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
31 #include "wine/port.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
)
58 if (!(q
= strstr(p
, "\n")))
70 static void shader_arb_dump_program_source(const char *source
)
73 char *ptr
, *line
, *tmp
;
75 source_size
= strlen(source
) + 1;
76 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size
);
82 memcpy(tmp
, source
, source_size
);
85 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
88 HeapFree(GetProcessHeap(), 0, tmp
);
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");
110 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
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";
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
);
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_context
*context
)
149 return context
->lowest_disabled_stage
< 7;
152 /* ARB_program_shader private data */
171 struct wined3d_shader_loop_control loop_control
;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super
;
178 /* For ARB we need an 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. */
185 struct arb_ps_compile_args
187 struct ps_compile_args super
;
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
;
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
];
208 unsigned char numbumpenvmatconsts
;
212 struct arb_vs_compile_args
214 struct vs_compile_args super
;
220 unsigned char clip_texcoord
;
221 unsigned char clipplane_mask
;
223 DWORD boolclip_compare
;
228 unsigned char samplers
[4];
229 DWORD samplers_compare
;
231 unsigned char loop_ctrl
[MAX_CONST_I
][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args
;
238 UINT int_consts
[MAX_CONST_I
];
240 char need_color_unclamp
;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins
;
250 struct shader_arb_ctx_priv
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
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
;
272 unsigned int num_loops
, loop_depth
, num_ifcs
;
274 BOOL ps_post_process
;
276 unsigned int vs_clipplanes
;
280 /* For 3.0 vertex shaders */
281 const char *vs_output
[MAX_REG_OUTPUT
];
282 /* For 2.x and earlier vertex shaders */
283 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
285 /* 3.0 pshader input for compatibility with fixed function */
286 const char *ps_input
[MAX_REG_INPUT
];
291 struct wined3d_shader_signature_element
*sig
;
293 struct wine_rb_entry entry
;
296 struct arb_pshader_private
{
297 struct arb_ps_compiled_shader
*gl_shaders
;
298 UINT num_gl_shaders
, shader_array_size
;
299 DWORD input_signature_idx
;
300 DWORD clipplane_emulation
;
304 struct arb_vshader_private
{
305 struct arb_vs_compiled_shader
*gl_shaders
;
306 UINT num_gl_shaders
, shader_array_size
;
310 struct shader_arb_priv
312 GLuint current_vprogram_id
;
313 GLuint current_fprogram_id
;
314 const struct arb_ps_compiled_shader
*compiled_fprog
;
315 const struct arb_vs_compiled_shader
*compiled_vprog
;
316 GLuint depth_blt_vprogram_id
;
317 GLuint depth_blt_fprogram_id_full
[tex_type_count
];
318 GLuint depth_blt_fprogram_id_masked
[tex_type_count
];
319 BOOL use_arbfp_fixed_func
;
320 struct wine_rb_tree fragment_shaders
;
321 BOOL last_ps_const_clamped
;
322 BOOL last_vs_color_unclamp
;
324 struct wine_rb_tree signature_tree
;
327 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
328 char *vshader_const_dirty
, *pshader_const_dirty
;
329 const struct wined3d_context
*last_context
;
331 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
332 const struct fragment_pipeline
*fragment_pipe
;
333 BOOL ffp_proj_control
;
336 /* Context activation for state handlers is done by the caller. */
338 static BOOL
need_rel_addr_const(const struct arb_vshader_private
*shader_data
,
339 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
341 if (shader_data
->rel_offset
) return TRUE
;
342 if (!reg_maps
->usesmova
) return FALSE
;
343 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
346 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
347 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
349 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
350 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
353 static BOOL
need_helper_const(const struct arb_vshader_private
*shader_data
,
354 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
356 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) return TRUE
;
357 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
]) return TRUE
; /* Need to init colors. */
358 if (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
) return TRUE
; /* Load the immval offset. */
359 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) return TRUE
; /* Have to init texcoords. */
360 if (!use_nv_clip(gl_info
)) return TRUE
; /* Init the clip texcoord */
361 if (reg_maps
->usesnrm
) return TRUE
; /* 0.0 */
362 if (reg_maps
->usespow
) return TRUE
; /* EPS, 0.0 and 1.0 */
363 if (reg_maps
->fog
) return TRUE
; /* Clamping fog coord, 0.0 and 1.0 */
367 static unsigned int reserved_vs_const(const struct arb_vshader_private
*shader_data
,
368 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
370 unsigned int ret
= 1;
371 /* We use one PARAM for the pos fixup, and in some cases one to load
372 * some immediate values into the shader. */
373 if (need_helper_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
374 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
378 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
379 * When constant_list == NULL, it will load all the constants.
