* We need a constant to fixup the final position */
4183 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4184 compiled->pos_fixup = next_local++;
4186 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4187 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4188 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4189 * a replacement shader depend on the texcoord.w being set properly.
4191 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4192 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4193 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4194 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4195 * this can eat a number of instructions, so skip it unless this cap is set as well
4197 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4199 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4200 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4203 /* The shader starts with the main function */
4204 priv_ctx.in_main_func = TRUE;
4205 /* Base Shader Body */
4206 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4207 return -1;
4209 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4210 shader_data, args, reg_maps, gl_info, buffer);
4212 shader_addline(buffer, "END\n");
4214 /* TODO: change to resource.glObjectHandle or something like that */
4215 GL_EXTCALL(glGenProgramsARB(1, &ret));
4217 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4218 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4220 TRACE("Created hw vertex shader, prg=%d\n", ret);
4221 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4222 return -1;
4224 return ret;
4227 /* Context activation is done by the caller. */
4228 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context_gl *context_gl,
4229 struct wined3d_shader *shader, const struct arb_ps_compile_args *args)
4231 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4232 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4233 struct wined3d_device *device = shader->device;
4234 UINT i;
4235 DWORD new_size;
4236 struct arb_ps_compiled_shader *new_array;
4237 struct wined3d_string_buffer buffer;
4238 struct arb_pshader_private *shader_data;
4239 GLuint ret;
4241 if (!shader->backend_data)
4243 struct shader_arb_priv *priv = device->shader_priv;
4245 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4246 shader_data = shader->backend_data;
4247 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4249 if (shader->reg_maps.shader_version.major < 3)
4250 shader_data->input_signature_idx = ~0U;
4251 else
4252 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4254 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4256 if (!d3d_info->vs_clipping)
4257 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4258 d3d_info->limits.ffp_blend_stages - 1);
4259 else
4260 shader_data->clipplane_emulation = ~0U;
4262 shader_data = shader->backend_data;
4264 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4265 * so a linear search is more performant than a hashmap or a binary search
4266 * (cache coherency etc)
4268 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4270 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4271 return &shader_data->gl_shaders[i];
4274 TRACE("No matching GL shader found, compiling a new shader\n");
4275 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4276 if (shader_data->num_gl_shaders)
4278 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4279 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4280 new_size * sizeof(*shader_data->gl_shaders));
4282 else
4284 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4285 new_size = 1;
4288 if(!new_array) {
4289 ERR("Out of memory\n");
4290 return 0;
4292 shader_data->gl_shaders = new_array;
4293 shader_data->shader_array_size = new_size;
4296 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4298 if (!string_buffer_init(&buffer))
4300 ERR("Failed to initialize shader buffer.\n");
4301 return 0;
4304 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4305 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4306 string_buffer_free(&buffer);
4307 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4309 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4312 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4313 const DWORD use_map, BOOL skip_int) {
4314 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4315 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4316 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4317 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4318 if(stored->ps_signature != new->ps_signature) return FALSE;
4319 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4320 if(skip_int) return TRUE;
4322 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4325 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4326 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4327 const struct wined3d_shader_signature *ps_input_sig)
4329 UINT i;
4330 DWORD new_size;
4331 struct arb_vs_compiled_shader *new_array;
4332 struct wined3d_string_buffer buffer;
4333 struct arb_vshader_private *shader_data;
4334 GLuint ret;
4336 if (!shader->backend_data)
4338 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4340 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4341 shader_data = shader->backend_data;
4343 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4344 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4346 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4348 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4349 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4350 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4352 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4353 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4354 else if (reg_maps->max_rel_offset > 63)
4355 shader_data->rel_offset = reg_maps->min_rel_offset;
4358 shader_data = shader->backend_data;
4360 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4361 * so a linear search is more performant than a hashmap or a binary search
4362 * (cache coherency etc)
4364 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4365 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4366 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4368 return &shader_data->gl_shaders[i];
4372 TRACE("No matching GL shader found, compiling a new shader\n");
4374 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4375 if (shader_data->num_gl_shaders)
4377 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4378 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4379 new_size * sizeof(*shader_data->gl_shaders));
4381 else
4383 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4384 new_size = 1;
4387 if(!new_array) {
4388 ERR("Out of memory\n");
4389 return 0;
4391 shader_data->gl_shaders = new_array;
4392 shader_data->shader_array_size = new_size;
4395 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4397 if (!string_buffer_init(&buffer))
4399 ERR("Failed to initialize shader buffer.\n");
4400 return 0;
4403 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4404 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4405 ps_input_sig);
4406 string_buffer_free(&buffer);
4407 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4409 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4412 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4413 const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4414 struct arb_ps_compile_args *args)
4416 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4417 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4418 int i;
4419 WORD int_skip;
4421 find_ps_compile_args(state, shader, context_gl->c.stream_info.position_transformed, &args->super, &context_gl->c);
4423 /* This forces all local boolean constants to 1 to make them stateblock independent */
4424 args->bools = shader->reg_maps.local_bool_consts;
4426 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4428 if (state->ps_consts_b[i])
4429 args->bools |= ( 1u << i);
4432 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4433 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4434 * duplicate the shader than have a no-op KIL instruction in every shader
4436 if (!d3d_info->vs_clipping && use_vs(state)
4437 && state->render_states[WINED3D_RS_CLIPPING]
4438 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4439 args->clip = 1;
4440 else
4441 args->clip = 0;
4443 /* Skip if unused or local, or supported natively */
4444 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4445 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4447 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4448 return;
4451 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4453 if (int_skip & (1u << i))
4455 args->loop_ctrl[i][0] = 0;
4456 args->loop_ctrl[i][1] = 0;
4457 args->loop_ctrl[i][2] = 0;
4459 else
4461 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4462 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4463 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4468 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4469 const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4470 struct arb_vs_compile_args *args)
4472 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4473 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4474 const struct wined3d_device *device = shader->device;
4475 const struct wined3d_adapter *adapter = device->adapter;
4476 int i;
4477 WORD int_skip;
4479 find_vs_compile_args(state, shader, &args->super, &context_gl->c);
4481 args->clip.boolclip_compare = 0;
4482 if (use_ps(state))
4484 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4485 const struct arb_pshader_private *shader_priv = ps->backend_data;
4486 args->ps_signature = shader_priv->input_signature_idx;
4488 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4490 else
4492 args->ps_signature = ~0;
4493 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4494 args->clip.boolclip.clip_texcoord = ffp_clip_emul(&context_gl->c) ? d3d_info->limits.ffp_blend_stages : 0;
4495 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4498 if (args->clip.boolclip.clip_texcoord)
4500 if (state->render_states[WINED3D_RS_CLIPPING])
4501 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4502 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4505 /* This forces all local boolean constants to 1 to make them stateblock independent */
4506 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4507 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4508 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4510 if (state->vs_consts_b[i])
4511 args->clip.boolclip.bools |= (1u << i);
4514 args->vertex.samplers[0] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0];
4515 args->vertex.samplers[1] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1];
4516 args->vertex.samplers[2] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2];
4517 args->vertex.samplers[3] = 0;
4519 /* Skip if unused or local */
4520 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4521 /* This is about flow control, not clipping. */
4522 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4524 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4525 return;
4528 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4530 if (int_skip & (1u << i))
4532 args->loop_ctrl[i][0] = 0;
4533 args->loop_ctrl[i][1] = 0;
4534 args->loop_ctrl[i][2] = 0;
4536 else
4538 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4539 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4540 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4545 /* Context activation is done by the caller. */
4546 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4547 const struct wined3d_state *state)
4549 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4550 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4551 struct shader_arb_priv *priv = shader_priv;
4552 int i;
4554 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4555 if (use_ps(state))
4557 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4558 struct arb_ps_compile_args compile_args;
4559 struct arb_ps_compiled_shader *compiled;
4561 TRACE("Using pixel shader %p.\n", ps);
4562 find_arb_ps_compile_args(state, context_gl, ps, &compile_args);
4563 compiled = find_arb_pshader(context_gl, ps, &compile_args);
4564 priv->current_fprogram_id = compiled->prgId;
4565 priv->compiled_fprog = compiled;
4567 /* Bind the fragment program */
4568 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4569 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4571 if (!priv->use_arbfp_fixed_func)
4572 priv->fragment_pipe->fp_enable(context, FALSE);
4574 /* Enable OpenGL fragment programs. */
4575 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4576 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4578 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4580 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4581 * a 1.x and newer shader, reload the first 8 constants
4583 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4585 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4586 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4587 for(i = 0; i < 8; i++)
4589 priv->pshader_const_dirty[i] = 1;
4591 /* Also takes care of loading local constants */
4592 shader_arb_load_constants_internal(shader_priv, context_gl, state, TRUE, FALSE, TRUE);
4594 else
4596 UINT rt_height = state->fb.render_targets[0]->height;
4597 shader_arb_ps_local_constants(compiled, context_gl, state, rt_height);
4600 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4601 if (compiled->np2fixup_info.super.active)
4602 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4604 if (ps->load_local_constsF)
