wined3d: Explicitly pass the state to shader_load_constants.
[wine.git] / dlls / wined3d / arb_program_shader.c
blobd7959cf8a1a9b5685985a0efe71785d584e192ae
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 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"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
55 char *p, *q;
57 p = *ptr;
58 if (!(q = strstr(p, "\n")))
60 if (!*p) return NULL;
61 *ptr += strlen(p);
62 return p;
64 *q = '\0';
65 *ptr = q + 1;
67 return p;
70 static void shader_arb_dump_program_source(const char *source)
72 ULONG source_size;
73 char *ptr, *line, *tmp;
75 source_size = strlen(source) + 1;
76 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
77 if (!tmp)
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
80 return;
82 memcpy(tmp, source, source_size);
84 ptr = tmp;
85 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
86 FIXME("\n");
88 HeapFree(GetProcessHeap(), 0, tmp);
91 enum arb_helper_value
93 ARB_ZERO,
94 ARB_ONE,
95 ARB_TWO,
96 ARB_0001,
97 ARB_EPS,
99 ARB_VS_REL_OFFSET
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
104 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
106 ERR("Geometry shaders are unsupported\n");
107 return "bad";
110 if (shader == WINED3D_SHADER_TYPE_PIXEL)
112 switch (value)
114 case ARB_ZERO: return "ps_helper_const.x";
115 case ARB_ONE: return "ps_helper_const.y";
116 case ARB_TWO: return "coefmul.x";
117 case ARB_0001: return "ps_helper_const.xxxy";
118 case ARB_EPS: return "ps_helper_const.z";
119 default: break;
122 else
124 switch (value)
126 case ARB_ZERO: return "helper_const.x";
127 case ARB_ONE: return "helper_const.y";
128 case ARB_TWO: return "helper_const.z";
129 case ARB_EPS: return "helper_const.w";
130 case ARB_0001: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
136 switch (value)
138 case ARB_ZERO: return "0.0";
139 case ARB_ONE: return "1.0";
140 case ARB_TWO: return "2.0";
141 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS: return "1e-8";
143 default: return "bad";
147 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
149 return state->lowest_disabled_stage < 7;
152 /* ARB_program_shader private data */
154 struct control_frame
156 struct list entry;
157 enum
160 IFC,
161 LOOP,
163 } type;
164 BOOL muting;
165 BOOL outer_loop;
166 union
168 unsigned int loop;
169 unsigned int ifc;
170 } no;
171 struct wined3d_shader_loop_control loop_control;
172 BOOL had_else;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super;
178 /* For ARB we need a offset value:
179 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181 * array we need an offset to the index inside the program local parameter array. */
182 UINT offset;
185 struct arb_ps_compile_args
187 struct ps_compile_args super;
188 WORD bools;
189 WORD clip; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl[MAX_CONST_I][3];
193 struct stb_const_desc
195 unsigned char texunit;
196 UINT const_num;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args;
202 struct arb_ps_np2fixup_info np2fixup_info;
203 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
204 struct stb_const_desc luminanceconst[MAX_TEXTURES];
205 UINT int_consts[MAX_CONST_I];
206 GLuint prgId;
207 UINT ycorrection;
208 unsigned char numbumpenvmatconsts;
209 char num_int_consts;
212 struct arb_vs_compile_args
214 struct vs_compile_args super;
215 union
217 struct
219 WORD bools;
220 unsigned char clip_texcoord;
221 unsigned char clipplane_mask;
222 } boolclip;
223 DWORD boolclip_compare;
224 } clip;
225 DWORD ps_signature;
226 union
228 unsigned char samplers[4];
229 DWORD samplers_compare;
230 } vertex;
231 unsigned char loop_ctrl[MAX_CONST_I][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args;
237 GLuint prgId;
238 UINT int_consts[MAX_CONST_I];
239 char num_int_consts;
240 char need_color_unclamp;
241 UINT pos_fixup;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins;
247 struct list entry;
250 struct shader_arb_ctx_priv
252 char addr_reg[20];
253 enum
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
256 ARB,
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
258 NV2,
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
261 } target_version;
263 const struct arb_vs_compile_args *cur_vs_args;
264 const struct arb_ps_compile_args *cur_ps_args;
265 const struct arb_ps_compiled_shader *compiled_fprog;
266 const struct arb_vs_compiled_shader *compiled_vprog;
267 struct arb_ps_np2fixup_info *cur_np2fixup_info;
268 struct list control_frames;
269 struct list record;
270 BOOL recording;
271 BOOL muted;
272 unsigned int num_loops, loop_depth, num_ifcs;
273 int aL;
275 unsigned int vs_clipplanes;
276 BOOL footer_written;
277 BOOL in_main_func;
279 /* For 3.0 vertex shaders */
280 const char *vs_output[MAX_REG_OUTPUT];
281 /* For 2.x and earlier vertex shaders */
282 const char *texcrd_output[8], *color_output[2], *fog_output;
284 /* 3.0 pshader input for compatibility with fixed function */
285 const char *ps_input[MAX_REG_INPUT];
288 struct ps_signature
290 struct wined3d_shader_signature_element *sig;
291 DWORD idx;
292 struct wine_rb_entry entry;
295 struct arb_pshader_private {
296 struct arb_ps_compiled_shader *gl_shaders;
297 UINT num_gl_shaders, shader_array_size;
298 DWORD input_signature_idx;
299 DWORD clipplane_emulation;
300 BOOL clamp_consts;
303 struct arb_vshader_private {
304 struct arb_vs_compiled_shader *gl_shaders;
305 UINT num_gl_shaders, shader_array_size;
306 UINT rel_offset;
309 struct shader_arb_priv
311 GLuint current_vprogram_id;
312 GLuint current_fprogram_id;
313 const struct arb_ps_compiled_shader *compiled_fprog;
314 const struct arb_vs_compiled_shader *compiled_vprog;
315 GLuint depth_blt_vprogram_id;
316 GLuint depth_blt_fprogram_id_full[tex_type_count];
317 GLuint depth_blt_fprogram_id_masked[tex_type_count];
318 BOOL use_arbfp_fixed_func;
319 struct wine_rb_tree fragment_shaders;
320 BOOL last_ps_const_clamped;
321 BOOL last_vs_color_unclamp;
323 struct wine_rb_tree signature_tree;
324 DWORD ps_sig_number;
326 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
327 char *vshader_const_dirty, *pshader_const_dirty;
328 const struct wined3d_context *last_context;
330 const struct wined3d_vertex_pipe_ops *vertex_pipe;
331 const struct fragment_pipeline *fragment_pipe;
332 BOOL ffp_proj_control;
335 /* Context activation for state handlers is done by the caller. */
337 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
338 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
340 if (shader_data->rel_offset) return TRUE;
341 if (!reg_maps->usesmova) return FALSE;
342 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
345 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
346 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
348 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
349 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
352 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
353 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
355 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
356 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
357 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
358 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
359 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
360 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
361 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
362 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
363 return FALSE;
366 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
367 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
369 unsigned int ret = 1;
370 /* We use one PARAM for the pos fixup, and in some cases one to load
371 * some immediate values into the shader. */
372 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
373 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
374 return ret;
377 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
378 * When constant_list == NULL, it will load all the constants.
380 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
381 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
383 /* Context activation is done by the caller. */
384 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
385 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
386 const float *constants, char *dirty_consts)
388 struct wined3d_shader_lconst *lconst;
389 DWORD i, j;
390 unsigned int ret;
392 if (TRACE_ON(d3d_constants))
394 for(i = 0; i < max_constants; i++) {
395 if(!dirty_consts[i]) continue;
396 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
397 constants[i * 4 + 0], constants[i * 4 + 1],
398 constants[i * 4 + 2], constants[i * 4 + 3]);
402 i = 0;
404 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
405 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
407 float lcl_const[4];
408 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
409 * shaders, the first 8 constants are marked dirty for reload
411 for(; i < min(8, max_constants); i++) {
412 if(!dirty_consts[i]) continue;
413 dirty_consts[i] = 0;
415 j = 4 * i;
416 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
417 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
418 else lcl_const[0] = constants[j + 0];
420 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
421 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
422 else lcl_const[1] = constants[j + 1];
424 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
425 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
426 else lcl_const[2] = constants[j + 2];
428 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
429 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
430 else lcl_const[3] = constants[j + 3];
432 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
435 /* If further constants are dirty, reload them without clamping.
437 * The alternative is not to touch them, but then we cannot reset the dirty constant count
438 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
439 * above would always re-check the first 8 constants since max_constant remains at the init
440 * value
444 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
446 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
447 * or just reloading *all* constants at once
449 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
451 for(; i < max_constants; i++) {
452 if(!dirty_consts[i]) continue;
454 /* Find the next block of dirty constants */
455 dirty_consts[i] = 0;
456 j = i;
457 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
458 dirty_consts[i] = 0;
461 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
463 } else {
464 for(; i < max_constants; i++) {
465 if(dirty_consts[i]) {
466 dirty_consts[i] = 0;
467 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
471 checkGLcall("glProgramEnvParameter4fvARB()");
473 /* Load immediate constants */
474 if (shader->load_local_constsF)
476 if (TRACE_ON(d3d_shader))
478 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
480 GLfloat* values = (GLfloat*)lconst->value;
481 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
482 values[0], values[1], values[2], values[3]);
485 /* Immediate constants are clamped for 1.X shaders at loading times */
486 ret = 0;
487 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
489 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
490 ret = max(ret, lconst->idx + 1);
491 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
493 checkGLcall("glProgramEnvParameter4fvARB()");
494 return ret; /* The loaded immediate constants need reloading for the next shader */
495 } else {
496 return 0; /* No constants are dirty now */
501 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
503 static void shader_arb_load_np2fixup_constants(void *shader_priv,
504 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
506 const struct shader_arb_priv * priv = shader_priv;
508 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
509 if (!use_ps(state)) return;
511 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
512 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
513 UINT i;
514 WORD active = fixup->super.active;
515 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
517 for (i = 0; active; active >>= 1, ++i)
519 const struct wined3d_texture *tex = state->textures[i];
520 const unsigned char idx = fixup->super.idx[i];
521 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
523 if (!(active & 1)) continue;
525 if (!tex) {
526 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
527 continue;
530 if (idx % 2)
532 tex_dim[2] = tex->pow2_matrix[0];
533 tex_dim[3] = tex->pow2_matrix[5];
535 else
537 tex_dim[0] = tex->pow2_matrix[0];
538 tex_dim[1] = tex->pow2_matrix[5];
542 for (i = 0; i < fixup->super.num_consts; ++i) {
543 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
544 fixup->offset + i, &np2fixup_constants[i * 4]));
549 /* Context activation is done by the caller. */
550 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
551 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
553 const struct wined3d_gl_info *gl_info = context->gl_info;
554 unsigned char i;
556 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
558 int texunit = gl_shader->bumpenvmatconst[i].texunit;
560 /* The state manager takes care that this function is always called if the bump env matrix changes */
561 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
562 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
563 gl_shader->bumpenvmatconst[i].const_num, data));
565 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
567 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
568 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
569 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
570 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
572 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
573 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
574 gl_shader->luminanceconst[i].const_num, scale));
577 checkGLcall("Load bumpmap consts");
579 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
581 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
582 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
583 * ycorrection.z: 1.0
584 * ycorrection.w: 0.0
586 float val[4];
587 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
588 val[1] = context->render_offscreen ? 1.0f : -1.0f;
589 val[2] = 1.0f;
590 val[3] = 0.0f;
591 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
592 checkGLcall("y correction loading");
595 if (!gl_shader->num_int_consts) return;
597 for(i = 0; i < MAX_CONST_I; i++)
599 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
601 float val[4];
602 val[0] = (float)state->ps_consts_i[4 * i];
603 val[1] = (float)state->ps_consts_i[4 * i + 1];
604 val[2] = (float)state->ps_consts_i[4 * i + 2];
605 val[3] = -1.0f;
607 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
610 checkGLcall("Load ps int consts");
613 /* Context activation is done by the caller. */
614 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
615 const struct wined3d_context *context, const struct wined3d_state *state)
617 const struct wined3d_gl_info *gl_info = context->gl_info;
618 float position_fixup[4];
619 unsigned char i;
621 /* Upload the position fixup */
622 shader_get_position_fixup(context, state, position_fixup);
623 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
625 if (!gl_shader->num_int_consts) return;
627 for(i = 0; i < MAX_CONST_I; i++)
629 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
631 float val[4];
632 val[0] = (float)state->vs_consts_i[4 * i];
633 val[1] = (float)state->vs_consts_i[4 * i + 1];
634 val[2] = (float)state->vs_consts_i[4 * i + 2];
635 val[3] = -1.0f;
637 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
640 checkGLcall("Load vs int consts");
643 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
644 enum wined3d_shader_mode fragment_mode);
647 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
649 * We only support float constants in ARB at the moment, so don't
650 * worry about the Integers or Booleans
652 /* Context activation is done by the caller (state handler). */
653 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
654 const struct wined3d_context *context, const struct wined3d_state *state,
655 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
657 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
658 const struct wined3d_gl_info *gl_info = context->gl_info;
660 if (!from_shader_select)
662 const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
663 if (vshader
664 && (vshader->reg_maps.boolean_constants
665 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
666 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
668 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
669 shader_arb_select(context,
670 useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
671 usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
673 else if (pshader
674 && (pshader->reg_maps.boolean_constants
675 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
676 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
678 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
679 shader_arb_select(context,
680 useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
681 usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
685 if (context != priv->last_context)
687 memset(priv->vshader_const_dirty, 1,
688 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
689 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
691 memset(priv->pshader_const_dirty, 1,
692 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
693 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
695 priv->last_context = context;
698 if (useVertexShader)
700 struct wined3d_shader *vshader = state->vertex_shader;
701 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
703 /* Load DirectX 9 float constants for vertex shader */
704 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
705 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
706 shader_arb_vs_local_constants(gl_shader, context, state);
709 if (usePixelShader)
711 struct wined3d_shader *pshader = state->pixel_shader;
712 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
713 UINT rt_height = state->fb->render_targets[0]->resource.height;
715 /* Load DirectX 9 float constants for pixel shader */
716 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
717 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
718 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
722 static void shader_arb_load_constants(void *shader_priv, const struct wined3d_context *context,
723 const struct wined3d_state *state)
725 BOOL vs = use_vs(state);
726 BOOL ps = use_ps(state);
728 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
731 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
733 struct wined3d_context *context = context_get_current();
734 struct shader_arb_priv *priv = device->shader_priv;
736 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
737 * context. On a context switch the old context will be fully dirtified */
738 if (!context || context->swapchain->device != device) return;
740 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
741 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
744 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
746 struct wined3d_context *context = context_get_current();
747 struct shader_arb_priv *priv = device->shader_priv;
749 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
750 * context. On a context switch the old context will be fully dirtified */
751 if (!context || context->swapchain->device != device) return;
753 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
754 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
757 /* Generate the variable & register declarations for the ARB_vertex_program output target */
758 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
759 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
760 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
761 const struct shader_arb_ctx_priv *ctx)
763 DWORD i;
764 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
765 const struct wined3d_shader_lconst *lconst;
766 unsigned max_constantsF;
767 DWORD map;
769 /* In pixel shaders, all private constants are program local, we don't need anything
770 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
771 * If we need a private constant the GL implementation will squeeze it in somewhere
773 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
774 * immediate values. The posFixup is loaded using program.env for now, so always
775 * subtract one from the number of constants. If the shader uses indirect addressing,
776 * account for the helper const too because we have to declare all available d3d constants
777 * and don't know which are actually used.