381 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
382 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
384 /* Context activation is done by the caller. */
385 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader
*shader
,
386 const struct wined3d_gl_info
*gl_info
, GLuint target_type
, unsigned int max_constants
,
387 const float *constants
, char *dirty_consts
)
389 struct wined3d_shader_lconst
*lconst
;
393 if (TRACE_ON(d3d_constants
))
395 for(i
= 0; i
< max_constants
; i
++) {
396 if(!dirty_consts
[i
]) continue;
397 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
398 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
399 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
405 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
406 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& shader
->reg_maps
.shader_version
.major
== 1)
409 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
410 * shaders, the first 8 constants are marked dirty for reload
412 for(; i
< min(8, max_constants
); i
++) {
413 if(!dirty_consts
[i
]) continue;
417 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
418 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
419 else lcl_const
[0] = constants
[j
+ 0];
421 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
422 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
423 else lcl_const
[1] = constants
[j
+ 1];
425 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
426 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
427 else lcl_const
[2] = constants
[j
+ 2];
429 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
430 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
431 else lcl_const
[3] = constants
[j
+ 3];
433 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
436 /* If further constants are dirty, reload them without clamping.
438 * The alternative is not to touch them, but then we cannot reset the dirty constant count
439 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
440 * above would always re-check the first 8 constants since max_constant remains at the init
445 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
447 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
448 * or just reloading *all* constants at once
450 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
452 for(; i
< max_constants
; i
++) {
453 if(!dirty_consts
[i
]) continue;
455 /* Find the next block of dirty constants */
458 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
462 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
465 for(; i
< max_constants
; i
++) {
466 if(dirty_consts
[i
]) {
468 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
472 checkGLcall("glProgramEnvParameter4fvARB()");
474 /* Load immediate constants */
475 if (shader
->load_local_constsF
)
477 if (TRACE_ON(d3d_shader
))
479 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
481 GLfloat
* values
= (GLfloat
*)lconst
->value
;
482 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
483 values
[0], values
[1], values
[2], values
[3]);
486 /* Immediate constants are clamped for 1.X shaders at loading times */
488 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
490 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
491 ret
= max(ret
, lconst
->idx
+ 1);
492 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
494 checkGLcall("glProgramEnvParameter4fvARB()");
495 return ret
; /* The loaded immediate constants need reloading for the next shader */
497 return 0; /* No constants are dirty now */
501 /* Loads the texture dimensions for NP2 fixup into the currently set
502 * ARB_[vertex/fragment]_programs. */
503 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info
*fixup
,
504 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
506 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
507 WORD active
= fixup
->super
.active
;
513 for (i
= 0; active
; active
>>= 1, ++i
)
515 const struct wined3d_texture
*tex
= state
->textures
[i
];
516 unsigned char idx
= fixup
->super
.idx
[i
];
517 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
524 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
530 tex_dim
[2] = tex
->pow2_matrix
[0];
531 tex_dim
[3] = tex
->pow2_matrix
[5];
535 tex_dim
[0] = tex
->pow2_matrix
[0];
536 tex_dim
[1] = tex
->pow2_matrix
[5];
540 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
)
542 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
543 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
547 /* Context activation is done by the caller. */
548 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader
*gl_shader
,
549 const struct wined3d_context
*context
, const struct wined3d_state
*state
, UINT rt_height
)
551 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
554 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
556 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
558 /* The state manager takes care that this function is always called if the bump env matrix changes */
559 const float *data
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_MAT00
];
560 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
561 gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
563 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
565 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
566 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