4605 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4607 else
4609 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4611 /* Disable only if we're not using arbfp fixed function fragment
4612 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4613 * enabled, and the fixed function pipeline will bind the fixed
4614 * function replacement shader. */
4615 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4616 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4617 priv->current_fprogram_id = 0;
4619 priv->fragment_pipe->fp_enable(context, TRUE);
4622 if (use_vs(state))
4624 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4625 struct arb_vs_compile_args compile_args;
4626 struct arb_vs_compiled_shader *compiled;
4627 const struct wined3d_shader_signature *ps_input_sig;
4629 TRACE("Using vertex shader %p\n", vs);
4630 find_arb_vs_compile_args(state, context_gl, vs, &compile_args);
4632 /* Instead of searching for the signature in the signature list, read the one from the
4633 * current pixel shader. It's maybe not the shader where the signature came from, but it
4634 * is the same signature and faster to find. */
4635 if (compile_args.ps_signature == ~0U)
4636 ps_input_sig = NULL;
4637 else
4638 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4640 compiled = find_arb_vshader(vs, gl_info, context->stream_info.use_map,
4641 &compile_args, ps_input_sig);
4642 priv->current_vprogram_id = compiled->prgId;
4643 priv->compiled_vprog = compiled;
4645 /* Bind the vertex program */
4646 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4647 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4649 priv->vertex_pipe->vp_enable(context, FALSE);
4651 /* Enable OpenGL vertex programs */
4652 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4653 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4654 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4655 shader_arb_vs_local_constants(compiled, context_gl, state);
4657 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4658 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4660 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4662 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4663 checkGLcall("glClampColorARB");
4664 } else {
4665 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4669 if (vs->load_local_constsF)
4670 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4672 else
4674 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4676 priv->current_vprogram_id = 0;
4677 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4678 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4680 priv->vertex_pipe->vp_enable(context, TRUE);
4684 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4685 const struct wined3d_state *state)
4687 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4690 /* Context activation is done by the caller. */
4691 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4693 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4694 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4695 struct shader_arb_priv *priv = shader_priv;
4697 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4699 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4700 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4701 priv->current_fprogram_id = 0;
4703 priv->fragment_pipe->fp_enable(context, FALSE);
4705 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4707 priv->current_vprogram_id = 0;
4708 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4709 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4711 priv->vertex_pipe->vp_enable(context, FALSE);
4713 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4715 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4716 checkGLcall("glClampColorARB");
4717 priv->last_vs_color_unclamp = FALSE;
4720 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4721 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4722 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4723 | (1u << WINED3D_SHADER_TYPE_HULL)
4724 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4725 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4728 static void shader_arb_destroy(struct wined3d_shader *shader)
4730 struct wined3d_device *device = shader->device;
4731 const struct wined3d_gl_info *gl_info;
4732 struct wined3d_context *context;
4733 unsigned int i;
4735 /* This can happen if a shader was never compiled */
4736 if (!shader->backend_data)
4737 return;
4739 context = context_acquire(device, NULL, 0);
4740 gl_info = wined3d_context_gl(context)->gl_info;
4742 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4744 struct arb_pshader_private *shader_data = shader->backend_data;
4746 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4747 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4749 heap_free(shader_data->gl_shaders);
4751 else
4753 struct arb_vshader_private *shader_data = shader->backend_data;
4755 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4756 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4758 heap_free(shader_data->gl_shaders);
4761 checkGLcall("delete programs");
4763 context_release(context);
4765 heap_free(shader->backend_data);
4766 shader->backend_data = NULL;
4769 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4771 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4772 return compare_sig(key, &e->sig);
4775 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4776 const struct wined3d_fragment_pipe_ops *fragment_pipe)
4778 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4779 struct fragment_caps fragment_caps;
4780 void *vertex_priv, *fragment_priv;
4781 struct shader_arb_priv *priv;
4783 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4784 return E_OUTOFMEMORY;
4786 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4788 ERR("Failed to initialize vertex pipe.\n");
4789 heap_free(priv);
4790 return E_FAIL;
4793 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4795 ERR("Failed to initialize fragment pipe.\n");
4796 vertex_pipe->vp_free(device, NULL);
4797 heap_free(priv);
4798 return E_FAIL;
4801 memset(priv->vshader_const_dirty, 1,
4802 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4803 memset(priv->pshader_const_dirty, 1,
4804 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4806 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4808 priv->vertex_pipe = vertex_pipe;
4809 priv->fragment_pipe = fragment_pipe;
4810 fragment_pipe->get_caps(device->adapter, &fragment_caps);
4811 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4813 device->vertex_priv = vertex_priv;
4814 device->fragment_priv = fragment_priv;
4815 device->shader_priv = priv;
4817 return WINED3D_OK;
4820 static void release_signature(struct wine_rb_entry *entry, void *context)
4822 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4823 unsigned int i;
4825 for (i = 0; i < sig->sig.element_count; ++i)
4827 heap_free((char *)sig->sig.elements[i].semantic_name);
4829 heap_free(sig->sig.elements);
4830 heap_free(sig);
4833 /* Context activation is done by the caller. */
4834 static void shader_arb_free(struct wined3d_device *device, struct wined3d_context *context)
4836 struct shader_arb_priv *priv = device->shader_priv;
4838 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4839 priv->fragment_pipe->free_private(device, context);
4840 priv->vertex_pipe->vp_free(device, context);
4841 heap_free(device->shader_priv);
4844 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4846 return TRUE;
4849 static void shader_arb_free_context_data(struct wined3d_context *context)
4851 struct shader_arb_priv *priv;
4853 priv = context->device->shader_priv;
4854 if (priv->last_context == context)
4855 priv->last_context = NULL;
4858 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4860 static void shader_arb_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
4862 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4864 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4866 DWORD vs_consts;
4867 UINT vs_version;
4869 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4870 * for vertex programs. If the native limit is less than that it's
4871 * not very useful, and e.g. Mesa swrast returns 0, probably to
4872 * indicate it's a software implementation. */
4873 if (gl_info->limits.arb_vs_native_constants < 96)
4874 vs_consts = gl_info->limits.arb_vs_float_constants;
4875 else
4876 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4878 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4880 vs_version = 3;
4881 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4883 else if (vs_consts >= 256)
4885 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4886 vs_version = 2;
4887 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4889 else
4891 vs_version = 1;
4892 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4894 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4895 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4897 else
4899 caps->vs_version = 0;
4900 caps->vs_uniform_count = 0;
4903 caps->hs_version = 0;
4904 caps->ds_version = 0;
4905 caps->gs_version = 0;
4906 caps->cs_version = 0;
4908 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4910 DWORD ps_consts;
4911 UINT ps_version;
4913 /* Similar as above for vertex programs, but the minimum for fragment
4914 * programs is 24. */
4915 if (gl_info->limits.arb_ps_native_constants < 24)
4916 ps_consts = gl_info->limits.arb_ps_float_constants;
4917 else
4918 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4920 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4922 ps_version = 3;
4923 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4925 else if (ps_consts >= 32)
4927 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4928 ps_version = 2;
4929 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4931 else
4933 ps_version = 1;
4934 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4936 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4937 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4938 caps->ps_1x_max_value = 8.0f;
4940 else
4942 caps->ps_version = 0;
4943 caps->ps_uniform_count = 0;
4944 caps->ps_1x_max_value = 0.0f;
4947 caps->varying_count = 0;
4948 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4949 if (use_nv_clip(gl_info))
4950 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4953 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4955 /* We support everything except complex conversions. */
4956 return !is_complex_fixup(fixup);
4959 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4960 DWORD shift;
4961 char write_mask[20], regstr[50];
4962 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4963 BOOL is_color = FALSE;
4964 const struct wined3d_shader_dst_param *dst;
4966 if (!ins->dst_count) return;
4968 dst = &ins->dst[0];
4969 shift = dst->shift;
4970 if (!shift) return; /* Saturate alone is handled by the instructions */
4972 shader_arb_get_write_mask(ins, dst, write_mask);
4973 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4975 /* Generate a line that does the output modifier computation
4976 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4977 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4979 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4980 regstr, write_mask, regstr, shift_tab[shift]);
4983 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4985 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4986 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4987 /* WINED3DSIH_AND */ NULL,
4988 /* WINED3DSIH_ATOMIC_AND */ NULL,
4989 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
4990 /* WINED3DSIH_ATOMIC_IADD */ NULL,
4991 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
4992 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
4993 /* WINED3DSIH_ATOMIC_OR */ NULL,
4994 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
4995 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
4996 /* WINED3DSIH_ATOMIC_XOR */ NULL,
4997 /* WINED3DSIH_BEM */ pshader_hw_bem,
4998 /* WINED3DSIH_BFI */ NULL,
4999 /* WINED3DSIH_BFREV */ NULL,
5000 /* WINED3DSIH_BREAK */ shader_hw_break,
5001 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5002 /* WINED3DSIH_BREAKP */ NULL,
5003 /* WINED3DSIH_BUFINFO */ NULL,
5004 /* WINED3DSIH_CALL */ shader_hw_call,
5005 /* WINED3DSIH_CALLNZ */ NULL,
5006 /* WINED3DSIH_CASE */ NULL,
5007 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5008 /* WINED3DSIH_CND */ pshader_hw_cnd,
5009 /* WINED3DSIH_CONTINUE */ NULL,
5010 /* WINED3DSIH_CONTINUEP */ NULL,
5011 /* WINED3DSIH_COUNTBITS */ NULL,
5012 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5013 /* WINED3DSIH_CUT */ NULL,
5014 /* WINED3DSIH_CUT_STREAM */ NULL,
5015 /* WINED3DSIH_DCL */ shader_hw_nop,
5016 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5017 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5018 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5019 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5020 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5021 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5022 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5023 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5024 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5025 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5026 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5027 /* WINED3DSIH_DCL_INPUT */ NULL,