779 if (pshader)
781 max_constantsF = gl_info->limits.arb_ps_native_constants;
782 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
783 if (max_constantsF < 24)
784 max_constantsF = gl_info->limits.arb_ps_float_constants;
786 else
788 const struct arb_vshader_private *shader_data = shader->backend_data;
789 max_constantsF = gl_info->limits.arb_vs_native_constants;
790 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
791 * Also prevents max_constantsF from becoming less than 0 and
792 * wrapping . */
793 if (max_constantsF < 96)
794 max_constantsF = gl_info->limits.arb_vs_float_constants;
796 if (reg_maps->usesrelconstF)
798 DWORD highest_constf = 0, clip_limit;
800 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
801 max_constantsF -= count_bits(reg_maps->integer_constants);
802 max_constantsF -= gl_info->reserved_arb_constants;
804 for (i = 0; i < shader->limits.constant_float; ++i)
806 DWORD idx = i >> 5;
807 DWORD shift = i & 0x1f;
808 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
811 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
813 if(ctx->cur_vs_args->super.clip_enabled)
814 clip_limit = gl_info->limits.clipplanes;
815 else
816 clip_limit = 0;
818 else
820 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
821 clip_limit = min(count_bits(mask), 4);
823 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
824 max_constantsF -= *num_clipplanes;
825 if(*num_clipplanes < clip_limit)
827 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
830 else
832 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
833 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
837 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
839 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
842 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
844 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
847 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
849 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
851 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
855 if (!shader->load_local_constsF)
857 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
859 const float *value;
860 value = (const float *)lconst->value;
861 shader_addline(buffer, "PARAM C%u = {%.8e, %.8e, %.8e, %.8e};\n", lconst->idx,
862 value[0], value[1], value[2], value[3]);
866 /* After subtracting privately used constants from the hardware limit(they are loaded as
867 * local constants), make sure the shader doesn't violate the env constant limit
869 if(pshader)
871 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
873 else
875 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
878 /* Avoid declaring more constants than needed */
879 max_constantsF = min(max_constantsF, shader->limits.constant_float);
881 /* we use the array-based constants array if the local constants are marked for loading,
882 * because then we use indirect addressing, or when the local constant list is empty,
883 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
884 * local constants do not declare the loaded constants as an array because ARB compilers usually
885 * do not optimize unused constants away
887 if (reg_maps->usesrelconstF)
889 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
890 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
891 max_constantsF, max_constantsF - 1);
892 } else {
893 for(i = 0; i < max_constantsF; i++) {
894 DWORD idx, mask;
895 idx = i >> 5;
896 mask = 1 << (i & 0x1f);
897 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
899 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
905 static const char * const shift_tab[] = {
906 "dummy", /* 0 (none) */
907 "coefmul.x", /* 1 (x2) */
908 "coefmul.y", /* 2 (x4) */
909 "coefmul.z", /* 3 (x8) */
910 "coefmul.w", /* 4 (x16) */
911 "dummy", /* 5 (x32) */
912 "dummy", /* 6 (x64) */
913 "dummy", /* 7 (x128) */
914 "dummy", /* 8 (d256) */
915 "dummy", /* 9 (d128) */
916 "dummy", /* 10 (d64) */
917 "dummy", /* 11 (d32) */
918 "coefdiv.w", /* 12 (d16) */
919 "coefdiv.z", /* 13 (d8) */
920 "coefdiv.y", /* 14 (d4) */
921 "coefdiv.x" /* 15 (d2) */
924 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
925 const struct wined3d_shader_dst_param *dst, char *write_mask)
927 char *ptr = write_mask;
929 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
931 *ptr++ = '.';
932 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
933 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
934 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
935 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
938 *ptr = '\0';
941 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
943 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
944 * but addressed as "rgba". To fix this we need to swap the register's x
945 * and z components. */
946 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
947 char *ptr = swizzle_str;
949 /* swizzle bits fields: wwzzyyxx */
950 DWORD swizzle = param->swizzle;
951 DWORD swizzle_x = swizzle & 0x03;
952 DWORD swizzle_y = (swizzle >> 2) & 0x03;
953 DWORD swizzle_z = (swizzle >> 4) & 0x03;
954 DWORD swizzle_w = (swizzle >> 6) & 0x03;
956 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
957 * generate a swizzle string. Unless we need to our own swizzling. */
958 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
960 *ptr++ = '.';
961 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
962 *ptr++ = swizzle_chars[swizzle_x];
963 } else {
964 *ptr++ = swizzle_chars[swizzle_x];
965 *ptr++ = swizzle_chars[swizzle_y];
966 *ptr++ = swizzle_chars[swizzle_z];
967 *ptr++ = swizzle_chars[swizzle_w];
971 *ptr = '\0';
974 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
976 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
977 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
979 if (!strcmp(priv->addr_reg, src)) return;
981 strcpy(priv->addr_reg, src);
982 shader_addline(buffer, "ARL A0.x, %s;\n", src);
985 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
986 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
988 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
989 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
991 /* oPos, oFog and oPts in D3D */
992 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
993 const struct wined3d_shader *shader = ins->ctx->shader;
994 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
995 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
996 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
998 *is_color = FALSE;
1000 switch (reg->type)
1002 case WINED3DSPR_TEMP:
1003 sprintf(register_name, "R%u", reg->idx[0].offset);
1004 break;
1006 case WINED3DSPR_INPUT:
1007 if (pshader)
1009 if (reg_maps->shader_version.major < 3)
1011 if (!reg->idx[0].offset)
1012 strcpy(register_name, "fragment.color.primary");
1013 else
1014 strcpy(register_name, "fragment.color.secondary");
1016 else
1018 if (reg->idx[0].rel_addr)
1020 char rel_reg[50];
1021 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1023 if (!strcmp(rel_reg, "**aL_emul**"))
1025 DWORD idx = ctx->aL + reg->idx[0].offset;
1026 if(idx < MAX_REG_INPUT)
1028 strcpy(register_name, ctx->ps_input[idx]);
1030 else
1032 ERR("Pixel shader input register out of bounds: %u\n", idx);
1033 sprintf(register_name, "out_of_bounds_%u", idx);
1036 else if (reg_maps->input_registers & 0x0300)
1038 /* There are two ways basically:
1040 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1041 * That means trouble if the loop also contains a breakc or if the control values
1042 * aren't local constants.
1043 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1044 * source dynamically. The trouble is that we cannot simply read aL.y because it
1045 * is an ADDRESS register. We could however push it, load .zw with a value and use
1046 * ADAC to load the condition code register and pop it again afterwards
1048 FIXME("Relative input register addressing with more than 8 registers\n");
1050 /* This is better than nothing for now */
1051 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1053 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1055 /* This is problematic because we'd have to consult the ctx->ps_input strings
1056 * for where to find the varying. Some may be "0.0", others can be texcoords or
1057 * colors. This needs either a pipeline replacement to make the vertex shader feed
1058 * proper varyings, or loop unrolling
1060 * For now use the texcoords and hope for the best
1062 FIXME("Non-vertex shader varying input with indirect addressing\n");
1063 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1065 else
1067 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1068 * pulls GL_NV_fragment_program2 in
1070 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1073 else
1075 if (reg->idx[0].offset < MAX_REG_INPUT)
1077 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1079 else
1081 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1082 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1087 else
1089 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1090 *is_color = TRUE;
1091 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1093 break;
1095 case WINED3DSPR_CONST:
1096 if (!pshader && reg->idx[0].rel_addr)
1098 const struct arb_vshader_private *shader_data = shader->backend_data;
1099 UINT rel_offset = shader_data->rel_offset;
1100 BOOL aL = FALSE;
1101 char rel_reg[50];
1102 if (reg_maps->shader_version.major < 2)
1104 sprintf(rel_reg, "A0.x");
1106 else
1108 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1109 if (ctx->target_version == ARB)
1111 if (!strcmp(rel_reg, "**aL_emul**"))
1113 aL = TRUE;
1114 } else {
1115 shader_arb_request_a0(ins, rel_reg);
1116 sprintf(rel_reg, "A0.x");
1120 if (aL)
1121 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1122 else if (reg->idx[0].offset >= rel_offset)
1123 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1124 else
1125 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1127 else
1129 if (reg_maps->usesrelconstF)
1130 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1131 else
1132 sprintf(register_name, "C%u", reg->idx[0].offset);
1134 break;
1136 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1137 if (pshader)
1139 if (reg_maps->shader_version.major == 1
1140 && reg_maps->shader_version.minor <= 3)
1141 /* In ps <= 1.3, Tx is a temporary register as destination
1142 * to all instructions, and as source to most instructions.
1143 * For some instructions it is the texcoord input. Those
1144 * instructions know about the special use. */
1145 sprintf(register_name, "T%u", reg->idx[0].offset);
1146 else
1147 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1148 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1150 else
1152 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1153 sprintf(register_name, "A%u", reg->idx[0].offset);
1154 else
1155 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1157 break;
1159 case WINED3DSPR_COLOROUT:
1160 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
1162 strcpy(register_name, "TMP_COLOR");
1164 else
1166 if (ctx->cur_ps_args->super.srgb_correction)
1167 FIXME("sRGB correction on higher render targets.\n");
1168 if (reg_maps->rt_mask > 1)
1169 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1170 else
1171 strcpy(register_name, "result.color");
1173 break;
1175 case WINED3DSPR_RASTOUT:
1176 if (reg->idx[0].offset == 1)
1177 sprintf(register_name, "%s", ctx->fog_output);
1178 else
1179 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1180 break;
1182 case WINED3DSPR_DEPTHOUT:
1183 strcpy(register_name, "result.depth");
1184 break;
1186 case WINED3DSPR_ATTROUT:
1187 /* case WINED3DSPR_OUTPUT: */
1188 if (pshader)
1189 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1190 else
1191 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1192 break;
1194 case WINED3DSPR_TEXCRDOUT:
1195 if (pshader)
1196 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1197 else if (reg_maps->shader_version.major < 3)
1198 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1199 else
1200 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1201 break;
1203 case WINED3DSPR_LOOP:
1204 if(ctx->target_version >= NV2)
1206 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1207 if(pshader) sprintf(register_name, "A0.x");
1208 else sprintf(register_name, "aL.y");
1210 else
1212 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1213 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1214 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1215 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1216 * indexing
1218 sprintf(register_name, "**aL_emul**");
1221 break;
1223 case WINED3DSPR_CONSTINT:
1224 sprintf(register_name, "I%u", reg->idx[0].offset);
1225 break;
1227 case WINED3DSPR_MISCTYPE:
1228 if (!reg->idx[0].offset)
1229 sprintf(register_name, "vpos");
1230 else if (reg->idx[0].offset == 1)
1231 sprintf(register_name, "fragment.facing.x");
1232 else
1233 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1234 break;
1236 default:
1237 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1238 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1239 break;
1243 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1244 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1246 char register_name[255];
1247 char write_mask[6];
1248 BOOL is_color;
1250 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1251 strcpy(str, register_name);
1253 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1254 strcat(str, write_mask);
1257 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1259 switch(channel_source)
1261 case CHANNEL_SOURCE_ZERO: return "0";
1262 case CHANNEL_SOURCE_ONE: return "1";
1263 case CHANNEL_SOURCE_X: return "x";
1264 case CHANNEL_SOURCE_Y: return "y";
1265 case CHANNEL_SOURCE_Z: return "z";
1266 case CHANNEL_SOURCE_W: return "w";
1267 default:
1268 FIXME("Unhandled channel source %#x\n", channel_source);
1269 return "undefined";
1273 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1274 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1276 DWORD mask;
1278 if (is_complex_fixup(fixup))
1280 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1281 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1282 return;
1285 mask = 0;
1286 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1287 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1288 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1289 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1290 mask &= dst_mask;
1292 if (mask)
1294 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1295 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1296 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1299 mask = 0;
1300 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1301 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1302 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1303 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1304 mask &= dst_mask;
1306 if (mask)
1308 char reg_mask[6];
1309 char *ptr = reg_mask;
1311 if (mask != WINED3DSP_WRITEMASK_ALL)
1313 *ptr++ = '.';
1314 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1315 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1316 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1317 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1319 *ptr = '\0';
1321 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1325 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1327 DWORD mod;
1328 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1329 if (!ins->dst_count) return "";
1331 mod = ins->dst[0].modifiers;
1333 /* Silently ignore PARTIALPRECISION if its not supported */
1334 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1336 if(mod & WINED3DSPDM_MSAMPCENTROID)
1338 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1339 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1342 switch(mod)
1344 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1345 return "H_SAT";
1347 case WINED3DSPDM_SATURATE:
1348 return "_SAT";
1350 case WINED3DSPDM_PARTIALPRECISION:
1351 return "H";
1353 case 0:
1354 return "";
1356 default:
1357 FIXME("Unknown modifiers 0x%08x\n", mod);
1358 return "";
1362 #define TEX_PROJ 0x1
1363 #define TEX_BIAS 0x2
1364 #define TEX_LOD 0x4
1365 #define TEX_DERIV 0x10
1367 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1368 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1370 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1371 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1372 const char *tex_type;
1373 BOOL np2_fixup = FALSE;
1374 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1375 const char *mod;
1376 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1377 const struct wined3d_shader *shader;
1378 const struct wined3d_device *device;
1379 const struct wined3d_gl_info *gl_info;
1381 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1382 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1384 switch(sampler_type) {
1385 case WINED3DSTT_1D:
1386 tex_type = "1D";
1387 break;
1389 case WINED3DSTT_2D:
1390 shader = ins->ctx->shader;
1391 device = shader->device;
1392 gl_info = &device->adapter->gl_info;
1394 if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
1395 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1396 tex_type = "RECT";
1397 else
1398 tex_type = "2D";
1399 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1401 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1403 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1404 else np2_fixup = TRUE;
1407 break;
1409 case WINED3DSTT_VOLUME:
1410 tex_type = "3D";
1411 break;
1413 case WINED3DSTT_CUBE:
1414 tex_type = "CUBE";
1415 break;
1417 default:
1418 ERR("Unexpected texture type %d\n", sampler_type);
1419 tex_type = "";
1422 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1423 * so don't use shader_arb_get_modifier
1425 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1426 else mod = "";
1428 /* Fragment samplers always have indentity mapping */
1429 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1431 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1434 if (flags & TEX_DERIV)
1436 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1437 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1438 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1439 dsx, dsy,sampler_idx, tex_type);
1441 else if(flags & TEX_LOD)
1443 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1444 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1445 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1446 sampler_idx, tex_type);
1448 else if (flags & TEX_BIAS)
1450 /* Shouldn't be possible, but let's check for it */
1451 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1452 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1453 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1455 else if (flags & TEX_PROJ)
1457 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1459 else
1461 if (np2_fixup)
1463 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1464 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1465 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1467 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1469 else
1470 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1473 if (pshader)
1475 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1476 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1477 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1478 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1482 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1483 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1485 /* Generate a line that does the input modifier computation and return the input register to use */
1486 BOOL is_color = FALSE;
1487 char regstr[256];
1488 char swzstr[20];
1489 int insert_line;
1490 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1491 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1492 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1493 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1495 /* Assume a new line will be added */
1496 insert_line = 1;
1498 /* Get register name */
1499 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1500 shader_arb_get_swizzle(src, is_color, swzstr);
1502 switch (src->modifiers)
1504 case WINED3DSPSM_NONE:
1505 sprintf(outregstr, "%s%s", regstr, swzstr);
1506 insert_line = 0;
1507 break;
1508 case WINED3DSPSM_NEG:
1509 sprintf(outregstr, "-%s%s", regstr, swzstr);
1510 insert_line = 0;
1511 break;
1512 case WINED3DSPSM_BIAS:
1513 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1514 break;
1515 case WINED3DSPSM_BIASNEG:
1516 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1517 break;
1518 case WINED3DSPSM_SIGN:
1519 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1520 break;
1521 case WINED3DSPSM_SIGNNEG:
1522 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1523 break;
1524 case WINED3DSPSM_COMP:
1525 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1526 break;
1527 case WINED3DSPSM_X2:
1528 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1529 break;
1530 case WINED3DSPSM_X2NEG:
1531 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1532 break;
1533 case WINED3DSPSM_DZ:
1534 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1535 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1536 break;
1537 case WINED3DSPSM_DW:
1538 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1539 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1540 break;
1541 case WINED3DSPSM_ABS:
1542 if(ctx->target_version >= NV2) {
1543 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1544 insert_line = 0;
1545 } else {
1546 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1548 break;
1549 case WINED3DSPSM_ABSNEG:
1550 if(ctx->target_version >= NV2) {
1551 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1552 } else {
1553 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1554 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1556 insert_line = 0;
1557 break;
1558 default:
1559 sprintf(outregstr, "%s%s", regstr, swzstr);
1560 insert_line = 0;
1563 /* Return modified or original register, with swizzle */
1564 if (insert_line)
1565 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1568 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1570 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1571 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1572 DWORD sampler_code = dst->reg.idx[0].offset;
1573 char dst_name[50];
1574 char src_name[2][50];
1576 shader_arb_get_dst_param(ins, dst, dst_name);
1578 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1580 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1581 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1582 * temps is done.
1584 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1585 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1586 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1587 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1588 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1590 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1591 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1594 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1596 *extra_char = ' ';
1597 switch(mod)
1599 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1600 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1601 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1602 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1603 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1604 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1605 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1606 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1607 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1608 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1609 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1610 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1611 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1613 FIXME("Unknown modifier %u\n", mod);
1614 return mod;
1617 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1619 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1620 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1621 char dst_name[50];
1622 char src_name[3][50];
1623 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1624 ins->ctx->reg_maps->shader_version.minor);
1626 shader_arb_get_dst_param(ins, dst, dst_name);
1627 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1629 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1630 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1632 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1634 else
1636 struct wined3d_shader_src_param src0_copy = ins->src[0];
1637 char extra_neg;
1639 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1640 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1642 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1643 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1644 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1645 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1646 dst_name, src_name[1], src_name[2]);
1650 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1652 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1653 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1654 char dst_name[50];
1655 char src_name[3][50];
1657 shader_arb_get_dst_param(ins, dst, dst_name);
1659 /* Generate input register names (with modifiers) */
1660 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1661 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1662 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1664 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1665 dst_name, src_name[0], src_name[2], src_name[1]);
1668 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1669 * dst = dot2(src0, src1) + src2 */
1670 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1672 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1673 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1674 char dst_name[50];
1675 char src_name[3][50];
1676 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1678 shader_arb_get_dst_param(ins, dst, dst_name);
1679 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1680 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1682 if(ctx->target_version >= NV3)
1684 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1685 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1686 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1687 dst_name, src_name[0], src_name[1], src_name[2]);
1689 else if(ctx->target_version >= NV2)
1691 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1692 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1693 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1694 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1696 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1698 * .xyxy and other swizzles that we could get with this are not valid in
1699 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1701 struct wined3d_shader_src_param tmp_param = ins->src[1];
1702 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1703 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1705 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1707 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1708 dst_name, src_name[2], src_name[0], src_name[1]);
1710 else
1712 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1713 /* 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]
1714 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1716 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1717 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1718 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1719 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1723 /* Map the opcode 1-to-1 to the GL code */
1724 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1726 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1727 const char *instruction;
1728 char arguments[256], dst_str[50];
1729 unsigned int i;
1730 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1732 switch (ins->handler_idx)
1734 case WINED3DSIH_ABS: instruction = "ABS"; break;
1735 case WINED3DSIH_ADD: instruction = "ADD"; break;
1736 case WINED3DSIH_CRS: instruction = "XPD"; break;
1737 case WINED3DSIH_DP3: instruction = "DP3"; break;
1738 case WINED3DSIH_DP4: instruction = "DP4"; break;
1739 case WINED3DSIH_DST: instruction = "DST"; break;
1740 case WINED3DSIH_FRC: instruction = "FRC"; break;
1741 case WINED3DSIH_LIT: instruction = "LIT"; break;
1742 case WINED3DSIH_LRP: instruction = "LRP"; break;
1743 case WINED3DSIH_MAD: instruction = "MAD"; break;
1744 case WINED3DSIH_MAX: instruction = "MAX"; break;
1745 case WINED3DSIH_MIN: instruction = "MIN"; break;
1746 case WINED3DSIH_MOV: instruction = "MOV"; break;
1747 case WINED3DSIH_MUL: instruction = "MUL"; break;
1748 case WINED3DSIH_SGE: instruction = "SGE"; break;
1749 case WINED3DSIH_SLT: instruction = "SLT"; break;
1750 case WINED3DSIH_SUB: instruction = "SUB"; break;
1751 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1752 case WINED3DSIH_DSX: instruction = "DDX"; break;
1753 default: instruction = "";
1754 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1755 break;
1758 /* Note that shader_arb_add_dst_param() adds spaces. */
1759 arguments[0] = '\0';
1760 shader_arb_get_dst_param(ins, dst, dst_str);
1761 for (i = 0; i < ins->src_count; ++i)
1763 char operand[100];
1764 strcat(arguments, ", ");
1765 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1766 strcat(arguments, operand);
1768 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1771 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1773 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1775 const struct wined3d_shader *shader = ins->ctx->shader;
1776 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1777 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1778 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1779 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1780 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1781 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1783 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1784 char src0_param[256];
1786 if (ins->handler_idx == WINED3DSIH_MOVA)
1788 const struct arb_vshader_private *shader_data = shader->backend_data;
1789 char write_mask[6];
1790 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1792 if(ctx->target_version >= NV2) {
1793 shader_hw_map2gl(ins);
1794 return;
1796 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1797 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1799 /* This implements the mova formula used in GLSL. The first two instructions
1800 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1801 * in this case:
1802 * mova A0.x, 0.0
1804 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1806 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1807 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1809 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1810 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1812 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1813 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1814 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1815 if (shader_data->rel_offset)
1817 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1819 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1821 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1823 else if (reg_maps->shader_version.major == 1
1824 && !shader_is_pshader_version(reg_maps->shader_version.type)
1825 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1827 const struct arb_vshader_private *shader_data = shader->backend_data;
1828 src0_param[0] = '\0';
1830 if (shader_data->rel_offset)
1832 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1833 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1834 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1835 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1837 else
1839 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1840 * with more than one component. Thus replicate the first source argument over all
1841 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1842 struct wined3d_shader_src_param tmp_src = ins->src[0];
1843 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1844 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1845 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1848 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1850 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1852 shader_addline(buffer, "#mov handled in srgb write code\n");
1853 return;
1855 shader_hw_map2gl(ins);
1857 else
1859 shader_hw_map2gl(ins);
1863 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1865 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1866 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1867 char reg_dest[40];
1869 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1870 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1872 shader_arb_get_dst_param(ins, dst, reg_dest);
1874 if (ins->ctx->reg_maps->shader_version.major >= 2)
1876 const char *kilsrc = "TA";
1877 BOOL is_color;
1879 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1880 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1882 kilsrc = reg_dest;
1884 else
1886 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1887 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1888 * masked out components to 0(won't kill)
1890 char x = '0', y = '0', z = '0', w = '0';
1891 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1892 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1893 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1894 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1895 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1897 shader_addline(buffer, "KIL %s;\n", kilsrc);
1899 else
1901 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1902 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1904 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1905 * or pass in any temporary register(in shader phase 2)
1907 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1908 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1909 else
1910 shader_arb_get_dst_param(ins, dst, reg_dest);
1911 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1912 shader_addline(buffer, "KIL TA;\n");
1916 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1918 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1919 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1920 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1921 ins->ctx->reg_maps->shader_version.minor);
1922 struct wined3d_shader_src_param src;
1924 char reg_dest[40];
1925 char reg_coord[40];
1926 DWORD reg_sampler_code;
1927 WORD myflags = 0;
1928 BOOL swizzle_coord = FALSE;
1930 /* All versions have a destination register */
1931 shader_arb_get_dst_param(ins, dst, reg_dest);
1933 /* 1.0-1.4: Use destination register number as texture code.