567 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
568 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
570 const float *scale
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_LSCALE
];
571 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
572 gl_shader
->luminanceconst
[i
].const_num
, scale
));
575 checkGLcall("Load bumpmap consts");
577 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
579 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
580 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
585 val
[0] = context
->render_offscreen
? 0.0f
: (float) rt_height
;
586 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
589 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
590 checkGLcall("y correction loading");
593 if (!gl_shader
->num_int_consts
) return;
595 for(i
= 0; i
< MAX_CONST_I
; i
++)
597 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
600 val
[0] = (float)state
->ps_consts_i
[4 * i
];
601 val
[1] = (float)state
->ps_consts_i
[4 * i
+ 1];
602 val
[2] = (float)state
->ps_consts_i
[4 * i
+ 2];
605 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
608 checkGLcall("Load ps int consts");
611 /* Context activation is done by the caller. */
612 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader
*gl_shader
,
613 const struct wined3d_context
*context
, const struct wined3d_state
*state
)
615 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
616 float position_fixup
[4];
619 /* Upload the position fixup */
620 shader_get_position_fixup(context
, state
, position_fixup
);
621 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, position_fixup
));
623 if (!gl_shader
->num_int_consts
) return;
625 for(i
= 0; i
< MAX_CONST_I
; i
++)
627 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
630 val
[0] = (float)state
->vs_consts_i
[4 * i
];
631 val
[1] = (float)state
->vs_consts_i
[4 * i
+ 1];
632 val
[2] = (float)state
->vs_consts_i
[4 * i
+ 2];
635 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
638 checkGLcall("Load vs int consts");
641 static void shader_arb_select(void *shader_priv
, struct wined3d_context
*context
,
642 const struct wined3d_state
*state
);
645 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
647 * We only support float constants in ARB at the moment, so don't
648 * worry about the Integers or Booleans
650 /* Context activation is done by the caller (state handler). */
651 static void shader_arb_load_constants_internal(struct shader_arb_priv
*priv
,
652 struct wined3d_context
*context
, const struct wined3d_state
*state
,
653 BOOL usePixelShader
, BOOL useVertexShader
, BOOL from_shader_select
)
655 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
656 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
658 if (!from_shader_select
)
660 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
661 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
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(priv
, context
, state
);
672 && (pshader
->reg_maps
.boolean_constants
673 || (!gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
]
674 && (pshader
->reg_maps
.integer_constants
& ~pshader
->reg_maps
.local_int_consts
))))
676 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
677 shader_arb_select(priv
, context
, state
);
681 if (context
!= priv
->last_context
)
683 memset(priv
->vshader_const_dirty
, 1,
684 sizeof(*priv
->vshader_const_dirty
) * d3d_info
->limits
.vs_uniform_count
);
685 priv
->highest_dirty_vs_const
= d3d_info
->limits
.vs_uniform_count
;
687 memset(priv
->pshader_const_dirty
, 1,
688 sizeof(*priv
->pshader_const_dirty
) * d3d_info
->limits
.ps_uniform_count
);
689 priv
->highest_dirty_ps_const
= d3d_info
->limits
.ps_uniform_count
;
691 priv
->last_context
= context
;
696 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
697 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
699 /* Load DirectX 9 float constants for vertex shader */
700 priv
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
701 priv
->highest_dirty_vs_const
, state
->vs_consts_f
, priv
->vshader_const_dirty
);
702 shader_arb_vs_local_constants(gl_shader
, context
, state
);
707 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
708 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
709 UINT rt_height
= state
->fb
->render_targets
[0]->resource
.height
;
711 /* Load DirectX 9 float constants for pixel shader */
712 priv
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
713 priv
->highest_dirty_ps_const
, state
->ps_consts_f
, priv
->pshader_const_dirty
);
714 shader_arb_ps_local_constants(gl_shader
, context
, state
, rt_height
);
716 if (context
->constant_update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
717 shader_arb_load_np2fixup_constants(&gl_shader
->np2fixup_info
, gl_info
, state
);
721 static void shader_arb_load_constants(void *shader_priv
, struct wined3d_context
*context
,
722 const struct wined3d_state
*state
)
724 BOOL vs
= use_vs(state
);
725 BOOL ps
= use_ps(state
);
727 shader_arb_load_constants_internal(shader_priv
, context
, state
, ps
, vs
, FALSE
);
730 static void shader_arb_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
732 struct wined3d_context
*context
= context_get_current();
733 struct shader_arb_priv
*priv
= device
->shader_priv
;
736 for (i
= 0; i
< device
->context_count
; ++i
)