5028 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5029 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5030 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5031 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5032 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5033 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5034 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5035 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5036 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5037 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5038 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5039 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5040 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5041 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5042 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5043 /* WINED3DSIH_DCL_STREAM */ NULL,
5044 /* WINED3DSIH_DCL_TEMPS */ NULL,
5045 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5046 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5047 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5048 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5049 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5050 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5051 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5052 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5053 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5054 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5055 /* WINED3DSIH_DEF */ shader_hw_nop,
5056 /* WINED3DSIH_DEFAULT */ NULL,
5057 /* WINED3DSIH_DEFB */ shader_hw_nop,
5058 /* WINED3DSIH_DEFI */ shader_hw_nop,
5059 /* WINED3DSIH_DIV */ NULL,
5060 /* WINED3DSIH_DP2 */ NULL,
5061 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5062 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5063 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5064 /* WINED3DSIH_DST */ shader_hw_map2gl,
5065 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5066 /* WINED3DSIH_DSX_COARSE */ NULL,
5067 /* WINED3DSIH_DSX_FINE */ NULL,
5068 /* WINED3DSIH_DSY */ shader_hw_dsy,
5069 /* WINED3DSIH_DSY_COARSE */ NULL,
5070 /* WINED3DSIH_DSY_FINE */ NULL,
5071 /* WINED3DSIH_ELSE */ shader_hw_else,
5072 /* WINED3DSIH_EMIT */ NULL,
5073 /* WINED3DSIH_EMIT_STREAM */ NULL,
5074 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5075 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5076 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5077 /* WINED3DSIH_ENDSWITCH */ NULL,
5078 /* WINED3DSIH_EQ */ NULL,
5079 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5080 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5081 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5082 /* WINED3DSIH_F16TOF32 */ NULL,
5083 /* WINED3DSIH_F32TOF16 */ NULL,
5084 /* WINED3DSIH_FCALL */ NULL,
5085 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5086 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5087 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5088 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5089 /* WINED3DSIH_FTOI */ NULL,
5090 /* WINED3DSIH_FTOU */ NULL,
5091 /* WINED3DSIH_GATHER4 */ NULL,
5092 /* WINED3DSIH_GATHER4_C */ NULL,
5093 /* WINED3DSIH_GATHER4_PO */ NULL,
5094 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5095 /* WINED3DSIH_GE */ NULL,
5096 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5097 /* WINED3DSIH_HS_DECLS */ NULL,
5098 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5099 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5100 /* WINED3DSIH_IADD */ NULL,
5101 /* WINED3DSIH_IBFE */ NULL,
5102 /* WINED3DSIH_IEQ */ NULL,
5103 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5104 /* WINED3DSIH_IFC */ shader_hw_ifc,
5105 /* WINED3DSIH_IGE */ NULL,
5106 /* WINED3DSIH_ILT */ NULL,
5107 /* WINED3DSIH_IMAD */ NULL,
5108 /* WINED3DSIH_IMAX */ NULL,
5109 /* WINED3DSIH_IMIN */ NULL,
5110 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5111 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5112 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5113 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5114 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5115 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5116 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5117 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5118 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5119 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5120 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5121 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5122 /* WINED3DSIH_IMUL */ NULL,
5123 /* WINED3DSIH_INE */ NULL,
5124 /* WINED3DSIH_INEG */ NULL,
5125 /* WINED3DSIH_ISHL */ NULL,
5126 /* WINED3DSIH_ISHR */ NULL,
5127 /* WINED3DSIH_ITOF */ NULL,
5128 /* WINED3DSIH_LABEL */ shader_hw_label,
5129 /* WINED3DSIH_LD */ NULL,
5130 /* WINED3DSIH_LD2DMS */ NULL,
5131 /* WINED3DSIH_LD_RAW */ NULL,
5132 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5133 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5134 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5135 /* WINED3DSIH_LOD */ NULL,
5136 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5137 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5138 /* WINED3DSIH_LOOP */ shader_hw_loop,
5139 /* WINED3DSIH_LRP */ shader_hw_lrp,
5140 /* WINED3DSIH_LT */ NULL,
5141 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5142 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5143 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5144 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5145 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5146 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5147 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5148 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5149 /* WINED3DSIH_MOV */ shader_hw_mov,
5150 /* WINED3DSIH_MOVA */ shader_hw_mov,
5151 /* WINED3DSIH_MOVC */ NULL,
5152 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5153 /* WINED3DSIH_NE */ NULL,
5154 /* WINED3DSIH_NOP */ shader_hw_nop,
5155 /* WINED3DSIH_NOT */ NULL,
5156 /* WINED3DSIH_NRM */ shader_hw_nrm,
5157 /* WINED3DSIH_OR */ NULL,
5158 /* WINED3DSIH_PHASE */ shader_hw_nop,
5159 /* WINED3DSIH_POW */ shader_hw_pow,
5160 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5161 /* WINED3DSIH_REP */ shader_hw_rep,
5162 /* WINED3DSIH_RESINFO */ NULL,
5163 /* WINED3DSIH_RET */ shader_hw_ret,
5164 /* WINED3DSIH_RETP */ NULL,
5165 /* WINED3DSIH_ROUND_NE */ NULL,
5166 /* WINED3DSIH_ROUND_NI */ NULL,
5167 /* WINED3DSIH_ROUND_PI */ NULL,
5168 /* WINED3DSIH_ROUND_Z */ NULL,
5169 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5170 /* WINED3DSIH_SAMPLE */ NULL,
5171 /* WINED3DSIH_SAMPLE_B */ NULL,
5172 /* WINED3DSIH_SAMPLE_C */ NULL,
5173 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5174 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5175 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5176 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5177 /* WINED3DSIH_SAMPLE_POS */ NULL,
5178 /* WINED3DSIH_SETP */ NULL,
5179 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5180 /* WINED3DSIH_SGN */ shader_hw_sgn,
5181 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5182 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5183 /* WINED3DSIH_SQRT */ NULL,
5184 /* WINED3DSIH_STORE_RAW */ NULL,
5185 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5186 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5187 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5188 /* WINED3DSIH_SWAPC */ NULL,
5189 /* WINED3DSIH_SWITCH */ NULL,
5190 /* WINED3DSIH_SYNC */ NULL,
5191 /* WINED3DSIH_TEX */ pshader_hw_tex,
5192 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5193 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5194 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5195 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5196 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5197 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5198 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5199 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5200 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5201 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5202 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5203 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5204 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5205 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5206 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5207 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5208 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5209 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5210 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5211 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5212 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5213 /* WINED3DSIH_UBFE */ NULL,
5214 /* WINED3DSIH_UDIV */ NULL,
5215 /* WINED3DSIH_UGE */ NULL,
5216 /* WINED3DSIH_ULT */ NULL,
5217 /* WINED3DSIH_UMAX */ NULL,
5218 /* WINED3DSIH_UMIN */ NULL,
5219 /* WINED3DSIH_UMUL */ NULL,
5220 /* WINED3DSIH_USHR */ NULL,
5221 /* WINED3DSIH_UTOF */ NULL,
5222 /* WINED3DSIH_XOR */ NULL,
5225 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5226 const struct wined3d_shader *shader, DWORD idx)
5228 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5229 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5230 const struct wined3d_shader_lconst *constant;
5231 WORD bools = 0;
5232 WORD flag = (1u << idx);
5233 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5235 if (reg_maps->local_bool_consts & flag)
5237 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5238 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5240 if (constant->idx == idx)
5242 return constant->value[0];
5245 ERR("Local constant not found\n");
5246 return FALSE;
5248 else
5250 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5251 else bools = priv->cur_ps_args->bools;
5252 return bools & flag;
5256 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5257 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5259 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5260 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5262 /* Integer constants can either be a local constant, or they can be stored in the shader
5263 * type specific compile args. */
5264 if (reg_maps->local_int_consts & (1u << idx))
5266 const struct wined3d_shader_lconst *constant;
5268 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5270 if (constant->idx == idx)
5272 loop_control->count = constant->value[0];
5273 loop_control->start = constant->value[1];
5274 /* Step is signed. */
5275 loop_control->step = (int)constant->value[2];
5276 return;
5279 /* If this happens the flag was set incorrectly */
5280 ERR("Local constant not found\n");
5281 loop_control->count = 0;
5282 loop_control->start = 0;
5283 loop_control->step = 0;
5284 return;
5287 switch (reg_maps->shader_version.type)
5289 case WINED3D_SHADER_TYPE_VERTEX:
5290 /* Count and aL start value are unsigned */
5291 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5292 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5293 /* Step is signed. */
5294 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5295 break;
5297 case WINED3D_SHADER_TYPE_PIXEL:
5298 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5299 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5300 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5301 break;
5303 default:
5304 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5305 break;
5309 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5311 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5312 struct wined3d_shader_dst_param *dst_param;
5313 struct recorded_instruction *rec;
5314 unsigned int i;
5316 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5318 ERR("Out of memory\n");
5319 return;
5322 rec->ins = *ins;
5323 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5324 goto free;
5325 *dst_param = *ins->dst;
5326 if (ins->dst->reg.idx[0].rel_addr)
5328 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5329 goto free;
5330 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5331 dst_param->reg.idx[0].rel_addr = rel_addr;
5333 rec->ins.dst = dst_param;
5335 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5336 goto free;
5337 for (i = 0; i < ins->src_count; ++i)
5339 src_param[i] = ins->src[i];
5340 if (ins->src[i].reg.idx[0].rel_addr)
5342 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5343 goto free;
5344 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5345 src_param[i].reg.idx[0].rel_addr = rel_addr;
5348 rec->ins.src = src_param;
5349 list_add_tail(list, &rec->entry);
5350 return;
5352 free:
5353 ERR("Out of memory\n");
5354 if (dst_param)
5356 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5357 heap_free(dst_param);
5359 if (src_param)
5361 for (i = 0; i < ins->src_count; ++i)
5363 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5365 heap_free(src_param);
5367 heap_free(rec);
5370 static void free_recorded_instruction(struct list *list)
5372 struct recorded_instruction *rec_ins, *entry2;
5373 unsigned int i;
5375 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5377 list_remove(&rec_ins->entry);
5378 if (rec_ins->ins.dst)
5380 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5381 heap_free((void *)rec_ins->ins.dst);
5383 if (rec_ins->ins.src)
5385 for (i = 0; i < rec_ins->ins.src_count; ++i)
5387 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5389 heap_free((void *)rec_ins->ins.src);
5391 heap_free(rec_ins);
5395 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5397 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5398 struct control_frame *control_frame;
5400 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5402 struct list *e = list_head(&priv->control_frames);
5403 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5404 list_remove(&control_frame->entry);