1934 2.0+: Use provided sampler number as texure code. */
1935 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1936 reg_sampler_code = dst->reg.idx[0].offset;
1937 else
1938 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1940 /* 1.0-1.3: Use the texcoord varying.
1941 1.4+: Use provided coordinate source register. */
1942 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1943 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1944 else {
1945 /* TEX is the only instruction that can handle DW and DZ natively */
1946 src = ins->src[0];
1947 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1948 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1949 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1952 /* projection flag:
1953 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1954 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1955 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1957 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1959 DWORD flags = 0;
1960 if (reg_sampler_code < MAX_TEXTURES)
1961 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1962 if (flags & WINED3D_PSARGS_PROJECTED)
1964 myflags |= TEX_PROJ;
1965 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1966 swizzle_coord = TRUE;
1969 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1971 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1972 if (src_mod == WINED3DSPSM_DZ)
1974 swizzle_coord = TRUE;
1975 myflags |= TEX_PROJ;
1976 } else if(src_mod == WINED3DSPSM_DW) {
1977 myflags |= TEX_PROJ;
1979 } else {
1980 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1981 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1984 if (swizzle_coord)
1986 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
1987 * reg_coord is a read-only varying register, so we need a temp reg */
1988 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1989 strcpy(reg_coord, "TA");
1992 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1995 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1997 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1998 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1999 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2000 ins->ctx->reg_maps->shader_version.minor);
2001 char dst_str[50];
2003 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2005 DWORD reg = dst->reg.idx[0].offset;
2007 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2008 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2009 } else {
2010 char reg_src[40];
2012 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2013 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2014 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2018 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2020 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2021 DWORD flags = 0;
2023 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2024 char dst_str[50];
2025 char src_str[50];
2027 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2028 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2029 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2030 /* Move .x first in case src_str is "TA" */
2031 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2032 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2033 if (reg1 < MAX_TEXTURES)
2035 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2036 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2038 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2041 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2043 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2045 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2046 char dst_str[50];
2047 char src_str[50];
2049 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2050 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2051 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2052 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2053 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2054 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2057 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2059 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2060 char dst_str[50];
2061 char src_str[50];
2063 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2064 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2065 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2066 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2069 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2071 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2072 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2073 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2074 char reg_coord[40], dst_reg[50], src_reg[50];
2075 DWORD reg_dest_code;
2077 /* All versions have a destination register. The Tx where the texture coordinates come
2078 * from is the varying incarnation of the texture register
2080 reg_dest_code = dst->reg.idx[0].offset;
2081 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2082 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2083 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2085 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2086 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2088 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2089 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2091 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2092 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2093 * extension.
2095 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2096 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2097 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2098 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2100 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2101 * so we can't let the GL handle this.
2103 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2104 & WINED3D_PSARGS_PROJECTED)
2106 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2107 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2108 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2109 } else {
2110 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2113 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2115 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2117 /* No src swizzles are allowed, so this is ok */
2118 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2119 src_reg, reg_dest_code, reg_dest_code);
2120 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2124 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2126 DWORD reg = ins->dst[0].reg.idx[0].offset;
2127 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2128 char src0_name[50], dst_name[50];
2129 BOOL is_color;
2130 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2132 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2133 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2134 * T<reg+1> register. Use this register to store the calculated vector
2136 tmp_reg.idx[0].offset = reg + 1;
2137 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2138 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2141 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2143 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2144 DWORD flags;
2145 DWORD reg = ins->dst[0].reg.idx[0].offset;
2146 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2147 char dst_str[50];
2148 char src0_name[50];
2149 char dst_reg[50];
2150 BOOL is_color;
2152 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2153 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2155 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2156 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2157 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2158 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2159 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2162 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2164 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2165 DWORD reg = ins->dst[0].reg.idx[0].offset;
2166 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2167 char src0_name[50], dst_name[50];
2168 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2169 BOOL is_color;
2171 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2172 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2173 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2175 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2176 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2178 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2179 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2180 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2181 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2184 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2186 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2187 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2188 DWORD flags;
2189 DWORD reg = ins->dst[0].reg.idx[0].offset;
2190 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2191 char dst_str[50];
2192 char src0_name[50], dst_name[50];
2193 BOOL is_color;
2195 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2196 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2197 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2199 /* Sample the texture using the calculated coordinates */
2200 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2201 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2202 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2203 tex_mx->current_row = 0;
2206 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2208 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2209 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2210 DWORD flags;
2211 DWORD reg = ins->dst[0].reg.idx[0].offset;
2212 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2213 char dst_str[50];
2214 char src0_name[50];
2215 char dst_reg[50];
2216 BOOL is_color;
2218 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2219 * components for temporary data storage
2221 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2222 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2223 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2225 /* Construct the eye-ray vector from w coordinates */
2226 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2227 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2228 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2230 /* Calculate reflection vector
2232 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2233 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2234 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2235 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2236 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2237 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2238 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2240 /* Sample the texture using the calculated coordinates */
2241 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2242 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2243 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2244 tex_mx->current_row = 0;
2247 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2249 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2250 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2251 DWORD flags;
2252 DWORD reg = ins->dst[0].reg.idx[0].offset;
2253 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2254 char dst_str[50];
2255 char src0_name[50];
2256 char src1_name[50];
2257 char dst_reg[50];
2258 BOOL is_color;
2260 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2261 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2262 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2263 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2264 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2266 /* Calculate reflection vector.
2268 * dot(N, E)
2269 * dst_reg.xyz = 2 * --------- * N - E
2270 * dot(N, N)
2272 * Which normalizes the normal vector
2274 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2275 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2276 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2277 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2278 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2279 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2281 /* Sample the texture using the calculated coordinates */
2282 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2283 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2284 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2285 tex_mx->current_row = 0;
2288 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2290 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2291 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2292 char dst_name[50];
2293 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2294 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2296 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2297 * which is essentially an input, is the destination register because it is the first
2298 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2299 * here(writemasks/swizzles are not valid on texdepth)
2301 shader_arb_get_dst_param(ins, dst, dst_name);
2303 /* According to the msdn, the source register(must be r5) is unusable after
2304 * the texdepth instruction, so we're free to modify it
2306 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2308 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2309 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2310 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2312 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2313 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2314 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2315 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2318 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2319 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2320 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2321 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2323 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2324 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2325 char src0[50];
2326 char dst_str[50];
2328 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2329 shader_addline(buffer, "MOV TB, 0.0;\n");
2330 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2332 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2333 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2336 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2337 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2338 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2340 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2341 char src0[50];
2342 char dst_str[50];
2343 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2345 /* Handle output register */
2346 shader_arb_get_dst_param(ins, dst, dst_str);
2347 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2348 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2351 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2352 * Perform the 3rd row of a 3x3 matrix multiply */
2353 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2355 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2356 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2357 char dst_str[50], dst_name[50];
2358 char src0[50];
2359 BOOL is_color;
2361 shader_arb_get_dst_param(ins, dst, dst_str);
2362 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2363 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2364 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2365 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2368 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2369 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2370 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2371 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2373 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2375 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2376 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2377 char src0[50], dst_name[50];
2378 BOOL is_color;
2379 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2380 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2382 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2383 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2384 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2386 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2387 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2388 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2390 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2391 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2392 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2393 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2396 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2397 Vertex/Pixel shaders to ARB_vertex_program codes */
2398 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2400 int i;
2401 int nComponents = 0;
2402 struct wined3d_shader_dst_param tmp_dst = {{0}};
2403 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2404 struct wined3d_shader_instruction tmp_ins;
2406 memset(&tmp_ins, 0, sizeof(tmp_ins));
2408 /* Set constants for the temporary argument */
2409 tmp_ins.ctx = ins->ctx;
2410 tmp_ins.dst_count = 1;
2411 tmp_ins.dst = &tmp_dst;
2412 tmp_ins.src_count = 2;
2413 tmp_ins.src = tmp_src;
2415 switch(ins->handler_idx)
2417 case WINED3DSIH_M4x4:
2418 nComponents = 4;
2419 tmp_ins.handler_idx = WINED3DSIH_DP4;
2420 break;
2421 case WINED3DSIH_M4x3:
2422 nComponents = 3;
2423 tmp_ins.handler_idx = WINED3DSIH_DP4;
2424 break;
2425 case WINED3DSIH_M3x4:
2426 nComponents = 4;
2427 tmp_ins.handler_idx = WINED3DSIH_DP3;
2428 break;
2429 case WINED3DSIH_M3x3:
2430 nComponents = 3;
2431 tmp_ins.handler_idx = WINED3DSIH_DP3;
2432 break;
2433 case WINED3DSIH_M3x2:
2434 nComponents = 2;
2435 tmp_ins.handler_idx = WINED3DSIH_DP3;
2436 break;
2437 default:
2438 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2439 break;
2442 tmp_dst = ins->dst[0];
2443 tmp_src[0] = ins->src[0];
2444 tmp_src[1] = ins->src[1];
2445 for (i = 0; i < nComponents; ++i)
2447 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2448 shader_hw_map2gl(&tmp_ins);
2449 ++tmp_src[1].reg.idx[0].offset;
2453 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2455 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2457 char dst[50];
2458 char src[50];
2460 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2461 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2462 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2464 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2465 * .w is used
2467 strcat(src, ".w");
2470 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2473 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2475 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2476 const char *instruction;
2478 char dst[50];
2479 char src[50];
2481 switch(ins->handler_idx)
2483 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2484 case WINED3DSIH_RCP: instruction = "RCP"; break;
2485 case WINED3DSIH_EXP: instruction = "EX2"; break;
2486 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2487 default: instruction = "";
2488 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2489 break;
2492 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2493 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2494 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2496 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2497 * .w is used
2499 strcat(src, ".w");
2502 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2505 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2507 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2508 char dst_name[50];
2509 char src_name[50];
2510 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2511 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2512 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2514 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2515 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2517 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2518 * otherwise NRM or RSQ would return NaN */
2519 if(pshader && priv->target_version >= NV3)
2521 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2523 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2525 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2526 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2527 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2529 else if(priv->target_version >= NV2)
2531 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2532 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2533 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2534 src_name);
2536 else
2538 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2540 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2541 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2542 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2544 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2545 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2547 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2548 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2549 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2550 src_name);
2554 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2556 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2557 char dst_name[50];
2558 char src_name[3][50];
2560 /* ARB_fragment_program has a convenient LRP instruction */
2561 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2562 shader_hw_map2gl(ins);
2563 return;
2566 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2567 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2568 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2569 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2571 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2572 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2573 dst_name, src_name[0], src_name[2]);
2576 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2578 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2579 * must contain fixed constants. So we need a separate function to filter those constants and
2580 * can't use map2gl
2582 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2583 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2584 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2585 char dst_name[50];
2586 char src_name0[50], src_name1[50], src_name2[50];
2587 BOOL is_color;
2589 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2590 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2591 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2592 /* No modifiers are supported on SCS */
2593 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2595 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2597 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2598 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2600 } else if(priv->target_version >= NV2) {
2601 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2603 /* Sincos writemask must be .x, .y or .xy */
2604 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2605 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2606 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2607 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2608 } else {
2609 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2610 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2612 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2613 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2615 * The constants we get are:
2617 * +1 +1, -1 -1 +1 +1 -1 -1
2618 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2619 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2621 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2623 * (x/2)^2 = x^2 / 4
2624 * (x/2)^3 = x^3 / 8
2625 * (x/2)^4 = x^4 / 16
2626 * (x/2)^5 = x^5 / 32
2627 * etc
2629 * To get the final result:
2630 * sin(x) = 2 * sin(x/2) * cos(x/2)
2631 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2632 * (from sin(x+y) and cos(x+y) rules)
2634 * As per MSDN, dst.z is undefined after the operation, and so is
2635 * dst.x and dst.y if they're masked out by the writemask. Ie
2636 * sincos dst.y, src1, c0, c1
2637 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2638 * vsa.exe also stops with an error if the dest register is the same register as the source
2639 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2640 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2642 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2643 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2644 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2646 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2647 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2648 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2649 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2650 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2651 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2653 /* sin(x/2)
2655 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2656 * properly merge that with MULs in the code above?
2657 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2658 * we can merge the sine and cosine MAD rows to calculate them together.
2660 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2661 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2662 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2663 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2665 /* cos(x/2) */
2666 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2667 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2668 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2670 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2671 /* cos x */
2672 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2673 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2675 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2676 /* sin x */
2677 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2678 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2683 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2685 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2686 char dst_name[50];
2687 char src_name[50];
2688 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2690 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2691 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2693 /* SGN is only valid in vertex shaders */
2694 if(ctx->target_version >= NV2) {
2695 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2696 return;
2699 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2700 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2702 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2703 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2704 } else {
2705 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2706 * Then use TA, and calculate the final result
2708 * Not reading from TA? Store the first result in TA to avoid overwriting the
2709 * destination if src reg = dst reg
2711 if(strstr(src_name, "TA"))
2713 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2714 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2715 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2717 else
2719 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2720 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2721 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2726 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2728 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2729 char src[50];
2730 char dst[50];
2731 char dst_name[50];
2732 BOOL is_color;
2734 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2735 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2736 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2738 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2739 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2742 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2744 *need_abs = FALSE;
2746 switch(mod)
2748 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2749 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2750 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2751 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2752 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2753 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2754 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2755 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2756 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2757 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2758 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2759 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2760 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2762 FIXME("Unknown modifier %u\n", mod);
2763 return mod;
2766 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2768 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2769 char src0[50], dst[50];
2770 struct wined3d_shader_src_param src0_copy = ins->src[0];
2771 BOOL need_abs = FALSE;
2772 const char *instr;
2774 switch(ins->handler_idx)
2776 case WINED3DSIH_LOG: instr = "LG2"; break;
2777 case WINED3DSIH_LOGP: instr = "LOG"; break;
2778 default:
2779 ERR("Unexpected instruction %d\n", ins->handler_idx);
2780 return;
2783 /* LOG and LOGP operate on the absolute value of the input */
2784 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2786 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2787 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2789 if(need_abs)
2791 shader_addline(buffer, "ABS TA, %s;\n", src0);
2792 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2794 else
2796 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2800 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2802 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2803 char src0[50], src1[50], dst[50];
2804 struct wined3d_shader_src_param src0_copy = ins->src[0];
2805 BOOL need_abs = FALSE;
2806 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2807 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2809 /* POW operates on the absolute value of the input */
2810 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2812 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2813 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2814 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2816 if (need_abs)
2817 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2818 else
2819 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2821 if (priv->target_version >= NV2)
2823 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2824 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2825 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2827 else
2829 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2830 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2832 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2833 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2834 /* Possibly add flt_eps to avoid getting float special values */
2835 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2836 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2837 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2838 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2842 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2844 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2845 char src_name[50];
2846 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2848 /* src0 is aL */
2849 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2851 if(vshader)
2853 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2854 struct list *e = list_head(&priv->control_frames);
2855 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2857 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2858 /* The constant loader makes sure to load -1 into iX.w */
2859 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2860 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2861 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2863 else
2865 shader_addline(buffer, "LOOP %s;\n", src_name);
2869 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2871 struct wined3d_shader_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 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2877 /* The constant loader makes sure to load -1 into iX.w */
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");
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, "REP %s;\n", src_name);
2896 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2898 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2899 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2901 if(vshader)
2903 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2904 struct list *e = list_head(&priv->control_frames);
2905 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2907 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2908 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2909 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2911 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2913 else
2915 shader_addline(buffer, "ENDLOOP;\n");
2919 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2921 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2922 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2924 if(vshader)
2926 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2927 struct list *e = list_head(&priv->control_frames);
2928 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2930 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2931 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2932 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2934 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2936 else
2938 shader_addline(buffer, "ENDREP;\n");
2942 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2944 struct control_frame *control_frame;
2946 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2948 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2950 ERR("Could not find loop for break\n");
2951 return NULL;
2954 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2956 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2957 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2958 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2960 if(vshader)
2962 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2964 else
2966 shader_addline(buffer, "BRK;\n");
2970 static const char *get_compare(enum wined3d_shader_rel_op op)
2972 switch (op)
2974 case WINED3D_SHADER_REL_OP_GT: return "GT";
2975 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2976 case WINED3D_SHADER_REL_OP_GE: return "GE";
2977 case WINED3D_SHADER_REL_OP_LT: return "LT";
2978 case WINED3D_SHADER_REL_OP_NE: return "NE";
2979 case WINED3D_SHADER_REL_OP_LE: return "LE";
2980 default:
2981 FIXME("Unrecognized operator %#x.\n", op);
2982 return "(\?\?)";
2986 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
2988 switch (op)
2990 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
2991 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
2992 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
2993 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
2994 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
2995 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
2996 default:
2997 FIXME("Unrecognized operator %#x.\n", op);
2998 return -1;
3002 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3004 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3005 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3006 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3007 char src_name0[50];
3008 char src_name1[50];
3009 const char *comp = get_compare(ins->flags);
3011 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3012 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3014 if(vshader)
3016 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3017 * away the subtraction result
3019 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3020 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3022 else
3024 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3025 shader_addline(buffer, "BRK (%s.x);\n", comp);
3029 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3031 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3032 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3033 struct list *e = list_head(&priv->control_frames);
3034 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3035 const char *comp;
3036 char src_name0[50];
3037 char src_name1[50];
3038 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3040 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3041 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3043 if(vshader)
3045 /* Invert the flag. We jump to the else label if the condition is NOT true */
3046 comp = get_compare(invert_compare(ins->flags));
3047 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3048 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3050 else
3052 comp = get_compare(ins->flags);
3053 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3054 shader_addline(buffer, "IF %s.x;\n", comp);
3058 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3060 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3061 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3062 struct list *e = list_head(&priv->control_frames);
3063 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3064 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3066 if(vshader)
3068 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3069 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3070 control_frame->had_else = TRUE;
3072 else
3074 shader_addline(buffer, "ELSE;\n");
3078 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3080 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3081 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3082 struct list *e = list_head(&priv->control_frames);
3083 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3084 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3086 if(vshader)
3088 if(control_frame->had_else)
3090 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3092 else
3094 shader_addline(buffer, "#No else branch. else is endif\n");
3095 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3098 else
3100 shader_addline(buffer, "ENDIF;\n");
3104 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3106 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3107 char reg_dest[40];
3108 char reg_src[3][40];
3109 WORD flags = TEX_DERIV;
3111 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3112 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3113 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3114 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3116 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3117 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3119 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3122 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3124 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3125 char reg_dest[40];
3126 char reg_coord[40];
3127 WORD flags = TEX_LOD;
3129 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3130 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3132 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3133 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3135 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3138 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3140 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3141 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3143 priv->in_main_func = FALSE;
3144 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3145 * subroutine, don't generate a label that will make GL complain
3147 if(priv->target_version == ARB) return;
3149 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3152 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3153 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3154 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3155 struct wined3d_shader_buffer *buffer)
3157 unsigned int i;
3159 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3160 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3161 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3162 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3164 if (args->super.fog_src == VS_FOG_Z)
3166 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3168 else
3170 if (!reg_maps->fog)
3172 /* posFixup.x is always 1.0, so we can safely use it */
3173 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3175 else
3177 /* Clamp fogcoord */
3178 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3179 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3181 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3182 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3186 /* Clipplanes are always stored without y inversion */
3187 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3189 if (args->super.clip_enabled)
3191 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3193 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3197 else if (args->clip.boolclip.clip_texcoord)
3199 unsigned int cur_clip = 0;
3200 char component[4] = {'x', 'y', 'z', 'w'};
3201 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3203 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3205 if (args->clip.boolclip.clipplane_mask & (1 << i))
3207 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3208 component[cur_clip++], i);
3211 switch (cur_clip)
3213 case 0:
3214 shader_addline(buffer, "MOV TA, %s;\n", zero);
3215 break;
3216 case 1:
3217 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3218 break;
3219 case 2:
3220 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3221 break;
3222 case 3:
3223 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3224 break;
3226 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3227 args->clip.boolclip.clip_texcoord - 1);
3230 /* Write the final position.