5405 heap_free(control_frame);
5406 priv->loop_depth--;
5408 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5410 /* Non-ifc ENDIFs were already handled previously. */
5411 struct list *e = list_head(&priv->control_frames);
5412 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5413 list_remove(&control_frame->entry);
5414 heap_free(control_frame);
5418 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5419 SHADER_HANDLER hw_fct;
5420 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5421 const struct wined3d_shader *shader = ins->ctx->shader;
5422 struct control_frame *control_frame;
5423 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5424 BOOL bool_const;
5426 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5428 control_frame = heap_alloc_zero(sizeof(*control_frame));
5429 list_add_head(&priv->control_frames, &control_frame->entry);
5431 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5432 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5434 if(priv->target_version >= NV2)
5436 control_frame->no.loop = priv->num_loops++;
5437 priv->loop_depth++;
5439 else
5441 /* Don't bother recording when we're in a not used if branch */
5442 if(priv->muted)
5444 return;
5447 if(!priv->recording)
5449 list_init(&priv->record);
5450 priv->recording = TRUE;
5451 control_frame->outer_loop = TRUE;
5452 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5453 return; /* Instruction is handled */
5455 /* Record this loop in the outer loop's recording */
5458 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5460 if(priv->target_version >= NV2)
5462 /* Nothing to do. The control frame is popped after the HW instr handler */
5464 else
5466 struct list *e = list_head(&priv->control_frames);
5467 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5468 list_remove(&control_frame->entry);
5470 if(control_frame->outer_loop)
5472 unsigned int iteration;
5473 int aL = 0;
5474 struct list copy;
5476 /* Turn off recording before playback */
5477 priv->recording = FALSE;
5479 /* Move the recorded instructions to a separate list and get them out of the private data
5480 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5481 * be recorded again, thus priv->record might be overwritten
5483 list_init(&copy);
5484 list_move_tail(&copy, &priv->record);
5485 list_init(&priv->record);
5487 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5489 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5490 control_frame->loop_control.count, control_frame->loop_control.start,
5491 control_frame->loop_control.step);
5492 aL = control_frame->loop_control.start;
5494 else
5496 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5499 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5501 struct recorded_instruction *rec_ins;
5502 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5504 priv->aL = aL;
5505 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5507 else
5509 shader_addline(buffer, "#Iteration %u\n", iteration);
5512 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5514 shader_arb_handle_instruction(&rec_ins->ins);
5517 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5519 aL += control_frame->loop_control.step;
5522 shader_addline(buffer, "#end loop/rep\n");
5524 free_recorded_instruction(&copy);
5525 heap_free(control_frame);
5526 return; /* Instruction is handled */
5528 else
5530 /* This is a nested loop. Proceed to the normal recording function */
5531 heap_free(control_frame);
5536 if(priv->recording)
5538 record_instruction(&priv->record, ins);
5539 return;
5542 /* boolean if */
5543 if(ins->handler_idx == WINED3DSIH_IF)
5545 control_frame = heap_alloc_zero(sizeof(*control_frame));
5546 list_add_head(&priv->control_frames, &control_frame->entry);
5547 control_frame->type = IF;
5549 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5550 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5551 bool_const = !bool_const;
5552 if (!priv->muted && !bool_const)
5554 shader_addline(buffer, "#if(FALSE){\n");
5555 priv->muted = TRUE;
5556 control_frame->muting = TRUE;
5558 else shader_addline(buffer, "#if(TRUE) {\n");
5560 return; /* Instruction is handled */
5562 else if(ins->handler_idx == WINED3DSIH_IFC)
5564 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5565 control_frame = heap_alloc_zero(sizeof(*control_frame));
5566 control_frame->type = IFC;
5567 control_frame->no.ifc = priv->num_ifcs++;
5568 list_add_head(&priv->control_frames, &control_frame->entry);
5570 else if(ins->handler_idx == WINED3DSIH_ELSE)
5572 struct list *e = list_head(&priv->control_frames);
5573 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5575 if(control_frame->type == IF)
5577 shader_addline(buffer, "#} else {\n");
5578 if(!priv->muted && !control_frame->muting)
5580 priv->muted = TRUE;
5581 control_frame->muting = TRUE;
5583 else if(control_frame->muting) priv->muted = FALSE;
5584 return; /* Instruction is handled. */
5586 /* In case of an ifc, generate a HW shader instruction */
5587 if (control_frame->type != IFC)
5588 ERR("Control frame does not match.\n");
5590 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5592 struct list *e = list_head(&priv->control_frames);
5593 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5595 if(control_frame->type == IF)
5597 shader_addline(buffer, "#} endif\n");
5598 if(control_frame->muting) priv->muted = FALSE;
5599 list_remove(&control_frame->entry);
5600 heap_free(control_frame);
5601 return; /* Instruction is handled */
5603 /* In case of an ifc, generate a HW shader instruction */
5604 if (control_frame->type != IFC)
5605 ERR("Control frame does not match.\n");
5608 if(priv->muted)
5610 pop_control_frame(ins);
5611 return;
5614 /* Select handler */
5615 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5617 /* Unhandled opcode */
5618 if (!hw_fct)
5620 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5621 return;
5623 hw_fct(ins);
5625 pop_control_frame(ins);
5627 shader_arb_add_instruction_modifiers(ins);
5630 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5632 struct shader_arb_priv *priv = shader_priv;
5634 return priv->ffp_proj_control;
5637 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5639 static uint64_t shader_arb_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
5640 enum wined3d_shader_type shader_type)
5642 ERR("Not implemented.\n");
5643 return 0;
5646 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5648 shader_arb_handle_instruction,
5649 shader_arb_precompile,
5650 shader_arb_select,
5651 shader_arb_select_compute,
5652 shader_arb_disable,
5653 shader_arb_update_float_vertex_constants,
5654 shader_arb_update_float_pixel_constants,
5655 shader_arb_load_constants,
5656 shader_arb_destroy,
5657 shader_arb_alloc,
5658 shader_arb_free,
5659 shader_arb_allocate_context_data,
5660 shader_arb_free_context_data,
5661 shader_arb_init_context_state,
5662 shader_arb_get_caps,
5663 shader_arb_color_fixup_supported,
5664 shader_arb_has_ffp_proj_control,
5665 shader_arb_shader_compile,
5668 /* ARB_fragment_program fixed function pipeline replacement definitions */
5669 #define ARB_FFP_CONST_TFACTOR 0
5670 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5671 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5672 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5673 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5674 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5675 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5677 struct arbfp_ffp_desc
5679 struct ffp_frag_desc parent;
5680 GLuint shader;
5683 /* Context activation is done by the caller. */
5684 static void arbfp_enable(const struct wined3d_context *context, BOOL enable)
5686 const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
5688 if (enable)
5690 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5691 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5693 else
5695 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5696 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5700 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5702 struct shader_arb_priv *priv;
5704 /* Share private data between the shader backend and the pipeline
5705 * replacement, if both are the arb implementation. This is needed to
5706 * figure out whether ARBfp should be disabled if no pixel shader is bound
5707 * or not. */
5708 if (shader_backend == &arb_program_shader_backend)
5709 priv = shader_priv;
5710 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5711 return NULL;
5713 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5714 priv->use_arbfp_fixed_func = TRUE;
5716 return priv;
5719 /* Context activation is done by the caller. */
5720 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *param)
5722 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5723 struct wined3d_context_gl *context_gl = param;
5724 const struct wined3d_gl_info *gl_info;
5726 gl_info = context_gl->gl_info;
5727 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5728 checkGLcall("delete ffp program");
5729 heap_free(entry_arb);
5732 /* Context activation is done by the caller. */
5733 static void arbfp_free(struct wined3d_device *device, struct wined3d_context *context)
5735 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5736 struct shader_arb_priv *priv = device->fragment_priv;
5738 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, context_gl);
5739 priv->use_arbfp_fixed_func = FALSE;
5741 if (device->shader_backend != &arb_program_shader_backend)
5742 heap_free(device->fragment_priv);
5745 static void arbfp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5747 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5749 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5750 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5751 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5752 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5753 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5754 WINED3DTEXOPCAPS_SELECTARG1 |
5755 WINED3DTEXOPCAPS_SELECTARG2 |
5756 WINED3DTEXOPCAPS_MODULATE4X |
5757 WINED3DTEXOPCAPS_MODULATE2X |
5758 WINED3DTEXOPCAPS_MODULATE |
5759 WINED3DTEXOPCAPS_ADDSIGNED2X |
5760 WINED3DTEXOPCAPS_ADDSIGNED |
5761 WINED3DTEXOPCAPS_ADD |
5762 WINED3DTEXOPCAPS_SUBTRACT |
5763 WINED3DTEXOPCAPS_ADDSMOOTH |
5764 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5765 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5766 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5767 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5768 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5769 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5770 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5771 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5772 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5773 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5774 WINED3DTEXOPCAPS_MULTIPLYADD |
5775 WINED3DTEXOPCAPS_LERP |
5776 WINED3DTEXOPCAPS_BUMPENVMAP |
5777 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5779 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5781 caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES;
5782 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES);
5785 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5787 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5790 static void state_texfactor_arbfp(struct wined3d_context *context,
5791 const struct wined3d_state *state, DWORD state_id)
5793 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5794 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5795 struct wined3d_device *device = context->device;
5796 struct wined3d_color color;
5798 if (device->shader_backend == &arb_program_shader_backend)
5800 struct shader_arb_priv *priv;
5802 /* Don't load the parameter if we're using an arbfp pixel shader,
5803 * otherwise we'll overwrite application provided constants. */
5804 if (use_ps(state))
5805 return;
5807 priv = device->shader_priv;
5808 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5809 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5812 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5813 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5814 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5817 static void state_tss_constant_arbfp(struct wined3d_context *context,
5818 const struct wined3d_state *state, DWORD state_id)
5820 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5821 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5822 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5823 struct wined3d_device *device = context->device;
5824 struct wined3d_color color;
5826 if (device->shader_backend == &arb_program_shader_backend)
5828 struct shader_arb_priv *priv;
5830 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5831 * application provided constants.
5833 if (use_ps(state))
5834 return;
5836 priv = device->shader_priv;
5837 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5838 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5841 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5842 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5843 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5846 static void state_arb_specularenable(struct wined3d_context *context,
5847 const struct wined3d_state *state, DWORD state_id)
5849 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5850 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5851 struct wined3d_device *device = context->device;
5852 float col[4];
5854 if (device->shader_backend == &arb_program_shader_backend)
5856 struct shader_arb_priv *priv;
5858 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5859 * application provided constants.
5861 if (use_ps(state))
5862 return;
5864 priv = device->shader_priv;
5865 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5866 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5869 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5871 /* The specular color has no alpha */
5872 col[0] = 1.0f; col[1] = 1.0f;
5873 col[2] = 1.0f; col[3] = 0.0f;
5874 } else {
5875 col[0] = 0.0f; col[1] = 0.0f;
5876 col[2] = 0.0f; col[3] = 0.0f;
5878 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5879 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5882 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5884 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5885 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5886 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5887 struct wined3d_device *device = context->device;
5888 float mat[2][2];
5890 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5892 if (device->shader_backend == &arb_program_shader_backend)
5894 struct shader_arb_priv *priv = device->shader_priv;
5896 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5897 if (use_ps(state))
5898 return;
5900 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5901 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5904 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5905 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5906 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5907 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5909 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5910 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5913 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5914 const struct wined3d_state *state, DWORD state_id)
5916 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5917 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5918 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5919 struct wined3d_device *device = context->device;
5920 float param[4];
5922 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5924 if (device->shader_backend == &arb_program_shader_backend)
5926 struct shader_arb_priv *priv = device->shader_priv;
5928 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5929 if (use_ps(state))
5930 return;
5932 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5933 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5936 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5937 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5938 param[2] = 0.0f;
5939 param[3] = 0.0f;
5941 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5942 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5945 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5947 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5948 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5949 int glParm;
5950 float ref;
5952 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5954 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5956 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5957 checkGLcall("glEnable GL_ALPHA_TEST");
5959 else
5961 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5962 checkGLcall("glDisable GL_ALPHA_TEST");
5963 return;
5966 ref = wined3d_alpha_ref(state);
5967 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5969 if (glParm)
5971 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5972 checkGLcall("glAlphaFunc");
5976 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5978 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5979 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5980 const struct wined3d_texture *texture = state->textures[0];
5981 struct wined3d_device *device = context->device;
5982 struct wined3d_color float_key[2];
5984 if (!texture)
5985 return;
5987 if (device->shader_backend == &arb_program_shader_backend)
5989 struct shader_arb_priv *priv;
5991 /* Don't load the parameter if we're using an arbfp pixel shader,
5992 * otherwise we'll overwrite application provided constants. */
5993 if (use_ps(state))
5994 return;
5996 priv = device->shader_priv;
5997 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
5998 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
5999 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6002 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6004 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6005 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6006 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6007 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6010 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6012 const char *ret;
6014 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6016 switch(arg & WINED3DTA_SELECTMASK) {
6017 case WINED3DTA_DIFFUSE:
6018 ret = "fragment.color.primary"; break;
6020 case WINED3DTA_CURRENT:
6021 ret = "ret";
6022 break;
6024 case WINED3DTA_TEXTURE:
6025 switch(stage) {
6026 case 0: ret = "tex0"; break;
6027 case 1: ret = "tex1"; break;
6028 case 2: ret = "tex2"; break;
6029 case 3: ret = "tex3"; break;
6030 case 4: ret = "tex4"; break;
6031 case 5: ret = "tex5"; break;
6032 case 6: ret = "tex6"; break;
6033 case 7: ret = "tex7"; break;
6034 default: ret = "unknown texture";
6036 break;
6038 case WINED3DTA_TFACTOR:
6039 ret = "tfactor"; break;
6041 case WINED3DTA_SPECULAR:
6042 ret = "fragment.color.secondary"; break;
6044 case WINED3DTA_TEMP:
6045 ret = "tempreg"; break;
6047 case WINED3DTA_CONSTANT:
6048 switch(stage) {
6049 case 0: ret = "const0"; break;
6050 case 1: ret = "const1"; break;
6051 case 2: ret = "const2"; break;
6052 case 3: ret = "const3"; break;
6053 case 4: ret = "const4"; break;
6054 case 5: ret = "const5"; break;
6055 case 6: ret = "const6"; break;
6056 case 7: ret = "const7"; break;
6057 default: ret = "unknown constant";
6059 break;
6061 default:
6062 return "unknown";
6065 if(arg & WINED3DTA_COMPLEMENT) {
6066 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6067 if(argnum == 0) ret = "arg0";
6068 if(argnum == 1) ret = "arg1";
6069 if(argnum == 2) ret = "arg2";
6071 if(arg & WINED3DTA_ALPHAREPLICATE) {
6072 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6073 if(argnum == 0) ret = "arg0";
6074 if(argnum == 1) ret = "arg1";
6075 if(argnum == 2) ret = "arg2";
6077 return ret;
6080 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6081 BOOL alpha, BOOL tmp_dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6083 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6084 unsigned int mul = 1;
6086 if (color && alpha)
6087 dstmask = "";
6088 else if (color)
6089 dstmask = ".xyz";
6090 else
6091 dstmask = ".w";
6093 dstreg = tmp_dst ? "tempreg" : "ret";
6095 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6096 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6097 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6099 switch (op)
6101 case WINED3D_TOP_DISABLE:
6102 break;
6104 case WINED3D_TOP_SELECT_ARG2:
6105 arg1 = arg2;
6106 /* FALLTHROUGH */
6107 case WINED3D_TOP_SELECT_ARG1:
6108 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6109 break;
6111 case WINED3D_TOP_MODULATE_4X:
6112 mul = 2;
6113 /* FALLTHROUGH */
6114 case WINED3D_TOP_MODULATE_2X:
6115 mul *= 2;
6116 /* FALLTHROUGH */
6117 case WINED3D_TOP_MODULATE:
6118 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6119 break;
6121 case WINED3D_TOP_ADD_SIGNED_2X:
6122 mul = 2;
6123 /* FALLTHROUGH */
6124 case WINED3D_TOP_ADD_SIGNED:
6125 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6126 arg2 = "arg2";
6127 /* FALLTHROUGH */
6128 case WINED3D_TOP_ADD:
6129 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6130 break;
6132 case WINED3D_TOP_SUBTRACT:
6133 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6134 break;
6136 case WINED3D_TOP_ADD_SMOOTH:
6137 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6138 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6139 break;
6141 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6142 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6143 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6144 break;
6145 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6146 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6147 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6148 break;
6149 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6150 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6151 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6152 break;
6153 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6154 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6155 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6156 break;
6158 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6159 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6160 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6161 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6162 break;
6164 /* D3DTOP_PREMODULATE ???? */
6166 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6167 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6168 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6169 break;
6170 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6171 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6172 break;
6173 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6174 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6175 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6176 break;
6177 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6178 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6179 break;
6181 case WINED3D_TOP_DOTPRODUCT3:
6182 mul = 4;
6183 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6184 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6185 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6186 break;
6188 case WINED3D_TOP_MULTIPLY_ADD:
6189 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6190 break;
6192 case WINED3D_TOP_LERP:
6193 /* The msdn is not quite right here */
6194 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6195 break;
6197 case WINED3D_TOP_BUMPENVMAP:
6198 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6199 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6200 break;
6202 default:
6203 FIXME("Unhandled texture op %08x\n", op);
6206 if (mul == 2)
6207 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6208 else if (mul == 4)
6209 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6212 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6214 switch(type)
6216 case WINED3D_GL_RES_TYPE_TEX_1D:
6217 return "1D";
6218 case WINED3D_GL_RES_TYPE_TEX_2D:
6219 return "2D";
6220 case WINED3D_GL_RES_TYPE_TEX_3D:
6221 return "3D";
6222 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6223 return "CUBE";
6224 case WINED3D_GL_RES_TYPE_TEX_RECT:
6225 return "RECT";
6226 default:
6227 return "unexpected_resource_type";
6231 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6233 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6234 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6235 unsigned int stage, lowest_disabled_stage;
6236 struct wined3d_string_buffer buffer;
6237 struct color_fixup_masks masks;
6238 BOOL custom_linear_fog = FALSE;
6239 const char *textype, *instr;
6240 DWORD arg0, arg1, arg2;
6241 char colorcor_dst[8];
6242 BOOL op_equal;
6243 GLuint ret;
6245 if (!string_buffer_init(&buffer))
6247 ERR("Failed to initialize shader buffer.\n");
6248 return 0;
6251 shader_addline(&buffer, "!!ARBfp1.0\n");
6253 if (settings->color_key_enabled)
6255 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6256 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6257 tex_read |= 1;
6260 /* Find out which textures are read */
6261 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6263 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6264 break;
6266 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6267 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6268 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6270 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6271 tex_read |= 1u << stage;
6272 if (settings->op[stage].tmp_dst)
6273 tempreg_used = TRUE;
6274 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6275 tempreg_used = TRUE;
6276 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6277 tfactor_used = TRUE;
6278 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6279 constant_used |= 1u << stage;
6281 switch (settings->op[stage].cop)
6283 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6284 luminance_used |= 1u << stage;
6285 /* fall through */
6286 case WINED3D_TOP_BUMPENVMAP:
6287 bump_used |= 1u << stage;
6288 /* fall through */
6289 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6290 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6291 tex_read |= 1u << stage;
6292 break;
6294 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6295 tfactor_used = TRUE;
6296 break;
6298 default:
6299 break;
6302 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6303 continue;
6305 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6306 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6307 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6309 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6310 tex_read |= 1u << stage;
6311 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6312 tempreg_used = TRUE;
6313 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6314 tfactor_used = TRUE;
6315 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6316 constant_used |= 1u << stage;
6318 lowest_disabled_stage = stage;
6320 switch (settings->fog)
6322 case WINED3D_FFP_PS_FOG_OFF: break;
6323 case WINED3D_FFP_PS_FOG_LINEAR:
6324 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6326 custom_linear_fog = TRUE;
6327 break;
6329 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6330 break;
6332 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6333 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6334 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6337 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6338 shader_addline(&buffer, "TEMP TMP;\n");
6339 shader_addline(&buffer, "TEMP ret;\n");
6340 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6341 shader_addline(&buffer, "TEMP arg0;\n");
6342 shader_addline(&buffer, "TEMP arg1;\n");
6343 shader_addline(&buffer, "TEMP arg2;\n");
6344 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6346 if (constant_used & (1u << stage))
6347 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6349 if (!(tex_read & (1u << stage)))
6350 continue;
6352 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6354 if (!(bump_used & (1u << stage)))
6355 continue;
6356 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6358 if (!(luminance_used & (1u << stage)))
6359 continue;
6360 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6362 if (tfactor_used)
6363 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6364 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6366 if (settings->sRGB_write)
6368 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6369 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[0].x);
6370 shader_addline(&buffer, ";\n");
6371 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6372 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[1].x);
6373 shader_addline(&buffer, ";\n");
6376 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6377 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6379 if (tempreg_used || settings->sRGB_write)
6380 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6382 /* Generate texture sampling instructions */
6383 for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6385 if (!(tex_read & (1u << stage)))
6386 continue;
6388 textype = arbfp_texture_target(settings->op[stage].tex_type);
6390 if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
6392 instr = "TEX";
6394 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
6395 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6397 instr = "TXP";
6399 else
6401 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6402 instr = "TXP";
6405 if (stage > 0