3232 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3233 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3234 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3235 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3237 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3238 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3239 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3241 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3242 * and the glsl equivalent
3244 if (need_helper_const(shader_data, reg_maps, gl_info))
3246 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3247 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3249 else
3251 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3252 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3255 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3257 priv_ctx->footer_written = TRUE;
3260 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3262 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3263 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3264 const struct wined3d_shader *shader = ins->ctx->shader;
3265 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3267 if(priv->target_version == ARB) return;
3269 if(vshader)
3271 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3272 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3275 shader_addline(buffer, "RET;\n");
3278 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3280 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3281 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3284 /* Context activation is done by the caller. */
3285 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3287 GLuint program_id = 0;
3288 GLint pos;
3290 const char *blt_vprogram =
3291 "!!ARBvp1.0\n"
3292 "PARAM c[1] = { { 1, 0.5 } };\n"
3293 "MOV result.position, vertex.position;\n"
3294 "MOV result.color, c[0].x;\n"
3295 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3296 "END\n";
3298 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3299 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3300 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3301 strlen(blt_vprogram), blt_vprogram));
3302 checkGLcall("glProgramStringARB()");
3304 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3305 if (pos != -1)
3307 FIXME("Vertex program error at position %d: %s\n\n", pos,
3308 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3309 shader_arb_dump_program_source(blt_vprogram);
3311 else
3313 GLint native;
3315 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3316 checkGLcall("glGetProgramivARB()");
3317 if (!native) WARN("Program exceeds native resource limits.\n");
3320 return program_id;
3323 /* Context activation is done by the caller. */
3324 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3325 enum tex_types tex_type, BOOL masked)
3327 GLuint program_id = 0;
3328 const char *fprogram;
3329 GLint pos;
3331 static const char * const blt_fprograms_full[tex_type_count] =
3333 /* tex_1d */
3334 NULL,
3335 /* tex_2d */
3336 "!!ARBfp1.0\n"
3337 "TEMP R0;\n"
3338 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3339 "MOV result.depth.z, R0.x;\n"
3340 "END\n",
3341 /* tex_3d */
3342 NULL,
3343 /* tex_cube */
3344 "!!ARBfp1.0\n"
3345 "TEMP R0;\n"
3346 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3347 "MOV result.depth.z, R0.x;\n"
3348 "END\n",
3349 /* tex_rect */
3350 "!!ARBfp1.0\n"
3351 "TEMP R0;\n"
3352 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3353 "MOV result.depth.z, R0.x;\n"
3354 "END\n",
3357 static const char * const blt_fprograms_masked[tex_type_count] =
3359 /* tex_1d */
3360 NULL,
3361 /* tex_2d */
3362 "!!ARBfp1.0\n"
3363 "PARAM mask = program.local[0];\n"
3364 "TEMP R0;\n"
3365 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3366 "MUL R0.x, R0.x, R0.y;\n"
3367 "KIL -R0.x;\n"
3368 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3369 "MOV result.depth.z, R0.x;\n"
3370 "END\n",
3371 /* tex_3d */
3372 NULL,
3373 /* tex_cube */
3374 "!!ARBfp1.0\n"
3375 "PARAM mask = program.local[0];\n"
3376 "TEMP R0;\n"
3377 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3378 "MUL R0.x, R0.x, R0.y;\n"
3379 "KIL -R0.x;\n"
3380 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3381 "MOV result.depth.z, R0.x;\n"
3382 "END\n",
3383 /* tex_rect */
3384 "!!ARBfp1.0\n"
3385 "PARAM mask = program.local[0];\n"
3386 "TEMP R0;\n"
3387 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3388 "MUL R0.x, R0.x, R0.y;\n"
3389 "KIL -R0.x;\n"
3390 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3391 "MOV result.depth.z, R0.x;\n"
3392 "END\n",
3395 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3396 if (!fprogram)
3398 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3399 tex_type = tex_2d;
3400 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3403 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3404 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3405 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3406 checkGLcall("glProgramStringARB()");
3408 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3409 if (pos != -1)
3411 FIXME("Fragment program error at position %d: %s\n\n", pos,
3412 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3413 shader_arb_dump_program_source(fprogram);
3415 else
3417 GLint native;
3419 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3420 checkGLcall("glGetProgramivARB()");
3421 if (!native) WARN("Program exceeds native resource limits.\n");
3424 return program_id;
3427 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3428 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3430 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3432 if(condcode)
3434 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3435 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3436 /* Calculate the > 0.0031308 case */
3437 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3438 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3439 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3440 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3441 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3442 /* Calculate the < case */
3443 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3445 else
3447 /* Calculate the > 0.0031308 case */
3448 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3449 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3450 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3451 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3452 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3453 /* Calculate the < case */
3454 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3455 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3456 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3457 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3458 /* Store the components > 0.0031308 in the destination */
3459 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3460 /* Add the components that are < 0.0031308 */
3461 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3462 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3463 * result.color writes(.rgb first, then .a), or handle overwriting already written
3464 * components. The assembler uses a temporary register in this case, which is usually
3465 * not allocated from one of our registers that were used earlier.
3468 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3471 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3473 const struct wined3d_shader_lconst *constant;
3475 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3477 if (constant->idx == idx)
3479 return constant->value;
3482 return NULL;
3485 static void init_ps_input(const struct wined3d_shader *shader,
3486 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3488 static const char * const texcoords[8] =
3490 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3491 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3493 unsigned int i;
3494 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3495 const char *semantic_name;
3496 DWORD semantic_idx;
3498 switch(args->super.vp_mode)
3500 case pretransformed:
3501 case fixedfunction:
3502 /* The pixelshader has to collect the varyings on its own. In any case properly load
3503 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3504 * other attribs to 0.0.
3506 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3507 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3508 * load the texcoord attrib pointers to match the pixel shader signature
3510 for(i = 0; i < MAX_REG_INPUT; i++)
3512 semantic_name = sig[i].semantic_name;
3513 semantic_idx = sig[i].semantic_idx;
3514 if (!semantic_name) continue;
3516 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3518 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3519 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3520 else priv->ps_input[i] = "0.0";
3522 else if(args->super.vp_mode == fixedfunction)
3524 priv->ps_input[i] = "0.0";
3526 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3528 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3529 else priv->ps_input[i] = "0.0";
3531 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3533 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3534 else priv->ps_input[i] = "0.0";
3536 else
3538 priv->ps_input[i] = "0.0";
3541 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3543 break;
3545 case vertexshader:
3546 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3547 * fragment.color
3549 for(i = 0; i < 8; i++)
3551 priv->ps_input[i] = texcoords[i];
3553 priv->ps_input[8] = "fragment.color.primary";
3554 priv->ps_input[9] = "fragment.color.secondary";
3555 break;
3559 /* Context activation is done by the caller. */
3560 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3561 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3562 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3564 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3565 const DWORD *function = shader->function;
3566 GLuint retval;
3567 char fragcolor[16];
3568 DWORD next_local = 0;
3569 struct shader_arb_ctx_priv priv_ctx;
3570 BOOL dcl_td = FALSE;
3571 BOOL want_nv_prog = FALSE;
3572 struct arb_pshader_private *shader_priv = shader->backend_data;
3573 GLint errPos;
3574 DWORD map;
3576 char srgbtmp[4][4];
3577 unsigned int i, found = 0;
3579 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3581 if (!(map & 1)
3582 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3583 || (reg_maps->shader_version.major < 2 && !i))
3584 continue;
3586 sprintf(srgbtmp[found], "R%u", i);
3587 ++found;
3588 if (found == 4) break;
3591 switch(found) {
3592 case 0:
3593 sprintf(srgbtmp[0], "TA");
3594 sprintf(srgbtmp[1], "TB");
3595 sprintf(srgbtmp[2], "TC");
3596 sprintf(srgbtmp[3], "TD");
3597 dcl_td = TRUE;
3598 break;
3599 case 1:
3600 sprintf(srgbtmp[1], "TA");
3601 sprintf(srgbtmp[2], "TB");
3602 sprintf(srgbtmp[3], "TC");
3603 break;
3604 case 2:
3605 sprintf(srgbtmp[2], "TA");
3606 sprintf(srgbtmp[3], "TB");
3607 break;
3608 case 3:
3609 sprintf(srgbtmp[3], "TA");
3610 break;
3611 case 4:
3612 break;
3615 /* Create the hw ARB shader */
3616 memset(&priv_ctx, 0, sizeof(priv_ctx));
3617 priv_ctx.cur_ps_args = args;
3618 priv_ctx.compiled_fprog = compiled;
3619 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3620 init_ps_input(shader, args, &priv_ctx);
3621 list_init(&priv_ctx.control_frames);
3623 /* Avoid enabling NV_fragment_program* if we do not need it.
3625 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3626 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3627 * is faster than what we gain from using higher native instructions. There are some things though
3628 * that cannot be emulated. In that case enable the extensions.
3629 * If the extension is enabled, instruction handlers that support both ways will use it.
3631 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3632 * So enable the best we can get.
3634 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3635 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3637 want_nv_prog = TRUE;
3640 shader_addline(buffer, "!!ARBfp1.0\n");
3641 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3643 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3644 priv_ctx.target_version = NV3;
3646 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3648 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3649 priv_ctx.target_version = NV2;
3650 } else {
3651 if(want_nv_prog)
3653 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3654 * limits properly
3656 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3657 ERR("Try GLSL\n");
3659 priv_ctx.target_version = ARB;
3662 if (reg_maps->rt_mask > 1)
3664 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3667 if (reg_maps->shader_version.major < 3)
3669 switch(args->super.fog) {
3670 case FOG_OFF:
3671 break;
3672 case FOG_LINEAR:
3673 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3674 break;
3675 case FOG_EXP:
3676 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3677 break;
3678 case FOG_EXP2:
3679 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3680 break;
3684 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3685 * unused temps away(but occupies them for the whole shader if they're used once). Always
3686 * declaring them avoids tricky bookkeeping work
3688 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3689 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3690 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3691 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3692 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3693 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3694 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3696 if (reg_maps->shader_version.major < 2)
3698 strcpy(fragcolor, "R0");
3700 else
3702 if (args->super.srgb_correction)
3704 if (shader->u.ps.color0_mov)
3706 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3708 else
3710 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3711 strcpy(fragcolor, "TMP_COLOR");
3713 } else {
3714 strcpy(fragcolor, "result.color");
3718 if(args->super.srgb_correction) {
3719 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3720 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3721 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3722 srgb_sub_high, 0.0, 0.0, 0.0);
3725 /* Base Declarations */
3726 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3728 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3730 unsigned char bump_const;
3732 if (!(map & 1)) continue;
3734 bump_const = compiled->numbumpenvmatconsts;
3735 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3736 compiled->bumpenvmatconst[bump_const].texunit = i;
3737 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3738 compiled->luminanceconst[bump_const].texunit = i;
3740 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3741 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3742 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3743 * textures due to conditional NP2 restrictions)
3745 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3746 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3747 * their location is shader dependent anyway and they cannot be loaded globally.
3749 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3750 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3751 i, compiled->bumpenvmatconst[bump_const].const_num);
3752 compiled->numbumpenvmatconsts = bump_const + 1;
3754 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3756 compiled->luminanceconst[bump_const].const_num = next_local++;
3757 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3758 i, compiled->luminanceconst[bump_const].const_num);
3761 for(i = 0; i < MAX_CONST_I; i++)
3763 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3764 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3766 const DWORD *control_values = find_loop_control_values(shader, i);
3768 if(control_values)
3770 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3771 control_values[0], control_values[1], control_values[2]);
3773 else
3775 compiled->int_consts[i] = next_local;
3776 compiled->num_int_consts++;
3777 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3782 if(reg_maps->vpos || reg_maps->usesdsy)
3784 compiled->ycorrection = next_local;
3785 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3787 if(reg_maps->vpos)
3789 shader_addline(buffer, "TEMP vpos;\n");
3790 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3791 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3792 * ycorrection.z: 1.0
3793 * ycorrection.w: 0.0
3795 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3796 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3799 else
3801 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3804 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3805 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3806 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3807 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3808 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3809 * shader compilation errors and the subsequent errors when drawing with this shader. */
3810 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3811 unsigned char cur_fixup_sampler = 0;
3813 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3814 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3815 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3817 fixup->offset = next_local;
3818 fixup->super.active = 0;
3820 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3821 if (!(map & (1 << i))) continue;
3823 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3824 fixup->super.active |= (1 << i);
3825 fixup->super.idx[i] = cur_fixup_sampler++;
3826 } else {
3827 FIXME("No free constant found to load NP2 fixup data into shader. "
3828 "Sampling from this texture will probably look wrong.\n");
3829 break;
3833 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3834 if (fixup->super.num_consts) {
3835 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3836 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3840 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3842 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3845 /* Base Shader Body */
3846 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3848 if(args->super.srgb_correction) {
3849 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3850 priv_ctx.target_version >= NV2);
3853 if(strcmp(fragcolor, "result.color")) {
3854 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3856 shader_addline(buffer, "END\n");
3858 /* TODO: change to resource.glObjectHandle or something like that */
3859 GL_EXTCALL(glGenProgramsARB(1, &retval));
3861 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3862 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3864 TRACE("Created hw pixel shader, prg=%d\n", retval);
3865 /* Create the program and check for errors */
3866 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3867 buffer->content_size, buffer->buffer));
3868 checkGLcall("glProgramStringARB()");
3870 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3871 if (errPos != -1)
3873 FIXME("HW PixelShader Error at position %d: %s\n\n",
3874 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3875 shader_arb_dump_program_source(buffer->buffer);
3876 retval = 0;
3878 else
3880 GLint native;
3882 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3883 checkGLcall("glGetProgramivARB()");
3884 if (!native) WARN("Program exceeds native resource limits.\n");
3887 return retval;
3890 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3892 unsigned int i;
3893 int ret;
3895 for(i = 0; i < MAX_REG_INPUT; i++)
3897 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3899 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3900 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3901 continue;
3904 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3905 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3906 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3907 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3908 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3909 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3911 return 0;
3914 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3916 struct wined3d_shader_signature_element *new;
3917 int i;
3918 char *name;
3920 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3921 for(i = 0; i < MAX_REG_INPUT; i++)
3923 if (!sig[i].semantic_name) continue;
3925 new[i] = sig[i];
3926 /* Clone the semantic string */
3927 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3928 strcpy(name, sig[i].semantic_name);
3929 new[i].semantic_name = name;
3931 return new;
3934 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3936 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3937 struct ps_signature *found_sig;
3939 if (entry)
3941 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3942 TRACE("Found existing signature %u\n", found_sig->idx);
3943 return found_sig->idx;
3945 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3946 found_sig->sig = clone_sig(sig);
3947 found_sig->idx = priv->ps_sig_number++;
3948 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3949 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3951 ERR("Failed to insert program entry.\n");
3953 return found_sig->idx;
3956 static void init_output_registers(const struct wined3d_shader *shader,
3957 const struct wined3d_shader_signature_element *ps_input_sig,
3958 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3960 unsigned int i, j;
3961 static const char * const texcoords[8] =
3963 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3964 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3966 const char *semantic_name;
3967 DWORD semantic_idx, reg_idx;
3969 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3970 * and varying 9 to result.color.secondary
3972 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3974 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3975 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3976 "result.color.primary", "result.color.secondary"
3979 if (!ps_input_sig)
3981 TRACE("Pixel shader uses builtin varyings\n");
3982 /* Map builtins to builtins */
3983 for(i = 0; i < 8; i++)
3985 priv_ctx->texcrd_output[i] = texcoords[i];
3987 priv_ctx->color_output[0] = "result.color.primary";
3988 priv_ctx->color_output[1] = "result.color.secondary";
3989 priv_ctx->fog_output = "TMP_FOGCOORD";
3991 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3992 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
3994 semantic_name = shader->output_signature[i].semantic_name;
3995 if (!semantic_name) continue;
3997 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
3999 TRACE("o%u is TMP_OUT\n", i);
4000 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4001 else priv_ctx->vs_output[i] = "TA";
4003 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4005 TRACE("o%u is result.pointsize\n", i);
4006 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4007 else priv_ctx->vs_output[i] = "TA";
4009 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4011 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4012 if (!shader->output_signature[i].semantic_idx)
4013 priv_ctx->vs_output[i] = "result.color.primary";
4014 else if (shader->output_signature[i].semantic_idx == 1)
4015 priv_ctx->vs_output[i] = "result.color.secondary";
4016 else priv_ctx->vs_output[i] = "TA";
4018 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4020 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4021 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4022 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4024 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4026 TRACE("o%u is result.fogcoord\n", i);
4027 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4028 else priv_ctx->vs_output[i] = "result.fogcoord";
4030 else
4032 priv_ctx->vs_output[i] = "TA";
4035 return;
4038 TRACE("Pixel shader uses declared varyings\n");
4040 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4041 for(i = 0; i < 8; i++)
4043 priv_ctx->texcrd_output[i] = "TA";
4045 priv_ctx->color_output[0] = "TA";
4046 priv_ctx->color_output[1] = "TA";
4047 priv_ctx->fog_output = "TA";
4049 for(i = 0; i < MAX_REG_INPUT; i++)
4051 semantic_name = ps_input_sig[i].semantic_name;
4052 semantic_idx = ps_input_sig[i].semantic_idx;
4053 reg_idx = ps_input_sig[i].register_idx;
4054 if (!semantic_name) continue;
4056 /* If a declared input register is not written by builtin arguments, don't write to it.