6406 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6407 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6409 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6410 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6411 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6412 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6414 /* With projective textures, texbem only divides the static
6415 * texture coordinate, not the displacement, so multiply the
6416 * displacement with the dividing parameter before passing it to
6417 * TXP. */
6418 if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
6420 if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
6422 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6423 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n",
6424 stage, stage);
6426 else
6428 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6429 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n",
6430 stage, stage);
6433 else
6435 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6438 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6439 instr, stage, stage, textype);
6440 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6442 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6443 stage - 1, stage - 1, stage - 1);
6444 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6447 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6449 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6450 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6451 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6452 instr, stage, stage, textype);
6454 else
6456 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6457 instr, stage, stage, stage, textype);
6460 sprintf(colorcor_dst, "tex%u", stage);
6461 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6462 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6463 settings->op[stage].color_fixup, masks);
6466 if (settings->color_key_enabled)
6468 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6469 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6470 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6471 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6472 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6473 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6476 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6478 /* Generate the main shader */
6479 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6481 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6482 break;
6484 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6485 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6486 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6487 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6488 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6489 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6490 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6491 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6492 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6493 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6494 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6495 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6496 else
6497 op_equal = settings->op[stage].aop == settings->op[stage].cop
6498 && settings->op[stage].carg0 == settings->op[stage].aarg0
6499 && settings->op[stage].carg1 == settings->op[stage].aarg1
6500 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6502 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6504 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6505 settings->op[stage].cop, settings->op[stage].carg0,
6506 settings->op[stage].carg1, settings->op[stage].carg2);
6508 else if (op_equal)
6510 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
6511 settings->op[stage].cop, settings->op[stage].carg0,
6512 settings->op[stage].carg1, settings->op[stage].carg2);
6514 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6515 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6517 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6518 settings->op[stage].cop, settings->op[stage].carg0,
6519 settings->op[stage].carg1, settings->op[stage].carg2);
6520 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst,
6521 settings->op[stage].aop, settings->op[stage].aarg0,
6522 settings->op[stage].aarg1, settings->op[stage].aarg2);
6526 if (settings->sRGB_write || custom_linear_fog)
6528 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6529 if (settings->sRGB_write)
6530 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6531 if (custom_linear_fog)
6532 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6533 shader_addline(&buffer, "MOV result.color, ret;\n");
6535 else
6537 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6540 /* Footer */
6541 shader_addline(&buffer, "END\n");
6543 /* Generate the shader */
6544 GL_EXTCALL(glGenProgramsARB(1, &ret));
6545 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6546 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6548 string_buffer_free(&buffer);
6549 return ret;
6552 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6554 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6555 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6556 const struct wined3d_device *device = context->device;
6557 struct shader_arb_priv *priv = device->fragment_priv;
6558 BOOL use_pshader = use_ps(state);
6559 struct ffp_frag_settings settings;
6560 const struct arbfp_ffp_desc *desc;
6561 unsigned int i;
6563 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6565 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6567 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6569 /* Reload fixed function constants since they collide with the
6570 * pixel shader constants. */
6571 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6573 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6574 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6576 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6577 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6578 color_key_arbfp(context, state, STATE_COLOR_KEY);
6580 else if (use_pshader)
6582 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6584 return;
6587 if (!use_pshader)
6589 /* Find or create a shader implementing the fixed function pipeline
6590 * settings, then activate it. */
6591 wined3d_ffp_get_fs_settings(context, state, &settings, FALSE);
6592 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6593 if (!desc)
6595 struct arbfp_ffp_desc *new_desc;
6597 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6599 ERR("Out of memory\n");
6600 return;
6603 new_desc->parent.settings = settings;
6604 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6605 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6606 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6607 desc = new_desc;
6610 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6611 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6612 * deactivate it.
6614 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6615 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6616 priv->current_fprogram_id = desc->shader;
6618 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6620 /* Reload fixed function constants since they collide with the
6621 * pixel shader constants. */
6622 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6624 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6625 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6627 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6628 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6629 color_key_arbfp(context, state, STATE_COLOR_KEY);
6631 context->last_was_pshader = FALSE;
6633 else if (!context->last_was_pshader)
6635 if (device->shader_backend == &arb_program_shader_backend)
6636 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6637 context->last_was_pshader = TRUE;
6640 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6643 /* We can't link the fog states to the fragment state directly since the
6644 * vertex pipeline links them to FOGENABLE. A different linking in different
6645 * pipeline parts can't be expressed in the combined state table, so we need
6646 * to handle that with a forwarding function. The other invisible side effect
6647 * is that changing the fog start and fog end (which links to FOGENABLE in
6648 * vertex) results in the fragment_prog_arbfp function being called because
6649 * FOGENABLE is dirty, which calls this function here. */
6650 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6652 enum fogsource new_source;
6653 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6654 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6656 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6658 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6659 fragment_prog_arbfp(context, state, state_id);
6661 if (!state->render_states[WINED3D_RS_FOGENABLE])
6662 return;
6664 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6666 if (use_vs(state))
6668 new_source = FOGSOURCE_VS;
6670 else
6672 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6673 new_source = FOGSOURCE_COORD;
6674 else
6675 new_source = FOGSOURCE_FFP;
6678 else
6680 new_source = FOGSOURCE_FFP;
6683 if (new_source != context->fog_source || fogstart == fogend)
6685 context->fog_source = new_source;
6686 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6690 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6692 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6693 fragment_prog_arbfp(context, state, state_id);
6696 static const struct wined3d_state_entry_template arbfp_fragmentstate_template[] =
6698 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6814 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6815 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6816 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6817 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6818 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6819 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6820 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6821 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6822 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6823 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6824 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6825 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6826 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6827 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6828 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6829 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6830 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6831 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6832 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6833 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6834 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6835 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6836 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6837 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6838 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6839 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6843 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6844 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6845 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6846 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6847 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6848 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6849 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6850 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6851 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6852 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6855 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6857 return TRUE;
6860 static void arbfp_free_context_data(struct wined3d_context *context)
6864 const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline =
6866 arbfp_enable,
6867 arbfp_get_caps,
6868 arbfp_get_emul_mask,
6869 arbfp_alloc,
6870 arbfp_free,
6871 arbfp_alloc_context_data,
6872 arbfp_free_context_data,
6873 shader_arb_color_fixup_supported,
6874 arbfp_fragmentstate_template,
6877 struct arbfp_blit_type
6879 enum complex_fixup fixup : 4;
6880 enum wined3d_gl_resource_type res_type : 3;
6881 DWORD use_color_key : 1;
6882 DWORD padding : 24;
6885 struct arbfp_blit_desc
6887 GLuint shader;
6888 struct arbfp_blit_type type;
6889 struct wine_rb_entry entry;
6892 #define ARBFP_BLIT_PARAM_SIZE 0
6893 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6894 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6896 struct wined3d_arbfp_blitter
6898 struct wined3d_blitter blitter;
6899 struct wine_rb_tree shaders;
6900 GLuint palette_texture;
6903 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6905 const struct arbfp_blit_type *ka = key;
6906 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6908 return memcmp(ka, kb, sizeof(*ka));
6911 /* Context activation is done by the caller. */
6912 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6914 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6915 const struct wined3d_gl_info *gl_info;
6916 struct wined3d_context_gl *context_gl;
6918 context_gl = ctx;
6919 gl_info = context_gl->gl_info;
6921 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6922 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6923 heap_free(entry_arb);
6926 /* Context activation is done by the caller. */
6927 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6929 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6930 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6931 struct wined3d_arbfp_blitter *arbfp_blitter;
6932 struct wined3d_blitter *next;
6934 if ((next = blitter->next))
6935 next->ops->blitter_destroy(next, &context_gl->c);
6937 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6939 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context_gl);
6940 checkGLcall("Delete blit programs");
6942 if (arbfp_blitter->palette_texture)
6943 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6945 heap_free(arbfp_blitter);
6948 static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
6949 const struct arbfp_blit_type *type, char *luminance)
6951 char chroma;
6952 const char *tex, *texinstr = "TXP";
6954 if (type->fixup == COMPLEX_FIXUP_UYVY)
6956 chroma = 'x';
6957 *luminance = 'w';
6959 else
6961 chroma = 'w';
6962 *luminance = 'x';
6965 tex = arbfp_texture_target(type->res_type);
6966 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6967 texinstr = "TEX";
6969 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6970 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6971 * filtering when we sample the texture.
6973 * These are the rules for reading the chroma:
6975 * Even pixel: Cr
6976 * Even pixel: U
6977 * Odd pixel: V
6979 * So we have to get the sampling x position in non-normalized coordinates in integers
6981 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6983 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6984 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6986 else
6988 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6990 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6991 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6992 * 0.5, so add 0.5.
6994 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6995 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6997 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
6998 * and 0.75 for the even and odd pixels respectively. */
6999 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
7000 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
7002 /* Sample Pixel 1. */
7003 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7005 /* Put the value into either of the chroma values */
7006 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7007 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7008 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7009 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7011 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7012 * the pixel right to the current one. Otherwise, sample the left pixel.
7013 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7015 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7016 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7017 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7019 /* Put the value into the other chroma */
7020 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7021 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7022 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7023 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7025 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7026 * the current one and lerp the two U and V values
7029 /* This gives the correctly filtered luminance value */
7030 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7033 static void gen_yv12_read(struct wined3d_string_buffer *buffer,
7034 const struct arbfp_blit_type *type, char *luminance)
7036 const char *tex;
7037 static const float yv12_coef[]
7038 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7040 tex = arbfp_texture_target(type->res_type);
7042 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7043 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7044 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7045 * pitch of the luminance plane, the packing into the gl texture is a bit
7046 * unfortunate. If the whole texture is interpreted as luminance data it looks
7047 * approximately like this:
7049 * +----------------------------------+----
7050 * | |
7051 * | |
7052 * | |
7053 * | |
7054 * | | 2
7055 * | LUMINANCE | -
7056 * | | 3
7057 * | |
7058 * | |
7059 * | |
7060 * | |
7061 * +----------------+-----------------+----
7062 * | | |
7063 * | V even rows | V odd rows |
7064 * | | | 1
7065 * +----------------+------------------ -
7066 * | | | 3
7067 * | U even rows | U odd rows |
7068 * | | |
7069 * +----------------+-----------------+----
7070 * | | |
7071 * | 0.5 | 0.5 |
7073 * So it appears as if there are 4 chroma images, but in fact the odd rows
7074 * in the chroma images are in the same row as the even ones. So it is
7075 * kinda tricky to read
7077 * When reading from rectangle textures, keep in mind that the input y coordinates
7078 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7080 shader_addline(buffer, "PARAM yv12_coef = ");
7081 shader_arb_append_imm_vec4(buffer, yv12_coef);
7082 shader_addline(buffer, ";\n");
7084 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7085 /* the chroma planes have only half the width */
7086 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7088 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7089 * the coordinate. Also read the right side of the image when reading odd lines
7091 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7092 * bleeding
7094 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7096 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7098 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7100 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7101 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7103 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7104 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7105 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7106 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7107 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7109 /* clamp, keep the half pixel origin in mind */
7110 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7111 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7112 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7113 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7115 else
7117 /* The y coordinate for V is in the range [size, size + size / 4). */
7118 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7119 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7121 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7122 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7123 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7124 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7125 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7126 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7128 /* Make sure to read exactly from the pixel center */
7129 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7130 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7132 /* Clamp */
7133 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7134 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7135 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7136 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7137 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7139 /* Read the texture, put the result into the output register */
7140 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7141 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7143 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7144 * No need to clamp because we're just reusing the already clamped value from above
7146 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7147 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7148 else
7149 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7150 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7151 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7153 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7154 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7155 * values due to filtering
7157 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7158 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7160 /* Multiply the y coordinate by 2/3 and clamp it */
7161 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7162 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7163 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7164 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7166 else
7168 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7169 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7170 * is bigger
7172 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7173 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7174 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7176 *luminance = 'a';
7179 static void gen_nv12_read(struct wined3d_string_buffer *buffer,
7180 const struct arbfp_blit_type *type, char *luminance)
7182 const char *tex;
7183 static const float nv12_coef[]
7184 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7186 tex = arbfp_texture_target(type->res_type);
7188 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7189 * sized plane where each component is an UV pair. So the effective
7190 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7191 * data it looks approximately like this:
7193 * +----------------------------------+----
7194 * | |
7195 * | |
7196 * | |
7197 * | |
7198 * | | 2
7199 * | LUMINANCE | -
7200 * | | 3
7201 * | |
7202 * | |
7203 * | |
7204 * | |
7205 * +----------------------------------+----
7206 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7207 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7208 * | | 1
7209 * | | -
7210 * | | 3
7211 * | |
7212 * | |
7213 * +----------------------------------+----
7215 * When reading from rectangle textures, keep in mind that the input y coordinates
7216 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7218 shader_addline(buffer, "PARAM nv12_coef = ");
7219 shader_arb_append_imm_vec4(buffer, nv12_coef);
7220 shader_addline(buffer, ";\n");
7222 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7223 /* We only have half the number of chroma pixels. */
7224 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7226 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7228 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7229 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7231 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7233 /* We must not allow filtering horizontally, this would mix U and V.
7234 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7235 * 0.5, so add 0.5. */
7237 /* Convert to non-normalized coordinates so we can find the
7238 * individual pixel. */
7239 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7240 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7241 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7242 * add 0.5 to hit the center of the pixel. */
7243 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7245 /* Convert back to normalized coordinates. */
7246 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7248 /* Clamp, keep the half pixel origin in mind. */
7249 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7250 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7251 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7252 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7254 else
7256 /* The y coordinate for chroma is in the range [size, size + size / 2). */
7257 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7259 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7260 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7261 * add 0.5 to hit the center of the pixel. */
7262 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7264 /* Clamp */
7265 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7266 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7267 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7268 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7269 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7271 /* Read the texture, put the result into the output register. */
7272 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7273 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7275 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7277 /* Add 1/size.x */
7278 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7280 else
7282 /* Add 1 */
7283 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7285 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7286 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7288 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7289 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7290 * values due to filtering. */
7291 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7292 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7294 /* Multiply the y coordinate by 2/3 and clamp it */
7295 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7296 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7297 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7298 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7300 else
7302 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7303 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7304 * is bigger
7306 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7307 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7308 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7310 *luminance = 'a';
7313 /* Context activation is done by the caller. */
7314 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7316 GLuint shader;
7317 struct wined3d_string_buffer buffer;
7318 const char *tex_target = arbfp_texture_target(type->res_type);
7320 /* This should not happen because we only use this conversion for
7321 * present blits which don't use color keying. */
7322 if (type->use_color_key)
7323 FIXME("Implement P8 color keying.\n");
7325 /* Shader header */
7326 if (!string_buffer_init(&buffer))
7328 ERR("Failed to initialize shader buffer.\n");
7329 return 0;
7332 GL_EXTCALL(glGenProgramsARB(1, &shader));
7333 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7334 if (!shader)
7336 string_buffer_free(&buffer);
7337 return 0;
7340 shader_addline(&buffer, "!!ARBfp1.0\n");
7341 shader_addline(&buffer, "TEMP index;\n");
7343 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7344 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7346 /* The alpha-component contains the palette index */
7347 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7349 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7350 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7352 /* Use the alpha-component as an index in the palette to get the final color */
7353 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7354 shader_addline(&buffer, "END\n");
7356 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7358 string_buffer_free(&buffer);
7360 return shader;
7363 /* Context activation is done by the caller. */
7364 static void arbfp_blitter_upload_palette(struct wined3d_arbfp_blitter *blitter,
7365 const struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl)
7367 const struct wined3d_palette *palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL;
7368 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7370 if (!blitter->palette_texture)
7371 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7373 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7374 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7376 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7378 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7379 /* Make sure we have discrete color levels. */
7380 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7381 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7382 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7383 if (palette)
7385 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7386 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7388 else
7390 static const DWORD black;
7391 FIXME("P8 surface loaded without a palette.\n");
7392 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7393 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7396 /* Switch back to unit 0 in which the 2D texture will be stored. */
7397 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
7400 /* Context activation is done by the caller. */
7401 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7403 GLuint shader;
7404 struct wined3d_string_buffer buffer;
7405 char luminance_component;
7407 if (type->use_color_key)
7408 FIXME("Implement YUV color keying.\n");
7410 /* Shader header */
7411 if (!string_buffer_init(&buffer))
7413 ERR("Failed to initialize shader buffer.\n");
7414 return 0;
7417 GL_EXTCALL(glGenProgramsARB(1, &shader));
7418 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7419 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7420 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7421 if (!shader)
7423 string_buffer_free(&buffer);
7424 return 0;
7427 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7428 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7429 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7430 * each single pixel it contains, and one U and one V value shared between both
7431 * pixels.
7433 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7434 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7435 * take the format into account when generating the read swizzles
7437 * Reading the Y value is straightforward - just sample the texture. The hardware
7438 * takes care of filtering in the horizontal and vertical direction.
7440 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7441 * because that would mix the U and V values of one pixel or two adjacent pixels.
7442 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7443 * regardless of the filtering setting. Vertical filtering works automatically
7444 * though - the U and V values of two rows are mixed nicely.
7446 * Apart of avoiding filtering issues, the code has to know which value it just
7447 * read, and where it can find the other one. To determine this, it checks if
7448 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7450 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7451 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7453 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7454 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7455 * in an unfiltered situation. Finding the luminance on the other hand requires
7456 * finding out if it is an odd or even pixel. The real drawback of this approach
7457 * is filtering. This would have to be emulated completely in the shader, reading
7458 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7459 * vertically. Beyond that it would require adjustments to the texture handling
7460 * code to deal with the width scaling
7462 shader_addline(&buffer, "!!ARBfp1.0\n");
7463 shader_addline(&buffer, "TEMP luminance;\n");
7464 shader_addline(&buffer, "TEMP temp;\n");
7465 shader_addline(&buffer, "TEMP chroma;\n");
7466 shader_addline(&buffer, "TEMP texcrd;\n");