4057 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4059 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4060 * to TMP_OUT in any case
4062 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4064 if (semantic_idx < 8)
4065 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4067 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4069 if (semantic_idx < 2)
4070 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4072 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4074 if (!semantic_idx)
4075 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4077 else
4079 continue;
4082 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4083 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4085 compiled->need_color_unclamp = TRUE;
4089 /* Map declared to declared */
4090 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4092 /* Write unread output to TA to throw them away */
4093 priv_ctx->vs_output[i] = "TA";
4094 semantic_name = shader->output_signature[i].semantic_name;
4095 if (!semantic_name) continue;
4097 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4098 && !shader->output_signature[i].semantic_idx)
4100 priv_ctx->vs_output[i] = "TMP_OUT";
4101 continue;
4103 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4104 && !shader->output_signature[i].semantic_idx)
4106 priv_ctx->vs_output[i] = "result.pointsize";
4107 continue;
4110 for(j = 0; j < MAX_REG_INPUT; j++)
4112 if (!ps_input_sig[j].semantic_name) continue;
4114 if (!strcmp(ps_input_sig[j].semantic_name, semantic_name)
4115 && ps_input_sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4117 priv_ctx->vs_output[i] = decl_idx_to_string[ps_input_sig[j].register_idx];
4119 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4120 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4122 compiled->need_color_unclamp = TRUE;
4129 /* Context activation is done by the caller. */
4130 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4131 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4132 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4133 const struct wined3d_shader_signature_element *ps_input_sig)
4135 const struct arb_vshader_private *shader_data = shader->backend_data;
4136 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4137 struct shader_arb_priv *priv = shader->device->shader_priv;
4138 const DWORD *function = shader->function;
4139 GLuint ret;
4140 DWORD next_local = 0;
4141 struct shader_arb_ctx_priv priv_ctx;
4142 unsigned int i;
4143 GLint errPos;
4145 memset(&priv_ctx, 0, sizeof(priv_ctx));
4146 priv_ctx.cur_vs_args = args;
4147 list_init(&priv_ctx.control_frames);
4148 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4150 /* Create the hw ARB shader */
4151 shader_addline(buffer, "!!ARBvp1.0\n");
4153 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4154 * mesurable performance penalty, and we can always make use of it for clipplanes.
4156 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4158 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4159 priv_ctx.target_version = NV3;
4160 shader_addline(buffer, "ADDRESS aL;\n");
4162 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4164 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4165 priv_ctx.target_version = NV2;
4166 shader_addline(buffer, "ADDRESS aL;\n");
4167 } else {
4168 priv_ctx.target_version = ARB;
4171 shader_addline(buffer, "TEMP TMP_OUT;\n");
4172 if (reg_maps->fog)
4173 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4174 if (need_helper_const(shader_data, reg_maps, gl_info))
4176 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4178 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4180 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4181 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4184 shader_addline(buffer, "TEMP TA;\n");
4185 shader_addline(buffer, "TEMP TB;\n");
4187 /* Base Declarations */
4188 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4189 &priv_ctx.vs_clipplanes, &priv_ctx);
4191 for(i = 0; i < MAX_CONST_I; i++)
4193 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4194 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4196 const DWORD *control_values = find_loop_control_values(shader, i);
4198 if(control_values)
4200 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4201 control_values[0], control_values[1], control_values[2]);
4203 else
4205 compiled->int_consts[i] = next_local;
4206 compiled->num_int_consts++;
4207 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4212 /* We need a constant to fixup the final position */
4213 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4214 compiled->pos_fixup = next_local++;
4216 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4217 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4218 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4219 * a replacement shader depend on the texcoord.w being set properly.
4221 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4222 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4223 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4224 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4225 * this can eat a number of instructions, so skip it unless this cap is set as well
4227 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4229 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4230 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4232 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4234 int i;
4235 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4236 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4238 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4239 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4244 /* The shader starts with the main function */
4245 priv_ctx.in_main_func = TRUE;
4246 /* Base Shader Body */
4247 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4249 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4250 shader_data, args, reg_maps, gl_info, buffer);
4252 shader_addline(buffer, "END\n");
4254 /* TODO: change to resource.glObjectHandle or something like that */
4255 GL_EXTCALL(glGenProgramsARB(1, &ret));
4257 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4258 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4260 TRACE("Created hw vertex shader, prg=%d\n", ret);
4261 /* Create the program and check for errors */
4262 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4263 buffer->content_size, buffer->buffer));
4264 checkGLcall("glProgramStringARB()");
4266 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4267 if (errPos != -1)
4269 FIXME("HW VertexShader Error at position %d: %s\n\n",
4270 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4271 shader_arb_dump_program_source(buffer->buffer);
4272 ret = -1;
4274 else
4276 GLint native;
4278 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4279 checkGLcall("glGetProgramivARB()");
4280 if (!native) WARN("Program exceeds native resource limits.\n");
4283 return ret;
4286 /* Context activation is done by the caller. */
4287 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4288 const struct arb_ps_compile_args *args)
4290 struct wined3d_device *device = shader->device;
4291 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4292 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4293 UINT i;
4294 DWORD new_size;
4295 struct arb_ps_compiled_shader *new_array;
4296 struct wined3d_shader_buffer buffer;
4297 struct arb_pshader_private *shader_data;
4298 GLuint ret;
4300 if (!shader->backend_data)
4302 struct shader_arb_priv *priv = device->shader_priv;
4304 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4305 shader_data = shader->backend_data;
4306 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4308 if (shader->reg_maps.shader_version.major < 3)
4309 shader_data->input_signature_idx = ~0U;
4310 else
4311 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4313 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4315 if (!d3d_info->vs_clipping)
4316 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4317 d3d_info->limits.ffp_blend_stages - 1);
4318 else
4319 shader_data->clipplane_emulation = ~0U;
4321 shader_data = shader->backend_data;
4323 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4324 * so a linear search is more performant than a hashmap or a binary search
4325 * (cache coherency etc)
4327 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4329 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4330 return &shader_data->gl_shaders[i];
4333 TRACE("No matching GL shader found, compiling a new shader\n");
4334 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4335 if (shader_data->num_gl_shaders)
4337 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4338 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4339 new_size * sizeof(*shader_data->gl_shaders));
4340 } else {
4341 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4342 new_size = 1;
4345 if(!new_array) {
4346 ERR("Out of memory\n");
4347 return 0;
4349 shader_data->gl_shaders = new_array;
4350 shader_data->shader_array_size = new_size;
4353 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4355 pixelshader_update_samplers(shader, args->super.tex_types);
4357 if (!shader_buffer_init(&buffer))
4359 ERR("Failed to initialize shader buffer.\n");
4360 return 0;
4363 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4364 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4365 shader_buffer_free(&buffer);
4366 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4368 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4371 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4372 const DWORD use_map, BOOL skip_int) {
4373 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4374 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4375 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4376 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4377 if(stored->ps_signature != new->ps_signature) return FALSE;
4378 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4379 if(skip_int) return TRUE;
4381 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4384 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4385 const struct arb_vs_compile_args *args,
4386 const struct wined3d_shader_signature_element *ps_input_sig)
4388 struct wined3d_device *device = shader->device;
4389 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4390 DWORD use_map = device->stream_info.use_map;
4391 UINT i;
4392 DWORD new_size;
4393 struct arb_vs_compiled_shader *new_array;
4394 struct wined3d_shader_buffer buffer;
4395 struct arb_vshader_private *shader_data;
4396 GLuint ret;
4398 if (!shader->backend_data)
4400 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4402 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4403 shader_data = shader->backend_data;
4405 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4406 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4408 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4410 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4411 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4412 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4414 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4415 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4416 else if (reg_maps->max_rel_offset > 63)
4417 shader_data->rel_offset = reg_maps->min_rel_offset;
4420 shader_data = shader->backend_data;
4422 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4423 * so a linear search is more performant than a hashmap or a binary search
4424 * (cache coherency etc)
4426 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4427 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4428 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4430 return &shader_data->gl_shaders[i];
4434 TRACE("No matching GL shader found, compiling a new shader\n");
4436 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4437 if (shader_data->num_gl_shaders)
4439 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4440 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4441 new_size * sizeof(*shader_data->gl_shaders));
4442 } else {
4443 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4444 new_size = 1;
4447 if(!new_array) {
4448 ERR("Out of memory\n");
4449 return 0;
4451 shader_data->gl_shaders = new_array;
4452 shader_data->shader_array_size = new_size;
4455 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4457 if (!shader_buffer_init(&buffer))
4459 ERR("Failed to initialize shader buffer.\n");
4460 return 0;
4463 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4464 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4465 ps_input_sig);
4466 shader_buffer_free(&buffer);
4467 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4469 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4472 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4473 const struct wined3d_context *context, const struct wined3d_shader *shader,
4474 struct arb_ps_compile_args *args)
4476 const struct wined3d_gl_info *gl_info = context->gl_info;
4477 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4478 int i;
4479 WORD int_skip;
4481 find_ps_compile_args(state, shader, &args->super);
4483 /* This forces all local boolean constants to 1 to make them stateblock independent */
4484 args->bools = shader->reg_maps.local_bool_consts;
4486 for(i = 0; i < MAX_CONST_B; i++)
4488 if (state->ps_consts_b[i])
4489 args->bools |= ( 1 << i);
4492 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4493 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4494 * duplicate the shader than have a no-op KIL instruction in every shader
4496 if (!d3d_info->vs_clipping && use_vs(state)
4497 && state->render_states[WINED3D_RS_CLIPPING]
4498 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4499 args->clip = 1;
4500 else
4501 args->clip = 0;
4503 /* Skip if unused or local, or supported natively */
4504 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4505 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4507 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4508 return;
4511 for(i = 0; i < MAX_CONST_I; i++)
4513 if(int_skip & (1 << i))
4515 args->loop_ctrl[i][0] = 0;
4516 args->loop_ctrl[i][1] = 0;
4517 args->loop_ctrl[i][2] = 0;
4519 else
4521 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4522 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4523 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4528 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4529 const struct wined3d_context *context, const struct wined3d_shader *shader,
4530 struct arb_vs_compile_args *args)
4532 struct wined3d_device *device = shader->device;
4533 const struct wined3d_adapter *adapter = device->adapter;
4534 const struct wined3d_gl_info *gl_info = context->gl_info;
4535 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4536 int i;
4537 WORD int_skip;
4539 find_vs_compile_args(state, shader, &args->super);
4541 args->clip.boolclip_compare = 0;
4542 if (use_ps(state))
4544 const struct wined3d_shader *ps = state->pixel_shader;
4545 const struct arb_pshader_private *shader_priv = ps->backend_data;
4546 args->ps_signature = shader_priv->input_signature_idx;
4548 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4550 else
4552 args->ps_signature = ~0;
4553 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4555 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? d3d_info->limits.ffp_blend_stages : 0;
4557 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4560 if (args->clip.boolclip.clip_texcoord)
4562 if (state->render_states[WINED3D_RS_CLIPPING])
4563 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4564 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4567 /* This forces all local boolean constants to 1 to make them stateblock independent */
4568 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4569 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4570 for(i = 0; i < MAX_CONST_B; i++)
4572 if (state->vs_consts_b[i])
4573 args->clip.boolclip.bools |= ( 1 << i);
4576 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4577 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4578 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4579 args->vertex.samplers[3] = 0;
4581 /* Skip if unused or local */
4582 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4583 /* This is about flow control, not clipping. */
4584 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4586 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4587 return;
4590 for(i = 0; i < MAX_CONST_I; i++)
4592 if(int_skip & (1 << i))
4594 args->loop_ctrl[i][0] = 0;
4595 args->loop_ctrl[i][1] = 0;
4596 args->loop_ctrl[i][2] = 0;
4598 else
4600 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4601 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4602 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4607 /* Context activation is done by the caller. */
4608 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
4609 enum wined3d_shader_mode fragment_mode)
4611 struct wined3d_device *device = context->swapchain->device;
4612 struct shader_arb_priv *priv = device->shader_priv;
4613 const struct wined3d_gl_info *gl_info = context->gl_info;
4614 const struct wined3d_state *state = &device->stateBlock->state;
4615 int i;
4617 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4618 if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
4620 struct wined3d_shader *ps = state->pixel_shader;
4621 struct arb_ps_compile_args compile_args;
4622 struct arb_ps_compiled_shader *compiled;
4624 TRACE("Using pixel shader %p.\n", ps);
4625 find_arb_ps_compile_args(state, context, ps, &compile_args);
4626 compiled = find_arb_pshader(ps, &compile_args);
4627 priv->current_fprogram_id = compiled->prgId;
4628 priv->compiled_fprog = compiled;
4630 /* Bind the fragment program */
4631 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4632 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4634 if (!priv->use_arbfp_fixed_func)
4635 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4637 /* Enable OpenGL fragment programs. */
4638 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4639 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4641 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4642 device, priv->current_fprogram_id);
4644 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4645 * a 1.x and newer shader, reload the first 8 constants
4647 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4649 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4650 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4651 for(i = 0; i < 8; i++)
4653 priv->pshader_const_dirty[i] = 1;
4655 /* Also takes care of loading local constants */
4656 shader_arb_load_constants_internal(device->shader_priv, context, state, TRUE, FALSE, TRUE);
4658 else
4660 UINT rt_height = state->fb->render_targets[0]->resource.height;
4661 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4664 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4665 if (compiled->np2fixup_info.super.active)
4666 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4668 else
4670 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4672 /* Disable only if we're not using arbfp fixed function fragment
4673 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4674 * enabled, and the fixed function pipeline will bind the fixed
4675 * function replacement shader. */
4676 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4677 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4678 priv->current_fprogram_id = 0;
4680 priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
4683 if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
4685 struct wined3d_shader *vs = state->vertex_shader;
4686 struct arb_vs_compile_args compile_args;
4687 struct arb_vs_compiled_shader *compiled;
4688 const struct wined3d_shader_signature_element *ps_input_sig;
4690 TRACE("Using vertex shader %p\n", vs);
4691 find_arb_vs_compile_args(state, context, vs, &compile_args);
4693 /* Instead of searching for the signature in the signature list, read the one from the
4694 * current pixel shader. It's maybe not the shader where the signature came from, but it
4695 * is the same signature and faster to find. */
4696 if (compile_args.ps_signature == ~0U)
4697 ps_input_sig = NULL;
4698 else
4699 ps_input_sig = state->pixel_shader->input_signature;
4701 compiled = find_arb_vshader(vs, &compile_args, ps_input_sig);
4702 priv->current_vprogram_id = compiled->prgId;
4703 priv->compiled_vprog = compiled;
4705 /* Bind the vertex program */
4706 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4707 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4709 /* Enable OpenGL vertex programs */
4710 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4711 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4712 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4713 shader_arb_vs_local_constants(compiled, context, state);
4715 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4716 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4718 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4720 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4721 checkGLcall("glClampColorARB");
4722 } else {
4723 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4727 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4729 priv->current_vprogram_id = 0;
4730 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4731 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4733 priv->vertex_pipe->vp_enable(gl_info, vertex_mode == WINED3D_SHADER_MODE_FFP);
4736 /* Context activation is done by the caller. */
4737 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4738 enum tex_types tex_type, const SIZE *ds_mask_size)
4740 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4741 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4742 struct shader_arb_priv *priv = shader_priv;
4743 GLuint *blt_fprogram;
4745 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4746 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4747 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4749 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4750 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4751 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4752 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4753 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4756 /* Context activation is done by the caller. */
4757 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4759 struct shader_arb_priv *priv = shader_priv;
4761 if (priv->current_vprogram_id) {
4762 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4763 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4765 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4767 else
4769 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4770 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4773 if (priv->current_fprogram_id) {
4774 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4775 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4777 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4779 else if(!priv->use_arbfp_fixed_func)
4781 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4782 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4786 static void shader_arb_destroy(struct wined3d_shader *shader)
4788 struct wined3d_device *device = shader->device;
4789 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4791 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4793 struct arb_pshader_private *shader_data = shader->backend_data;
4794 UINT i;
4796 if(!shader_data) return; /* This can happen if a shader was never compiled */
4798 if (shader_data->num_gl_shaders)
4800 struct wined3d_context *context = context_acquire(device, NULL);
4802 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4804 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4805 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4808 context_release(context);
4811 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4812 HeapFree(GetProcessHeap(), 0, shader_data);
4813 shader->backend_data = NULL;
4815 else
4817 struct arb_vshader_private *shader_data = shader->backend_data;
4818 UINT i;
4820 if(!shader_data) return; /* This can happen if a shader was never compiled */
4822 if (shader_data->num_gl_shaders)
4824 struct wined3d_context *context = context_acquire(device, NULL);
4826 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4828 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4829 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4832 context_release(context);
4835 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4836 HeapFree(GetProcessHeap(), 0, shader_data);
4837 shader->backend_data = NULL;
4841 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4843 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4844 return compare_sig(key, e->sig);