7467 shader_addline(&buffer, "TEMP texcrd2;\n");
7468 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7469 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7470 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7472 switch (type->fixup)
7474 case COMPLEX_FIXUP_UYVY:
7475 case COMPLEX_FIXUP_YUY2:
7476 gen_packed_yuv_read(&buffer, type, &luminance_component);
7477 break;
7479 case COMPLEX_FIXUP_YV12:
7480 gen_yv12_read(&buffer, type, &luminance_component);
7481 break;
7483 case COMPLEX_FIXUP_NV12:
7484 gen_nv12_read(&buffer, type, &luminance_component);
7485 break;
7487 default:
7488 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7489 string_buffer_free(&buffer);
7490 return 0;
7493 /* Calculate the final result. Formula is taken from
7494 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7495 * ranges from -0.5 to 0.5
7497 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7499 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7500 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7501 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7502 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7503 shader_addline(&buffer, "END\n");
7505 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7507 string_buffer_free(&buffer);
7509 return shader;
7512 /* Context activation is done by the caller. */
7513 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7515 GLuint shader;
7516 struct wined3d_string_buffer buffer;
7517 const char *tex_target = arbfp_texture_target(type->res_type);
7519 /* Shader header */
7520 if (!string_buffer_init(&buffer))
7522 ERR("Failed to initialize shader buffer.\n");
7523 return 0;
7526 GL_EXTCALL(glGenProgramsARB(1, &shader));
7527 if (!shader)
7529 string_buffer_free(&buffer);
7530 return 0;
7532 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7534 shader_addline(&buffer, "!!ARBfp1.0\n");
7536 if (type->use_color_key)
7538 shader_addline(&buffer, "TEMP color;\n");
7539 shader_addline(&buffer, "TEMP less, greater;\n");
7540 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7541 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7542 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7543 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7544 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7545 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7546 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7547 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7548 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7549 shader_addline(&buffer, "MOV result.color, color;\n");
7551 else
7553 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7556 shader_addline(&buffer, "END\n");
7558 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7560 string_buffer_free(&buffer);
7562 return shader;
7565 /* Context activation is done by the caller. */
7566 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context_gl *context_gl,
7567 const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
7568 const struct wined3d_color_key *color_key)
7570 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7571 enum complex_fixup fixup;
7572 struct wine_rb_entry *entry;
7573 struct arbfp_blit_type type;
7574 struct arbfp_blit_desc *desc;
7575 struct wined3d_color float_color_key[2];
7576 struct wined3d_vec4 size;
7577 unsigned int level;
7578 GLuint shader;
7580 level = sub_resource_idx % texture_gl->t.level_count;
7581 size.x = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
7582 size.y = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
7583 size.z = 1.0f;
7584 size.w = 1.0f;
7586 if (is_complex_fixup(texture_gl->t.resource.format->color_fixup))
7587 fixup = get_complex_fixup(texture_gl->t.resource.format->color_fixup);
7588 else
7589 fixup = COMPLEX_FIXUP_NONE;
7591 switch (texture_gl->target)
7593 case GL_TEXTURE_1D:
7594 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7595 break;
7597 case GL_TEXTURE_2D:
7598 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7599 break;
7601 case GL_TEXTURE_3D:
7602 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7603 break;
7605 case GL_TEXTURE_CUBE_MAP_ARB:
7606 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7607 break;
7609 case GL_TEXTURE_RECTANGLE_ARB:
7610 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7611 break;
7613 default:
7614 ERR("Unexpected GL texture type %#x.\n", texture_gl->target);
7615 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7617 type.fixup = fixup;
7618 type.use_color_key = !!color_key;
7619 type.padding = 0;
7621 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7623 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7624 shader = desc->shader;
7626 else
7628 switch (fixup)
7630 case COMPLEX_FIXUP_NONE:
7631 if (!is_identity_fixup(texture_gl->t.resource.format->color_fixup))
7632 FIXME("Implement support for sign or swizzle fixups.\n");
7633 shader = arbfp_gen_plain_shader(gl_info, &type);
7634 break;
7636 case COMPLEX_FIXUP_P8:
7637 shader = gen_p8_shader(gl_info, &type);
7638 break;
7640 case COMPLEX_FIXUP_YUY2:
7641 case COMPLEX_FIXUP_UYVY:
7642 case COMPLEX_FIXUP_YV12:
7643 case COMPLEX_FIXUP_NV12:
7644 shader = gen_yuv_shader(gl_info, &type);
7645 break;
7647 default:
7648 FIXME("Unsupported fixup %#x.\n", fixup);
7649 return E_NOTIMPL;
7652 if (!shader)
7654 ERR("Failed to get shader for fixup %#x.\n", fixup);
7655 return E_NOTIMPL;
7658 if (!(desc = heap_alloc(sizeof(*desc))))
7659 goto err_out;
7661 desc->type = type;
7662 desc->shader = shader;
7663 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7665 err_out:
7666 ERR("Out of memory\n");
7667 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7668 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7669 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7670 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7671 heap_free(desc);
7672 return E_OUTOFMEMORY;
7676 if (fixup == COMPLEX_FIXUP_P8)
7677 arbfp_blitter_upload_palette(blitter, texture_gl, context_gl);
7679 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7680 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7681 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7682 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7683 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7684 checkGLcall("glProgramLocalParameter4fvARB");
7685 if (type.use_color_key)
7687 wined3d_format_get_float_color_key(texture_gl->t.resource.format, color_key, float_color_key);
7688 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7689 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7690 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7691 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7692 checkGLcall("glProgramLocalParameter4fvARB");
7695 return WINED3D_OK;
7698 /* Context activation is done by the caller. */
7699 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7701 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7702 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7705 static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
7706 const struct wined3d_resource *src_resource, DWORD src_location,
7707 const struct wined3d_resource *dst_resource, DWORD dst_location)
7709 const struct wined3d_format *src_format = src_resource->format;
7710 const struct wined3d_format *dst_format = dst_resource->format;
7711 enum complex_fixup src_fixup;
7712 BOOL decompress;
7714 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
7715 return FALSE;
7717 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7719 if (dst_format->depth_size || dst_format->stencil_size)
7720 blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
7721 else
7722 blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
7725 switch (blit_op)
7727 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7728 if (!context->d3d_info->shader_color_key)
7730 /* The conversion modifies the alpha channel so the color key might no longer match. */
7731 TRACE("Color keying not supported with converted textures.\n");
7732 return FALSE;
7734 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7735 case WINED3D_BLIT_OP_COLOR_BLIT:
7736 break;
7738 default:
7739 TRACE("Unsupported blit_op=%d\n", blit_op);
7740 return FALSE;
7743 decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
7744 && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
7745 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7746 return FALSE;
7748 src_fixup = get_complex_fixup(src_format->color_fixup);
7749 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7751 TRACE("Checking support for fixup:\n");
7752 dump_color_fixup_desc(src_format->color_fixup);
7755 if (!is_identity_fixup(dst_format->color_fixup)
7756 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7758 TRACE("Destination fixups are not supported\n");
7759 return FALSE;
7762 if (is_identity_fixup(src_format->color_fixup))
7764 TRACE("[OK]\n");
7765 return TRUE;
7768 /* We only support YUV conversions. */
7769 if (!is_complex_fixup(src_format->color_fixup))
7771 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7773 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7774 return TRUE;
7777 TRACE("[FAILED]\n");
7778 return FALSE;
7781 switch(src_fixup)
7783 case COMPLEX_FIXUP_YUY2:
7784 case COMPLEX_FIXUP_UYVY:
7785 case COMPLEX_FIXUP_YV12:
7786 case COMPLEX_FIXUP_NV12:
7787 case COMPLEX_FIXUP_P8:
7788 TRACE("[OK]\n");
7789 return TRUE;
7791 default:
7792 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7793 TRACE("[FAILED]\n");
7794 return FALSE;
7798 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7799 struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
7800 DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
7801 unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
7802 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter,
7803 const struct wined3d_format *resolve_format)
7805 struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
7806 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
7807 struct wined3d_device *device = dst_texture->resource.device;
7808 struct wined3d_texture *staging_texture = NULL;
7809 struct wined3d_arbfp_blitter *arbfp_blitter;
7810 struct wined3d_color_key alpha_test_key;
7811 struct wined3d_blitter *next;
7812 unsigned int src_level;
7813 RECT s, d;
7815 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
7816 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
7817 "colour_key %p, filter %s, resolve format %p.\n",
7818 blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
7819 wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
7820 wine_dbgstr_rect(dst_rect), color_key, debug_d3dtexturefiltertype(filter), resolve_format);
7822 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7823 &dst_texture->resource, dst_location))
7825 if (!(next = blitter->next))
7827 ERR("No blitter to handle blit op %#x.\n", op);
7828 return dst_location;
7831 TRACE("Forwarding to blitter %p.\n", next);
7832 return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
7833 src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter, resolve_format);
7836 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7838 if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
7840 struct wined3d_resource_desc desc;
7841 struct wined3d_box upload_box;
7842 HRESULT hr;
7844 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
7846 src_level = src_sub_resource_idx % src_texture->level_count;
7847 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
7848 desc.format = src_texture->resource.format->id;
7849 desc.multisample_type = src_texture->resource.multisample_type;
7850 desc.multisample_quality = src_texture->resource.multisample_quality;
7851 desc.usage = WINED3DUSAGE_PRIVATE;
7852 desc.bind_flags = 0;
7853 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
7854 desc.width = wined3d_texture_get_level_width(src_texture, src_level);
7855 desc.height = wined3d_texture_get_level_height(src_texture, src_level);
7856 desc.depth = 1;
7857 desc.size = 0;
7859 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
7860 NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
7862 ERR("Failed to create staging texture, hr %#x.\n", hr);
7863 return dst_location;
7866 wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
7867 wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
7868 src_texture, src_sub_resource_idx, &upload_box);
7870 src_texture = staging_texture;
7871 src_texture_gl = wined3d_texture_gl(src_texture);
7872 src_sub_resource_idx = 0;
7874 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7875 && (src_texture->sub_resources[src_sub_resource_idx].locations
7876 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
7877 && !wined3d_resource_is_offscreen(&src_texture->resource))
7880 /* Without FBO blits transferring from the drawable to the texture is
7881 * expensive, because we have to flip the data in sysmem. Since we can
7882 * flip in the blitter, we don't actually need that flip anyway. So we
7883 * use the surface's texture as scratch texture, and flip the source
7884 * rectangle instead. */
7885 texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
7887 s = *src_rect;
7888 src_level = src_sub_resource_idx % src_texture->level_count;
7889 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7890 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7891 src_rect = &s;
7893 else
7895 wined3d_texture_load(src_texture, context, FALSE);
7898 wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
7900 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7902 d = *dst_rect;
7903 wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
7904 dst_rect = &d;
7907 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
7909 GLenum buffer;
7911 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7913 TRACE("Destination texture %p is onscreen.\n", dst_texture);
7914 buffer = wined3d_texture_get_gl_buffer(dst_texture);
7916 else
7918 TRACE("Destination texture %p is offscreen.\n", dst_texture);
7919 buffer = GL_COLOR_ATTACHMENT0;
7921 wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
7922 &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
7923 wined3d_context_gl_set_draw_buffer(context_gl, buffer);
7924 wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
7925 context_invalidate_state(context, STATE_FRAMEBUFFER);
7928 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7930 const struct wined3d_format *fmt = src_texture->resource.format;
7931 alpha_test_key.color_space_low_value = 0;
7932 alpha_test_key.color_space_high_value = ~(wined3d_mask_from_size(fmt->alpha_size) << fmt->alpha_offset);
7933 color_key = &alpha_test_key;
7936 arbfp_blit_set(arbfp_blitter, context_gl, src_texture_gl, src_sub_resource_idx, color_key);
7938 /* Draw a textured quad */
7939 wined3d_context_gl_draw_textured_quad(context_gl, src_texture_gl,
7940 src_sub_resource_idx, src_rect, dst_rect, filter);
7942 /* Leave the opengl state valid for blitting */
7943 arbfp_blit_unset(context_gl->gl_info);
7945 if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
7946 context_gl->gl_info->gl_ops.gl.p_glFlush();
7948 if (staging_texture)
7949 wined3d_texture_decref(staging_texture);
7951 return dst_location;
7954 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7955 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7956 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
7958 struct wined3d_blitter *next;
7960 if ((next = blitter->next))
7961 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7962 clear_rects, draw_rect, flags, colour, depth, stencil);
7965 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7967 arbfp_blitter_destroy,
7968 arbfp_blitter_clear,
7969 arbfp_blitter_blit,
7972 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7974 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7975 struct wined3d_arbfp_blitter *blitter;
7977 if (device->shader_backend != &arb_program_shader_backend
7978 && device->shader_backend != &glsl_shader_backend)
7979 return;
7981 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7982 return;
7984 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7985 return;
7987 if (!(blitter = heap_alloc(sizeof(*blitter))))
7989 ERR("Failed to allocate blitter.\n");
7990 return;
7993 TRACE("Created blitter %p.\n", blitter);
7995 blitter->blitter.ops = &arbfp_blitter_ops;
7996 blitter->blitter.next = *next;
7997 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7998 blitter->palette_texture = 0;
7999 *next = &blitter->blitter;