4847 static const struct wine_rb_functions sig_tree_functions =
4849 wined3d_rb_alloc,
4850 wined3d_rb_realloc,
4851 wined3d_rb_free,
4852 sig_tree_compare
4855 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4856 const struct fragment_pipeline *fragment_pipe)
4858 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4859 struct fragment_caps fragment_caps;
4860 void *vertex_priv, *fragment_priv;
4861 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4863 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4865 ERR("Failed to initialize vertex pipe.\n");
4866 HeapFree(GetProcessHeap(), 0, priv);
4867 return E_FAIL;
4870 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4872 ERR("Failed to initialize fragment pipe.\n");
4873 vertex_pipe->vp_free(device);
4874 HeapFree(GetProcessHeap(), 0, priv);
4875 return E_FAIL;
4878 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4879 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4880 if (!priv->vshader_const_dirty)
4881 goto fail;
4882 memset(priv->vshader_const_dirty, 1,
4883 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4885 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4886 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4887 if (!priv->pshader_const_dirty)
4888 goto fail;
4889 memset(priv->pshader_const_dirty, 1,
4890 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4892 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4894 ERR("RB tree init failed\n");
4895 goto fail;
4898 priv->vertex_pipe = vertex_pipe;
4899 priv->fragment_pipe = fragment_pipe;
4900 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4901 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4903 device->vertex_priv = vertex_priv;
4904 device->fragment_priv = fragment_priv;
4905 device->shader_priv = priv;
4907 return WINED3D_OK;
4909 fail:
4910 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4911 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4912 fragment_pipe->free_private(device);
4913 vertex_pipe->vp_free(device);
4914 HeapFree(GetProcessHeap(), 0, priv);
4915 return E_OUTOFMEMORY;
4918 static void release_signature(struct wine_rb_entry *entry, void *context)
4920 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4921 int i;
4922 for(i = 0; i < MAX_REG_INPUT; i++)
4924 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4926 HeapFree(GetProcessHeap(), 0, sig->sig);
4927 HeapFree(GetProcessHeap(), 0, sig);
4930 /* Context activation is done by the caller. */
4931 static void shader_arb_free(struct wined3d_device *device)
4933 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4934 struct shader_arb_priv *priv = device->shader_priv;
4935 int i;
4937 if (priv->depth_blt_vprogram_id)
4938 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4940 for (i = 0; i < tex_type_count; ++i)
4942 if (priv->depth_blt_fprogram_id_full[i])
4944 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4946 if (priv->depth_blt_fprogram_id_masked[i])
4948 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4952 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4953 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4954 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4955 priv->fragment_pipe->free_private(device);
4956 priv->vertex_pipe->vp_free(device);
4957 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4960 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4962 struct shader_arb_priv *priv = shader_priv;
4964 if (priv->last_context == context)
4965 priv->last_context = NULL;
4968 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4970 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4972 DWORD vs_consts;
4973 UINT vs_version;
4975 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4976 * for vertex programs. If the native limit is less than that it's
4977 * not very useful, and e.g. Mesa swrast returns 0, probably to
4978 * indicate it's a software implementation. */
4979 if (gl_info->limits.arb_vs_native_constants < 96)
4980 vs_consts = gl_info->limits.arb_vs_float_constants;
4981 else
4982 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4984 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4986 vs_version = 3;
4987 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4989 else if (vs_consts >= 256)
4991 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4992 vs_version = 2;
4993 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4995 else
4997 vs_version = 1;
4998 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5000 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5001 caps->vs_uniform_count = vs_consts;
5003 else
5005 caps->vs_version = 0;
5006 caps->vs_uniform_count = 0;
5009 caps->gs_version = 0;
5011 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5013 DWORD ps_consts;
5014 UINT ps_version;
5016 /* Similar as above for vertex programs, but the minimum for fragment
5017 * programs is 24. */
5018 if (gl_info->limits.arb_ps_native_constants < 24)
5019 ps_consts = gl_info->limits.arb_ps_float_constants;
5020 else
5021 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5023 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5025 ps_version = 3;
5026 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5028 else if (ps_consts >= 32)
5030 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5031 ps_version = 2;
5032 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5034 else
5036 ps_version = 1;
5037 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5039 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5040 caps->ps_uniform_count = ps_consts;
5041 caps->ps_1x_max_value = 8.0f;
5043 else
5045 caps->ps_version = 0;
5046 caps->ps_uniform_count = 0;
5047 caps->ps_1x_max_value = 0.0f;
5050 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5051 if (use_nv_clip(gl_info))
5052 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5055 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5057 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5059 TRACE("Checking support for color_fixup:\n");
5060 dump_color_fixup_desc(fixup);
5063 /* We support everything except complex conversions. */
5064 if (!is_complex_fixup(fixup))
5066 TRACE("[OK]\n");
5067 return TRUE;
5070 TRACE("[FAILED]\n");
5071 return FALSE;
5074 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5075 DWORD shift;
5076 char write_mask[20], regstr[50];
5077 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5078 BOOL is_color = FALSE;
5079 const struct wined3d_shader_dst_param *dst;
5081 if (!ins->dst_count) return;
5083 dst = &ins->dst[0];
5084 shift = dst->shift;
5085 if (!shift) return; /* Saturate alone is handled by the instructions */
5087 shader_arb_get_write_mask(ins, dst, write_mask);
5088 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5090 /* Generate a line that does the output modifier computation
5091 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5092 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5094 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5095 regstr, write_mask, regstr, shift_tab[shift]);
5098 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5100 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5101 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5102 /* WINED3DSIH_AND */ NULL,
5103 /* WINED3DSIH_BEM */ pshader_hw_bem,
5104 /* WINED3DSIH_BREAK */ shader_hw_break,
5105 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5106 /* WINED3DSIH_BREAKP */ NULL,
5107 /* WINED3DSIH_CALL */ shader_hw_call,
5108 /* WINED3DSIH_CALLNZ */ NULL,
5109 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5110 /* WINED3DSIH_CND */ pshader_hw_cnd,
5111 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5112 /* WINED3DSIH_CUT */ NULL,
5113 /* WINED3DSIH_DCL */ shader_hw_nop,
5114 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5115 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5116 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5117 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5118 /* WINED3DSIH_DEF */ shader_hw_nop,
5119 /* WINED3DSIH_DEFB */ shader_hw_nop,
5120 /* WINED3DSIH_DEFI */ shader_hw_nop,
5121 /* WINED3DSIH_DIV */ NULL,
5122 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5123 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5124 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5125 /* WINED3DSIH_DST */ shader_hw_map2gl,
5126 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5127 /* WINED3DSIH_DSY */ shader_hw_dsy,
5128 /* WINED3DSIH_ELSE */ shader_hw_else,
5129 /* WINED3DSIH_EMIT */ NULL,
5130 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5131 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5132 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5133 /* WINED3DSIH_EQ */ NULL,
5134 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5135 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5136 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5137 /* WINED3DSIH_FTOI */ NULL,
5138 /* WINED3DSIH_GE */ NULL,
5139 /* WINED3DSIH_IADD */ NULL,
5140 /* WINED3DSIH_IEQ */ NULL,
5141 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5142 /* WINED3DSIH_IFC */ shader_hw_ifc,
5143 /* WINED3DSIH_IGE */ NULL,
5144 /* WINED3DSIH_IMUL */ NULL,
5145 /* WINED3DSIH_ITOF */ NULL,
5146 /* WINED3DSIH_LABEL */ shader_hw_label,
5147 /* WINED3DSIH_LD */ NULL,
5148 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5149 /* WINED3DSIH_LOG */ shader_hw_log,
5150 /* WINED3DSIH_LOGP */ shader_hw_log,
5151 /* WINED3DSIH_LOOP */ shader_hw_loop,
5152 /* WINED3DSIH_LRP */ shader_hw_lrp,
5153 /* WINED3DSIH_LT */ NULL,
5154 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5155 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5156 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5157 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5158 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5159 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5160 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5161 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5162 /* WINED3DSIH_MOV */ shader_hw_mov,
5163 /* WINED3DSIH_MOVA */ shader_hw_mov,
5164 /* WINED3DSIH_MOVC */ NULL,
5165 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5166 /* WINED3DSIH_NOP */ shader_hw_nop,
5167 /* WINED3DSIH_NRM */ shader_hw_nrm,
5168 /* WINED3DSIH_PHASE */ shader_hw_nop,
5169 /* WINED3DSIH_POW */ shader_hw_pow,
5170 /* WINED3DSIH_RCP */ shader_hw_rcp,
5171 /* WINED3DSIH_REP */ shader_hw_rep,
5172 /* WINED3DSIH_RET */ shader_hw_ret,
5173 /* WINED3DSIH_ROUND_NI */ NULL,
5174 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5175 /* WINED3DSIH_SAMPLE */ NULL,
5176 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5177 /* WINED3DSIH_SAMPLE_LOD */ 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_SUB */ shader_hw_map2gl,
5185 /* WINED3DSIH_TEX */ pshader_hw_tex,
5186 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5187 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5188 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5189 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5190 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5191 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5192 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5193 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5194 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5195 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5196 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5197 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5198 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5199 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5200 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5201 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5202 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5203 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5204 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5205 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5206 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5207 /* WINED3DSIH_UDIV */ NULL,
5208 /* WINED3DSIH_USHR */ NULL,
5209 /* WINED3DSIH_UTOF */ NULL,
5210 /* WINED3DSIH_XOR */ NULL,
5213 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5214 const struct wined3d_shader *shader, DWORD idx)
5216 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5217 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5218 const struct wined3d_shader_lconst *constant;
5219 WORD bools = 0;
5220 WORD flag = (1 << idx);
5221 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5223 if (reg_maps->local_bool_consts & flag)
5225 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5226 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5228 if (constant->idx == idx)
5230 return constant->value[0];
5233 ERR("Local constant not found\n");
5234 return FALSE;
5236 else
5238 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5239 else bools = priv->cur_ps_args->bools;
5240 return bools & flag;
5244 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5245 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5247 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5248 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5250 /* Integer constants can either be a local constant, or they can be stored in the shader
5251 * type specific compile args. */
5252 if (reg_maps->local_int_consts & (1 << idx))
5254 const struct wined3d_shader_lconst *constant;
5256 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5258 if (constant->idx == idx)
5260 loop_control->count = constant->value[0];
5261 loop_control->start = constant->value[1];
5262 /* Step is signed. */
5263 loop_control->step = (int)constant->value[2];
5264 return;
5267 /* If this happens the flag was set incorrectly */
5268 ERR("Local constant not found\n");
5269 loop_control->count = 0;
5270 loop_control->start = 0;
5271 loop_control->step = 0;
5272 return;
5275 switch (reg_maps->shader_version.type)
5277 case WINED3D_SHADER_TYPE_VERTEX:
5278 /* Count and aL start value are unsigned */
5279 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5280 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5281 /* Step is signed. */
5282 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5283 break;
5285 case WINED3D_SHADER_TYPE_PIXEL:
5286 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5287 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5288 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5289 break;
5291 default:
5292 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5293 break;
5297 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5299 unsigned int i;
5300 struct wined3d_shader_dst_param *dst_param = NULL;
5301 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5302 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5303 if(!rec)
5305 ERR("Out of memory\n");
5306 return;
5309 rec->ins = *ins;
5310 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5311 if(!dst_param) goto free;
5312 *dst_param = *ins->dst;
5313 if (ins->dst->reg.idx[0].rel_addr)
5315 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5316 if (!rel_addr)
5317 goto free;
5318 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5319 dst_param->reg.idx[0].rel_addr = rel_addr;
5321 rec->ins.dst = dst_param;
5323 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5324 if (!src_param)
5325 goto free;
5326 for (i = 0; i < ins->src_count; ++i)
5328 src_param[i] = ins->src[i];
5329 if (ins->src[i].reg.idx[0].rel_addr)
5331 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5332 if (!rel_addr)
5333 goto free;
5334 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5335 src_param[i].reg.idx[0].rel_addr = rel_addr;
5338 rec->ins.src = src_param;
5339 list_add_tail(list, &rec->entry);
5340 return;
5342 free:
5343 ERR("Out of memory\n");
5344 if(dst_param)
5346 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5347 HeapFree(GetProcessHeap(), 0, dst_param);
5349 if(src_param)
5351 for(i = 0; i < ins->src_count; i++)
5353 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5355 HeapFree(GetProcessHeap(), 0, src_param);
5357 HeapFree(GetProcessHeap(), 0, rec);
5360 static void free_recorded_instruction(struct list *list)
5362 struct recorded_instruction *rec_ins, *entry2;
5363 unsigned int i;
5365 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5367 list_remove(&rec_ins->entry);
5368 if (rec_ins->ins.dst)
5370 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5371 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5373 if (rec_ins->ins.src)
5375 for (i = 0; i < rec_ins->ins.src_count; ++i)
5377 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5379 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5381 HeapFree(GetProcessHeap(), 0, rec_ins);
5385 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5387 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5388 struct control_frame *control_frame;
5390 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5392 struct list *e = list_head(&priv->control_frames);
5393 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5394 list_remove(&control_frame->entry);
5395 HeapFree(GetProcessHeap(), 0, control_frame);
5396 priv->loop_depth--;
5398 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5400 /* Non-ifc ENDIFs were already handled previously. */
5401 struct list *e = list_head(&priv->control_frames);
5402 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5403 list_remove(&control_frame->entry);
5404 HeapFree(GetProcessHeap(), 0, control_frame);
5408 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5409 SHADER_HANDLER hw_fct;
5410 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5411 const struct wined3d_shader *shader = ins->ctx->shader;
5412 struct control_frame *control_frame;
5413 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5414 BOOL bool_const;
5416 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5418 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5419 list_add_head(&priv->control_frames, &control_frame->entry);
5421 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5422 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5424 if(priv->target_version >= NV2)
5426 control_frame->no.loop = priv->num_loops++;
5427 priv->loop_depth++;
5429 else
5431 /* Don't bother recording when we're in a not used if branch */
5432 if(priv->muted)
5434 return;
5437 if(!priv->recording)
5439 list_init(&priv->record);
5440 priv->recording = TRUE;
5441 control_frame->outer_loop = TRUE;
5442 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5443 return; /* Instruction is handled */
5445 /* Record this loop in the outer loop's recording */
5448 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5450 if(priv->target_version >= NV2)
5452 /* Nothing to do. The control frame is popped after the HW instr handler */
5454 else
5456 struct list *e = list_head(&priv->control_frames);
5457 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5458 list_remove(&control_frame->entry);
5460 if(control_frame->outer_loop)
5462 unsigned int iteration;
5463 int aL = 0;
5464 struct list copy;
5466 /* Turn off recording before playback */
5467 priv->recording = FALSE;
5469 /* Move the recorded instructions to a separate list and get them out of the private data
5470 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5471 * be recorded again, thus priv->record might be overwritten
5473 list_init(&copy);
5474 list_move_tail(&copy, &priv->record);
5475 list_init(&priv->record);
5477 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5479 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5480 control_frame->loop_control.count, control_frame->loop_control.start,
5481 control_frame->loop_control.step);
5482 aL = control_frame->loop_control.start;
5484 else
5486 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5489 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5491 struct recorded_instruction *rec_ins;
5492 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5494 priv->aL = aL;
5495 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5497 else
5499 shader_addline(buffer, "#Iteration %u\n", iteration);
5502 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5504 shader_arb_handle_instruction(&rec_ins->ins);
5507 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5509 aL += control_frame->loop_control.step;
5512 shader_addline(buffer, "#end loop/rep\n");
5514 free_recorded_instruction(&copy);
5515 HeapFree(GetProcessHeap(), 0, control_frame);
5516 return; /* Instruction is handled */
5518 else
5520 /* This is a nested loop. Proceed to the normal recording function */
5521 HeapFree(GetProcessHeap(), 0, control_frame);
5526 if(priv->recording)
5528 record_instruction(&priv->record, ins);
5529 return;
5532 /* boolean if */
5533 if(ins->handler_idx == WINED3DSIH_IF)
5535 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5536 list_add_head(&priv->control_frames, &control_frame->entry);
5537 control_frame->type = IF;
5539 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5540 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5541 bool_const = !bool_const;
5542 if (!priv->muted && !bool_const)
5544 shader_addline(buffer, "#if(FALSE){\n");
5545 priv->muted = TRUE;
5546 control_frame->muting = TRUE;
5548 else shader_addline(buffer, "#if(TRUE) {\n");
5550 return; /* Instruction is handled */
5552 else if(ins->handler_idx == WINED3DSIH_IFC)
5554 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5555 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5556 control_frame->type = IFC;
5557 control_frame->no.ifc = priv->num_ifcs++;
5558 list_add_head(&priv->control_frames, &control_frame->entry);
5560 else if(ins->handler_idx == WINED3DSIH_ELSE)
5562 struct list *e = list_head(&priv->control_frames);
5563 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5565 if(control_frame->type == IF)
5567 shader_addline(buffer, "#} else {\n");
5568 if(!priv->muted && !control_frame->muting)
5570 priv->muted = TRUE;
5571 control_frame->muting = TRUE;
5573 else if(control_frame->muting) priv->muted = FALSE;
5574 return; /* Instruction is handled. */
5576 /* In case of an ifc, generate a HW shader instruction */
5577 if (control_frame->type != IFC)
5578 ERR("Control frame does not match.\n");
5580 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5582 struct list *e = list_head(&priv->control_frames);
5583 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5585 if(control_frame->type == IF)
5587 shader_addline(buffer, "#} endif\n");
5588 if(control_frame->muting) priv->muted = FALSE;
5589 list_remove(&control_frame->entry);
5590 HeapFree(GetProcessHeap(), 0, control_frame);
5591 return; /* Instruction is handled */
5593 /* In case of an ifc, generate a HW shader instruction */
5594 if (control_frame->type != IFC)
5595 ERR("Control frame does not match.\n");
5598 if(priv->muted)
5600 pop_control_frame(ins);
5601 return;
5604 /* Select handler */
5605 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5607 /* Unhandled opcode */
5608 if (!hw_fct)
5610 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5611 return;
5613 hw_fct(ins);
5615 pop_control_frame(ins);
5617 shader_arb_add_instruction_modifiers(ins);
5620 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5622 struct shader_arb_priv *priv = shader_priv;
5624 return priv->ffp_proj_control;
5627 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5629 shader_arb_handle_instruction,
5630 shader_arb_select,
5631 shader_arb_select_depth_blt,
5632 shader_arb_deselect_depth_blt,
5633 shader_arb_update_float_vertex_constants,
5634 shader_arb_update_float_pixel_constants,
5635 shader_arb_load_constants,
5636 shader_arb_load_np2fixup_constants,
5637 shader_arb_destroy,
5638 shader_arb_alloc,
5639 shader_arb_free,
5640 shader_arb_context_destroyed,
5641 shader_arb_get_caps,
5642 shader_arb_color_fixup_supported,
5643 shader_arb_has_ffp_proj_control,
5646 /* ARB_fragment_program fixed function pipeline replacement definitions */
5647 #define ARB_FFP_CONST_TFACTOR 0
5648 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5649 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5650 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5651 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5653 struct arbfp_ffp_desc
5655 struct ffp_frag_desc parent;
5656 GLuint shader;
5659 /* Context activation is done by the caller. */
5660 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5662 if (enable)
5664 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5665 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5667 else
5669 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5670 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5674 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5676 struct shader_arb_priv *priv;
5678 /* Share private data between the shader backend and the pipeline
5679 * replacement, if both are the arb implementation. This is needed to
5680 * figure out whether ARBfp should be disabled if no pixel shader is bound
5681 * or not. */
5682 if (shader_backend == &arb_program_shader_backend)
5683 priv = shader_priv;
5684 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5685 return NULL;
5687 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5689 ERR("Failed to initialize rbtree.\n");
5690 if (priv != shader_priv)
5691 HeapFree(GetProcessHeap(), 0, priv);
5692 return NULL;
5694 priv->use_arbfp_fixed_func = TRUE;
5696 return priv;
5699 /* Context activation is done by the caller. */
5700 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5702 const struct wined3d_gl_info *gl_info = context;
5703 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5705 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5706 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5707 HeapFree(GetProcessHeap(), 0, entry_arb);
5710 /* Context activation is done by the caller. */
5711 static void arbfp_free(struct wined3d_device *device)
5713 struct shader_arb_priv *priv = device->fragment_priv;
5715 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5716 priv->use_arbfp_fixed_func = FALSE;
5718 if (device->shader_backend != &arb_program_shader_backend)
5720 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5724 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5726 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5727 | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5728 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5729 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5730 WINED3DTEXOPCAPS_SELECTARG1 |
5731 WINED3DTEXOPCAPS_SELECTARG2 |
5732 WINED3DTEXOPCAPS_MODULATE4X |
5733 WINED3DTEXOPCAPS_MODULATE2X |
5734 WINED3DTEXOPCAPS_MODULATE |
5735 WINED3DTEXOPCAPS_ADDSIGNED2X |
5736 WINED3DTEXOPCAPS_ADDSIGNED |
5737 WINED3DTEXOPCAPS_ADD |
5738 WINED3DTEXOPCAPS_SUBTRACT |
5739 WINED3DTEXOPCAPS_ADDSMOOTH |
5740 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5741 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5742 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5743 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5744 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5745 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5746 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5747 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5748 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5749 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5750 WINED3DTEXOPCAPS_MULTIPLYADD |
5751 WINED3DTEXOPCAPS_LERP |
5752 WINED3DTEXOPCAPS_BUMPENVMAP |
5753 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5755 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5757 caps->MaxTextureBlendStages = 8;
5758 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5761 static void state_texfactor_arbfp(struct wined3d_context *context,
5762 const struct wined3d_state *state, DWORD state_id)
5764 struct wined3d_device *device = context->swapchain->device;
5765 const struct wined3d_gl_info *gl_info = context->gl_info;
5766 float col[4];
5768 /* Don't load the parameter if we're using an arbfp pixel shader,
5769 * otherwise we'll overwrite application provided constants. */
5770 if (device->shader_backend == &arb_program_shader_backend)
5772 struct shader_arb_priv *priv;
5774 if (use_ps(state)) return;
5776 priv = device->shader_priv;
5777 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5778 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5781 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5782 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5783 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5786 static void state_arb_specularenable(struct wined3d_context *context,
5787 const struct wined3d_state *state, DWORD state_id)
5789 struct wined3d_device *device = context->swapchain->device;
5790 const struct wined3d_gl_info *gl_info = context->gl_info;
5791 float col[4];
5793 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5794 * application provided constants
5796 if (device->shader_backend == &arb_program_shader_backend)
5798 struct shader_arb_priv *priv;
5800 if (use_ps(state)) return;
5802 priv = device->shader_priv;
5803 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5804 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5807 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5809 /* The specular color has no alpha */
5810 col[0] = 1.0f; col[1] = 1.0f;
5811 col[2] = 1.0f; col[3] = 0.0f;
5812 } else {
5813 col[0] = 0.0f; col[1] = 0.0f;
5814 col[2] = 0.0f; col[3] = 0.0f;
5816 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5817 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5820 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5822 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5823 struct wined3d_device *device = context->swapchain->device;
5824 const struct wined3d_gl_info *gl_info = context->gl_info;
5825 float mat[2][2];
5827 if (use_ps(state))
5829 /* The pixel shader has to know the bump env matrix. Do a constants
5830 * update. */
5831 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5832 context->load_constants = 1;
5834 if(device->shader_backend == &arb_program_shader_backend) {
5835 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5836 return;
5839 else if (device->shader_backend == &arb_program_shader_backend)
5841 struct shader_arb_priv *priv = device->shader_priv;
5842 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5843 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5846 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5847 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5848 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5849 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5851 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5852 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5855 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5856 const struct wined3d_state *state, DWORD state_id)
5858 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5859 struct wined3d_device *device = context->swapchain->device;
5860 const struct wined3d_gl_info *gl_info = context->gl_info;
5861 float param[4];
5863 if (use_ps(state))
5865 /* The pixel shader has to know the luminance offset. Do a constants
5866 * update. */
5867 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5868 context->load_constants = 1;
5870 if(device->shader_backend == &arb_program_shader_backend) {
5871 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5872 return;
5875 else if (device->shader_backend == &arb_program_shader_backend)
5877 struct shader_arb_priv *priv = device->shader_priv;
5878 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5879 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5882 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5883 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5884 param[2] = 0.0f;
5885 param[3] = 0.0f;
5887 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5888 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5891 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5893 const char *ret;
5895 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5897 switch(arg & WINED3DTA_SELECTMASK) {
5898 case WINED3DTA_DIFFUSE:
5899 ret = "fragment.color.primary"; break;
5901 case WINED3DTA_CURRENT:
5902 if (!stage) ret = "fragment.color.primary";
5903 else ret = "ret";
5904 break;
5906 case WINED3DTA_TEXTURE:
5907 switch(stage) {
5908 case 0: ret = "tex0"; break;
5909 case 1: ret = "tex1"; break;
5910 case 2: ret = "tex2"; break;
5911 case 3: ret = "tex3"; break;
5912 case 4: ret = "tex4"; break;
5913 case 5: ret = "tex5"; break;
5914 case 6: ret = "tex6"; break;
5915 case 7: ret = "tex7"; break;
5916 default: ret = "unknown texture";
5918 break;
5920 case WINED3DTA_TFACTOR:
5921 ret = "tfactor"; break;
5923 case WINED3DTA_SPECULAR:
5924 ret = "fragment.color.secondary"; break;
5926 case WINED3DTA_TEMP:
5927 ret = "tempreg"; break;
5929 case WINED3DTA_CONSTANT:
5930 FIXME("Implement perstage constants\n");
5931 switch(stage) {
5932 case 0: ret = "const0"; break;
5933 case 1: ret = "const1"; break;
5934 case 2: ret = "const2"; break;
5935 case 3: ret = "const3"; break;
5936 case 4: ret = "const4"; break;
5937 case 5: ret = "const5"; break;
5938 case 6: ret = "const6"; break;
5939 case 7: ret = "const7"; break;
5940 default: ret = "unknown constant";
5942 break;
5944 default:
5945 return "unknown";
5948 if(arg & WINED3DTA_COMPLEMENT) {
5949 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5950 if(argnum == 0) ret = "arg0";
5951 if(argnum == 1) ret = "arg1";
5952 if(argnum == 2) ret = "arg2";
5954 if(arg & WINED3DTA_ALPHAREPLICATE) {
5955 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5956 if(argnum == 0) ret = "arg0";
5957 if(argnum == 1) ret = "arg1";
5958 if(argnum == 2) ret = "arg2";
5960 return ret;
5963 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5964 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5966 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5967 unsigned int mul = 1;
5969 if(color && alpha) dstmask = "";
5970 else if(color) dstmask = ".xyz";
5971 else dstmask = ".w";
5973 if(dst == tempreg) dstreg = "tempreg";
5974 else dstreg = "ret";
5976 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5977 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5978 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5980 switch (op)
5982 case WINED3D_TOP_DISABLE:
5983 if (!stage)
5984 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5985 break;
5987 case WINED3D_TOP_SELECT_ARG2:
5988 arg1 = arg2;
5989 /* FALLTHROUGH */
5990 case WINED3D_TOP_SELECT_ARG1:
5991 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5992 break;
5994 case WINED3D_TOP_MODULATE_4X:
5995 mul = 2;
5996 /* FALLTHROUGH */
5997 case WINED3D_TOP_MODULATE_2X:
5998 mul *= 2;
5999 /* FALLTHROUGH */
6000 case WINED3D_TOP_MODULATE:
6001 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6002 break;
6004 case WINED3D_TOP_ADD_SIGNED_2X:
6005 mul = 2;
6006 /* FALLTHROUGH */
6007 case WINED3D_TOP_ADD_SIGNED:
6008 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6009 arg2 = "arg2";
6010 /* FALLTHROUGH */
6011 case WINED3D_TOP_ADD:
6012 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6013 break;
6015 case WINED3D_TOP_SUBTRACT:
6016 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6017 break;
6019 case WINED3D_TOP_ADD_SMOOTH:
6020 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6021 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6022 break;
6024 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6025 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6026 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6027 break;
6028 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6029 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6030 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6031 break;
6032 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6033 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6034 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6035 break;
6036 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6037 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6038 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6039 break;
6041 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6042 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6043 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6044 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6045 break;
6047 /* D3DTOP_PREMODULATE ???? */
6049 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6050 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6051 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6052 break;
6053 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6054 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6055 break;
6056 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6057 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6058 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6059 break;
6060 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6061 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6062 break;
6064 case WINED3D_TOP_DOTPRODUCT3:
6065 mul = 4;
6066 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6067 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6068 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6069 break;
6071 case WINED3D_TOP_MULTIPLY_ADD:
6072 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6073 break;
6075 case WINED3D_TOP_LERP:
6076 /* The msdn is not quite right here */
6077 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6078 break;
6080 case WINED3D_TOP_BUMPENVMAP:
6081 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6082 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6083 break;
6085 default:
6086 FIXME("Unhandled texture op %08x\n", op);
6089 if (mul == 2)
6090 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6091 else if (mul == 4)
6092 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6095 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6097 unsigned int stage;
6098 struct wined3d_shader_buffer buffer;
6099 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6100 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6101 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6102 UINT lowest_disabled_stage;
6103 const char *textype;
6104 const char *instr, *sat;
6105 char colorcor_dst[8];
6106 GLuint ret;
6107 DWORD arg0, arg1, arg2;
6108 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6109 BOOL op_equal;
6110 const char *final_combiner_src = "ret";
6111 GLint pos;
6113 /* Find out which textures are read */
6114 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6116 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6117 break;
6118 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6119 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6120 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6121 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6122 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6123 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6125 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6126 tex_read[stage] = TRUE;
6127 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6128 tex_read[stage] = TRUE;
6129 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6131 bump_used[stage] = TRUE;
6132 tex_read[stage] = TRUE;
6134 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6136 bump_used[stage] = TRUE;
6137 tex_read[stage] = TRUE;
6138 luminance_used[stage] = TRUE;
6140 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6142 tfactor_used = TRUE;
6145 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6146 tfactor_used = TRUE;
6149 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6150 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6151 tempreg_used = TRUE;
6154 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6155 continue;
6156 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6157 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6158 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6159 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6160 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6161 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6163 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6164 tempreg_used = TRUE;
6166 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6167 tfactor_used = TRUE;
6170 lowest_disabled_stage = stage;
6172 /* Shader header */
6173 if (!shader_buffer_init(&buffer))
6175 ERR("Failed to initialize shader buffer.\n");
6176 return 0;
6179 shader_addline(&buffer, "!!ARBfp1.0\n");
6181 switch(settings->fog) {
6182 case FOG_OFF: break;
6183 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6184 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6185 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6186 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6189 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6190 shader_addline(&buffer, "TEMP TMP;\n");
6191 shader_addline(&buffer, "TEMP ret;\n");
6192 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6193 shader_addline(&buffer, "TEMP arg0;\n");
6194 shader_addline(&buffer, "TEMP arg1;\n");
6195 shader_addline(&buffer, "TEMP arg2;\n");
6196 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6197 if(!tex_read[stage]) continue;
6198 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6199 if(!bump_used[stage]) continue;
6200 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6201 if(!luminance_used[stage]) continue;
6202 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6204 if(tfactor_used) {
6205 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6207 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6209 if(settings->sRGB_write) {
6210 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6211 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6212 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6213 srgb_sub_high, 0.0, 0.0, 0.0);
6216 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6217 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6219 /* Generate texture sampling instructions) */
6220 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6222 if (!tex_read[stage])
6223 continue;
6225 switch(settings->op[stage].tex_type) {
6226 case tex_1d: textype = "1D"; break;
6227 case tex_2d: textype = "2D"; break;
6228 case tex_3d: textype = "3D"; break;
6229 case tex_cube: textype = "CUBE"; break;
6230 case tex_rect: textype = "RECT"; break;
6231 default: textype = "unexpected_textype"; break;
6234 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6235 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6236 sat = "";
6237 else
6238 sat = "_SAT";
6240 if(settings->op[stage].projected == proj_none) {
6241 instr = "TEX";
6242 } else if(settings->op[stage].projected == proj_count4 ||
6243 settings->op[stage].projected == proj_count3) {
6244 instr = "TXP";
6245 } else {
6246 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6247 instr = "TXP";
6250 if (stage > 0
6251 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6252 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6254 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6255 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6256 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6257 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6259 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6260 * so multiply the displacement with the dividing parameter before passing it to TXP
6262 if (settings->op[stage].projected != proj_none) {
6263 if(settings->op[stage].projected == proj_count4) {
6264 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6265 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6266 } else {
6267 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6268 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6270 } else {
6271 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6274 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6275 instr, sat, stage, stage, textype);
6276 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6278 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6279 stage - 1, stage - 1, stage - 1);
6280 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6282 } else if(settings->op[stage].projected == proj_count3) {
6283 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6284 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6285 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6286 instr, sat, stage, stage, textype);
6287 } else {
6288 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6289 instr, sat, stage, stage, stage, textype);
6292 sprintf(colorcor_dst, "tex%u", stage);
6293 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6294 settings->op[stage].color_fixup);
6297 /* Generate the main shader */
6298 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6300 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6302 if (!stage)
6303 final_combiner_src = "fragment.color.primary";
6304 break;
6307 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6308 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6309 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6310 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6311 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6312 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6313 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6314 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6315 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6316 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6317 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6318 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6319 else
6320 op_equal = settings->op[stage].aop == settings->op[stage].cop
6321 && settings->op[stage].carg0 == settings->op[stage].aarg0
6322 && settings->op[stage].carg1 == settings->op[stage].aarg1
6323 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6325 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6327 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6328 settings->op[stage].cop, settings->op[stage].carg0,
6329 settings->op[stage].carg1, settings->op[stage].carg2);
6330 if (!stage)
6331 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6333 else if (op_equal)
6335 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6336 settings->op[stage].cop, settings->op[stage].carg0,
6337 settings->op[stage].carg1, settings->op[stage].carg2);
6338 } else {
6339 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6340 settings->op[stage].cop, settings->op[stage].carg0,
6341 settings->op[stage].carg1, settings->op[stage].carg2);
6342 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6343 settings->op[stage].aop, settings->op[stage].aarg0,
6344 settings->op[stage].aarg1, settings->op[stage].aarg2);
6348 if(settings->sRGB_write) {
6349 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6350 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6351 shader_addline(&buffer, "MOV result.color, ret;\n");
6352 } else {
6353 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6356 /* Footer */
6357 shader_addline(&buffer, "END\n");
6359 /* Generate the shader */
6360 GL_EXTCALL(glGenProgramsARB(1, &ret));
6361 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6362 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6363 strlen(buffer.buffer), buffer.buffer));
6364 checkGLcall("glProgramStringARB()");
6366 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6367 if (pos != -1)
6369 FIXME("Fragment program error at position %d: %s\n\n", pos,
6370 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6371 shader_arb_dump_program_source(buffer.buffer);
6373 else
6375 GLint native;
6377 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6378 checkGLcall("glGetProgramivARB()");
6379 if (!native) WARN("Program exceeds native resource limits.\n");
6382 shader_buffer_free(&buffer);
6383 return ret;
6386 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6388 const struct wined3d_device *device = context->swapchain->device;
6389 const struct wined3d_gl_info *gl_info = context->gl_info;
6390 struct shader_arb_priv *priv = device->fragment_priv;
6391 BOOL use_pshader = use_ps(state);
6392 struct ffp_frag_settings settings;
6393 const struct arbfp_ffp_desc *desc;
6394 unsigned int i;
6396 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6398 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6400 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6402 /* Reload fixed function constants since they collide with the
6403 * pixel shader constants. */
6404 for (i = 0; i < MAX_TEXTURES; ++i)
6406 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6408 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6409 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6411 else if (use_pshader)
6413 context->select_shader = 1;
6415 return;
6418 if (!use_pshader)
6420 /* Find or create a shader implementing the fixed function pipeline
6421 * settings, then activate it. */
6422 gen_ffp_frag_op(context, state, &settings, FALSE);
6423 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6424 if(!desc) {
6425 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6426 if (!new_desc)
6428 ERR("Out of memory\n");
6429 return;
6432 new_desc->parent.settings = settings;
6433 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6434 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6435 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6436 desc = new_desc;
6439 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6440 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6441 * deactivate it.
6443 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6444 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6445 priv->current_fprogram_id = desc->shader;
6447 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6449 /* Reload fixed function constants since they collide with the
6450 * pixel shader constants. */
6451 for (i = 0; i < MAX_TEXTURES; ++i)
6453 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6455 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6456 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6458 context->last_was_pshader = FALSE;
6459 } else {
6460 context->last_was_pshader = TRUE;
6463 context->select_shader = 1;
6464 context->load_constants = 1;
6467 /* We can't link the fog states to the fragment state directly since the
6468 * vertex pipeline links them to FOGENABLE. A different linking in different
6469 * pipeline parts can't be expressed in the combined state table, so we need
6470 * to handle that with a forwarding function. The other invisible side effect
6471 * is that changing the fog start and fog end (which links to FOGENABLE in
6472 * vertex) results in the fragment_prog_arbfp function being called because
6473 * FOGENABLE is dirty, which calls this function here. */
6474 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6476 enum fogsource new_source;
6478 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6480 if (!isStateDirty(context, STATE_PIXELSHADER))
6481 fragment_prog_arbfp(context, state, state_id);
6483 if (!state->render_states[WINED3D_RS_FOGENABLE])
6484 return;
6486 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6488 if (use_vs(state))
6490 new_source = FOGSOURCE_VS;
6492 else
6494 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6495 new_source = FOGSOURCE_COORD;
6496 else
6497 new_source = FOGSOURCE_FFP;
6500 else
6502 new_source = FOGSOURCE_FFP;
6505 if (new_source != context->fog_source)
6507 context->fog_source = new_source;
6508 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6512 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6514 if (!isStateDirty(context, STATE_PIXELSHADER))
6515 fragment_prog_arbfp(context, state, state_id);
6518 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6520 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6521 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6522 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6523 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6524 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6525 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6526 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6527 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6528 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6529 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6530 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6531 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6532 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6533 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6534 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6535 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6536 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6537 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6538 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6539 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6540 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6541 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6542 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6543 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6544 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6545 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6642 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6643 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6644 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6646 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6648 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6650 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6659 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6660 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6663 const struct fragment_pipeline arbfp_fragment_pipeline = {
6664 arbfp_enable,
6665 arbfp_get_caps,
6666 arbfp_alloc,
6667 arbfp_free,
6668 shader_arb_color_fixup_supported,
6669 arbfp_fragmentstate_template,
6672 struct arbfp_blit_priv {
6673 GLenum yuy2_rect_shader, yuy2_2d_shader;
6674 GLenum uyvy_rect_shader, uyvy_2d_shader;
6675 GLenum yv12_rect_shader, yv12_2d_shader;
6676 GLenum p8_rect_shader, p8_2d_shader;
6677 GLuint palette_texture;
6680 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6682 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6683 if(!device->blit_priv) {
6684 ERR("Out of memory\n");
6685 return E_OUTOFMEMORY;
6687 return WINED3D_OK;
6690 /* Context activation is done by the caller. */
6691 static void arbfp_blit_free(struct wined3d_device *device)
6693 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6694 struct arbfp_blit_priv *priv = device->blit_priv;
6696 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6697 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6698 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6699 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6700 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6701 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6702 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6703 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6704 checkGLcall("Delete yuv and p8 programs");
6706 if (priv->palette_texture)
6707 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6709 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6710 device->blit_priv = NULL;
6713 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6714 GLenum textype, char *luminance)
6716 char chroma;
6717 const char *tex, *texinstr;
6719 if (fixup == COMPLEX_FIXUP_UYVY) {
6720 chroma = 'x';
6721 *luminance = 'w';
6722 } else {
6723 chroma = 'w';
6724 *luminance = 'x';
6726 switch(textype) {
6727 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6728 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6729 default:
6730 /* This is more tricky than just replacing the texture type - we have to navigate
6731 * properly in the texture to find the correct chroma values
6733 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6734 return FALSE;
6737 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6738 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6739 * filtering when we sample the texture.
6741 * These are the rules for reading the chroma:
6743 * Even pixel: Cr
6744 * Even pixel: U
6745 * Odd pixel: V
6747 * So we have to get the sampling x position in non-normalized coordinates in integers
6749 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6750 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6751 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6752 } else {
6753 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6755 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6756 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6757 * 0.5, so add 0.5.
6759 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6760 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6762 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6763 * even and odd pixels respectively
6765 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6766 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6768 /* Sample Pixel 1 */
6769 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6771 /* Put the value into either of the chroma values */
6772 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6773 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6774 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6775 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6777 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6778 * the pixel right to the current one. Otherwise, sample the left pixel.
6779 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6781 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6782 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6783 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6785 /* Put the value into the other chroma */
6786 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6787 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6788 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6789 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6791 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6792 * the current one and lerp the two U and V values
6795 /* This gives the correctly filtered luminance value */
6796 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6798 return TRUE;
6801 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6803 const char *tex;
6805 switch(textype) {
6806 case GL_TEXTURE_2D: tex = "2D"; break;
6807 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6808 default:
6809 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6810 return FALSE;
6813 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6814 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6815 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6816 * pitch of the luminance plane, the packing into the gl texture is a bit
6817 * unfortunate. If the whole texture is interpreted as luminance data it looks
6818 * approximately like this:
6820 * +----------------------------------+----
6821 * | |
6822 * | |
6823 * | |
6824 * | |
6825 * | | 2
6826 * | LUMINANCE | -
6827 * | | 3
6828 * | |
6829 * | |
6830 * | |
6831 * | |
6832 * +----------------+-----------------+----
6833 * | | |
6834 * | U even rows | U odd rows |
6835 * | | | 1
6836 * +----------------+------------------ -
6837 * | | | 3
6838 * | V even rows | V odd rows |
6839 * | | |
6840 * +----------------+-----------------+----
6841 * | | |
6842 * | 0.5 | 0.5 |
6844 * So it appears as if there are 4 chroma images, but in fact the odd rows
6845 * in the chroma images are in the same row as the even ones. So its is
6846 * kinda tricky to read
6848 * When reading from rectangle textures, keep in mind that the input y coordinates
6849 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6851 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6852 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6854 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6855 /* the chroma planes have only half the width */
6856 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6858 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6859 * the coordinate. Also read the right side of the image when reading odd lines
6861 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6862 * bleeding
6864 if(textype == GL_TEXTURE_2D) {
6866 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6868 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6870 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6871 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6873 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6874 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6875 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6876 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6877 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6879 /* clamp, keep the half pixel origin in mind */
6880 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6881 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6882 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6883 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6884 } else {
6885 /* Read from [size - size+size/4] */
6886 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6887 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6889 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6890 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6891 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6892 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6893 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6894 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6896 /* Make sure to read exactly from the pixel center */
6897 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6898 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6900 /* Clamp */
6901 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6902 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6903 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6904 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6905 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6907 /* Read the texture, put the result into the output register */
6908 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6909 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6911 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6912 * No need to clamp because we're just reusing the already clamped value from above
6914 if(textype == GL_TEXTURE_2D) {
6915 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6916 } else {
6917 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6919 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6920 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6922 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6923 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6924 * values due to filtering
6926 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6927 if(textype == GL_TEXTURE_2D) {
6928 /* Multiply the y coordinate by 2/3 and clamp it */
6929 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6930 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6931 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6932 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6933 } else {
6934 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6935 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6936 * is bigger
6938 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6939 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6940 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6942 *luminance = 'a';
6944 return TRUE;
6947 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6948 const struct wined3d_gl_info *gl_info, GLenum textype)
6950 GLenum shader;
6951 struct wined3d_shader_buffer buffer;
6952 GLint pos;
6954 /* Shader header */
6955 if (!shader_buffer_init(&buffer))
6957 ERR("Failed to initialize shader buffer.\n");
6958 return 0;
6961 GL_EXTCALL(glGenProgramsARB(1, &shader));
6962 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6963 if (!shader)
6965 shader_buffer_free(&buffer);
6966 return 0;
6969 shader_addline(&buffer, "!!ARBfp1.0\n");
6970 shader_addline(&buffer, "TEMP index;\n");
6972 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6973 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6975 /* The alpha-component contains the palette index */
6976 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6977 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6978 else
6979 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6981 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6982 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6984 /* Use the alpha-component as an index in the palette to get the final color */
6985 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6986 shader_addline(&buffer, "END\n");
6988 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6989 strlen(buffer.buffer), buffer.buffer));
6990 checkGLcall("glProgramStringARB()");
6992 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6993 if (pos != -1)
6995 FIXME("Fragment program error at position %d: %s\n\n", pos,
6996 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6997 shader_arb_dump_program_source(buffer.buffer);
7000 if (textype == GL_TEXTURE_RECTANGLE_ARB)
7001 priv->p8_rect_shader = shader;
7002 else
7003 priv->p8_2d_shader = shader;
7005 shader_buffer_free(&buffer);
7007 return shader;
7010 /* Context activation is done by the caller. */
7011 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7013 BYTE table[256][4];
7014 struct wined3d_device *device = surface->resource.device;
7015 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7016 struct arbfp_blit_priv *priv = device->blit_priv;
7017 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7019 d3dfmt_p8_init_palette(surface, table, colorkey);
7021 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7023 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7024 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7027 if (!priv->palette_texture)
7028 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7030 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7031 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7033 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7035 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7036 /* Make sure we have discrete color levels. */
7037 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7038 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7039 /* Upload the palette */
7040 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7041 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7043 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7045 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7046 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7049 /* Switch back to unit 0 in which the 2D texture will be stored. */
7050 context_active_texture(context, gl_info, 0);
7053 /* Context activation is done by the caller. */
7054 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7055 enum complex_fixup yuv_fixup, GLenum textype)
7057 GLenum shader;
7058 struct wined3d_shader_buffer buffer;
7059 char luminance_component;
7060 GLint pos;
7062 /* Shader header */
7063 if (!shader_buffer_init(&buffer))
7065 ERR("Failed to initialize shader buffer.\n");
7066 return 0;
7069 GL_EXTCALL(glGenProgramsARB(1, &shader));
7070 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7071 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7072 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7073 if (!shader)
7075 shader_buffer_free(&buffer);
7076 return 0;
7079 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7080 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7081 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7082 * each single pixel it contains, and one U and one V value shared between both
7083 * pixels.
7085 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7086 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7087 * take the format into account when generating the read swizzles
7089 * Reading the Y value is straightforward - just sample the texture. The hardware
7090 * takes care of filtering in the horizontal and vertical direction.
7092 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7093 * because that would mix the U and V values of one pixel or two adjacent pixels.
7094 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7095 * regardless of the filtering setting. Vertical filtering works automatically
7096 * though - the U and V values of two rows are mixed nicely.
7098 * Apart of avoiding filtering issues, the code has to know which value it just
7099 * read, and where it can find the other one. To determine this, it checks if
7100 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7102 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7103 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7105 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7106 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7107 * in an unfiltered situation. Finding the luminance on the other hand requires
7108 * finding out if it is an odd or even pixel. The real drawback of this approach
7109 * is filtering. This would have to be emulated completely in the shader, reading
7110 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7111 * vertically. Beyond that it would require adjustments to the texture handling
7112 * code to deal with the width scaling
7114 shader_addline(&buffer, "!!ARBfp1.0\n");
7115 shader_addline(&buffer, "TEMP luminance;\n");
7116 shader_addline(&buffer, "TEMP temp;\n");
7117 shader_addline(&buffer, "TEMP chroma;\n");
7118 shader_addline(&buffer, "TEMP texcrd;\n");
7119 shader_addline(&buffer, "TEMP texcrd2;\n");
7120 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7121 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7122 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7124 switch (yuv_fixup)
7126 case COMPLEX_FIXUP_UYVY:
7127 case COMPLEX_FIXUP_YUY2:
7128 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7130 shader_buffer_free(&buffer);
7131 return 0;
7133 break;
7135 case COMPLEX_FIXUP_YV12:
7136 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7138 shader_buffer_free(&buffer);
7139 return 0;
7141 break;
7143 default:
7144 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7145 shader_buffer_free(&buffer);
7146 return 0;
7149 /* Calculate the final result. Formula is taken from
7150 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7151 * ranges from -0.5 to 0.5
7153 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7155 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7156 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7157 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7158 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7159 shader_addline(&buffer, "END\n");
7161 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7162 strlen(buffer.buffer), buffer.buffer));
7163 checkGLcall("glProgramStringARB()");
7165 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7166 if (pos != -1)
7168 FIXME("Fragment program error at position %d: %s\n\n", pos,
7169 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7170 shader_arb_dump_program_source(buffer.buffer);
7172 else
7174 GLint native;
7176 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7177 checkGLcall("glGetProgramivARB()");
7178 if (!native) WARN("Program exceeds native resource limits.\n");
7181 shader_buffer_free(&buffer);
7183 switch (yuv_fixup)
7185 case COMPLEX_FIXUP_YUY2:
7186 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7187 else priv->yuy2_2d_shader = shader;
7188 break;
7190 case COMPLEX_FIXUP_UYVY:
7191 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7192 else priv->uyvy_2d_shader = shader;
7193 break;
7195 case COMPLEX_FIXUP_YV12:
7196 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7197 else priv->yv12_2d_shader = shader;
7198 break;
7199 default:
7200 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7203 return shader;
7206 /* Context activation is done by the caller. */
7207 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7209 GLenum shader;
7210 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7211 struct arbfp_blit_priv *priv = blit_priv;
7212 enum complex_fixup fixup;
7213 const struct wined3d_gl_info *gl_info = context->gl_info;
7214 GLenum textype;
7216 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7217 textype = surface->container.u.texture->target;
7218 else
7219 textype = surface->texture_target;
7221 if (surface->flags & SFLAG_CONVERTED)
7223 gl_info->gl_ops.gl.p_glEnable(textype);
7224 checkGLcall("glEnable(textype)");
7225 return WINED3D_OK;
7228 if (!is_complex_fixup(surface->resource.format->color_fixup))
7230 TRACE("Fixup:\n");
7231 dump_color_fixup_desc(surface->resource.format->color_fixup);
7232 /* Don't bother setting up a shader for unconverted formats */
7233 gl_info->gl_ops.gl.p_glEnable(textype);
7234 checkGLcall("glEnable(textype)");
7235 return WINED3D_OK;
7238 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7240 switch(fixup)
7242 case COMPLEX_FIXUP_YUY2:
7243 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7244 break;
7246 case COMPLEX_FIXUP_UYVY:
7247 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7248 break;
7250 case COMPLEX_FIXUP_YV12:
7251 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7252 break;
7254 case COMPLEX_FIXUP_P8:
7255 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7256 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7258 upload_palette(surface, context);
7259 break;
7261 default:
7262 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7263 gl_info->gl_ops.gl.p_glEnable(textype);
7264 checkGLcall("glEnable(textype)");
7265 return E_NOTIMPL;
7268 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7270 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7271 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7272 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7273 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7274 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7275 checkGLcall("glProgramLocalParameter4fvARB");
7277 return WINED3D_OK;
7280 /* Context activation is done by the caller. */
7281 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7283 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7284 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7285 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7286 checkGLcall("glDisable(GL_TEXTURE_2D)");
7287 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7289 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7290 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7292 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7294 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7295 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7299 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7300 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7301 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7303 enum complex_fixup src_fixup;
7305 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7306 return FALSE;
7308 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7310 TRACE("Unsupported blit_op=%d\n", blit_op);
7311 return FALSE;
7314 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7315 return FALSE;
7317 src_fixup = get_complex_fixup(src_format->color_fixup);
7318 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7320 TRACE("Checking support for fixup:\n");
7321 dump_color_fixup_desc(src_format->color_fixup);
7324 if (!is_identity_fixup(dst_format->color_fixup))
7326 TRACE("Destination fixups are not supported\n");
7327 return FALSE;
7330 if (is_identity_fixup(src_format->color_fixup))
7332 TRACE("[OK]\n");
7333 return TRUE;
7336 /* We only support YUV conversions. */
7337 if (!is_complex_fixup(src_format->color_fixup))
7339 TRACE("[FAILED]\n");
7340 return FALSE;
7343 switch(src_fixup)
7345 case COMPLEX_FIXUP_YUY2:
7346 case COMPLEX_FIXUP_UYVY:
7347 case COMPLEX_FIXUP_YV12:
7348 case COMPLEX_FIXUP_P8:
7349 TRACE("[OK]\n");
7350 return TRUE;
7352 default:
7353 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7354 TRACE("[FAILED]\n");
7355 return FALSE;
7359 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7360 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7361 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7363 struct wined3d_context *context;
7364 RECT src_rect = *src_rect_in;
7365 RECT dst_rect = *dst_rect_in;
7367 /* Now load the surface */
7368 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7369 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7371 /* Without FBO blits transferring from the drawable to the texture is
7372 * expensive, because we have to flip the data in sysmem. Since we can
7373 * flip in the blitter, we don't actually need that flip anyway. So we
7374 * use the surface's texture as scratch texture, and flip the source
7375 * rectangle instead. */
7376 surface_load_fb_texture(src_surface, FALSE);
7378 src_rect.top = src_surface->resource.height - src_rect.top;
7379 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7381 else
7382 surface_internal_preload(src_surface, SRGB_RGB);
7384 /* Activate the destination context, set it up for blitting */
7385 context = context_acquire(device, dst_surface);
7386 context_apply_blit_state(context, device);
7388 if (!surface_is_offscreen(dst_surface))
7389 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7391 arbfp_blit_set(device->blit_priv, context, src_surface);
7393 /* Draw a textured quad */
7394 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7396 /* Leave the opengl state valid for blitting */
7397 arbfp_blit_unset(context->gl_info);
7399 if (wined3d_settings.strict_draw_ordering
7400 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7401 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7402 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7404 context_release(context);
7406 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7407 return WINED3D_OK;
7410 /* Do not call while under the GL lock. */
7411 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7412 const RECT *dst_rect, const struct wined3d_color *color)
7414 FIXME("Color filling not implemented by arbfp_blit\n");
7415 return WINED3DERR_INVALIDCALL;
7418 /* Do not call while under the GL lock. */
7419 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7420 struct wined3d_surface *surface, const RECT *rect, float depth)
7422 FIXME("Depth filling not implemented by arbfp_blit.\n");
7423 return WINED3DERR_INVALIDCALL;
7426 const struct blit_shader arbfp_blit = {
7427 arbfp_blit_alloc,
7428 arbfp_blit_free,
7429 arbfp_blit_set,
7430 arbfp_blit_unset,
7431 arbfp_blit_supported,
7432 arbfp_blit_color_fill,
7433 arbfp_blit_depth_fill,