738 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
741 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
742 * context. On a context switch the old context will be fully dirtified */
743 if (!context
|| context
->swapchain
->device
!= device
) return;
745 memset(priv
->vshader_const_dirty
+ start
, 1, sizeof(*priv
->vshader_const_dirty
) * count
);
746 priv
->highest_dirty_vs_const
= max(priv
->highest_dirty_vs_const
, start
+ count
);
749 static void shader_arb_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
751 struct wined3d_context
*context
= context_get_current();
752 struct shader_arb_priv
*priv
= device
->shader_priv
;
755 for (i
= 0; i
< device
->context_count
; ++i
)
757 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
760 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
761 * context. On a context switch the old context will be fully dirtified */
762 if (!context
|| context
->swapchain
->device
!= device
) return;
764 memset(priv
->pshader_const_dirty
+ start
, 1, sizeof(*priv
->pshader_const_dirty
) * count
);
765 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, start
+ count
);
768 static void shader_arb_append_imm_vec4(struct wined3d_shader_buffer
*buffer
, const float *values
)
772 wined3d_ftoa(values
[0], str
[0]);
773 wined3d_ftoa(values
[1], str
[1]);
774 wined3d_ftoa(values
[2], str
[2]);
775 wined3d_ftoa(values
[3], str
[3]);
776 shader_addline(buffer
, "{%s, %s, %s, %s}", str
[0], str
[1], str
[2], str
[3]);
779 /* Generate the variable & register declarations for the ARB_vertex_program output target */
780 static void shader_generate_arb_declarations(const struct wined3d_shader
*shader
,
781 const struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_buffer
*buffer
,
782 const struct wined3d_gl_info
*gl_info
, DWORD
*num_clipplanes
,
783 const struct shader_arb_ctx_priv
*ctx
)
786 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
787 const struct wined3d_shader_lconst
*lconst
;
788 unsigned max_constantsF
;
791 /* In pixel shaders, all private constants are program local, we don't need anything
792 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
793 * If we need a private constant the GL implementation will squeeze it in somewhere
795 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
796 * immediate values. The posFixup is loaded using program.env for now, so always
797 * subtract one from the number of constants. If the shader uses indirect addressing,
798 * account for the helper const too because we have to declare all available d3d constants
799 * and don't know which are actually used.
803 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
804 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
805 if (max_constantsF
< 24)
806 max_constantsF
= gl_info
->limits
.arb_ps_float_constants
;
810 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
811 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
812 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
813 * Also prevents max_constantsF from becoming less than 0 and
815 if (max_constantsF
< 96)
816 max_constantsF
= gl_info
->limits
.arb_vs_float_constants
;
818 if (reg_maps
->usesrelconstF
)
820 DWORD highest_constf
= 0, clip_limit
;
822 max_constantsF
-= reserved_vs_const(shader_data
, reg_maps
, gl_info
);
823 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
824 max_constantsF
-= gl_info
->reserved_arb_constants
;
826 for (i
= 0; i
< shader
->limits
.constant_float
; ++i
)
829 DWORD shift
= i
& 0x1f;
830 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
833 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
835 if(ctx
->cur_vs_args
->super
.clip_enabled
)
836 clip_limit
= gl_info
->limits
.clipplanes
;
842 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
843 clip_limit
= min(count_bits(mask
), 4);
845 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
846 max_constantsF
-= *num_clipplanes
;
847 if(*num_clipplanes
< clip_limit
)
849 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
854 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
855 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
859 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
861 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
864 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
866 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
869 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
871 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
873 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
877 if (!shader
->load_local_constsF
)
879 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
882 value
= (const float *)lconst
->value
;
883 shader_addline(buffer
, "PARAM C%u = ", lconst
->idx
);
884 shader_arb_append_imm_vec4(buffer
, value
);
885 shader_addline(buffer
, ";\n");
889 /* After subtracting privately used constants from the hardware limit(they are loaded as
890 * local constants), make sure the shader doesn't violate the env constant limit
894 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
898 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
901 /* Avoid declaring more constants than needed */
902 max_constantsF
= min(max_constantsF
, shader
->limits
.constant_float
);
904 /* we use the array-based constants array if the local constants are marked for loading,
905 * because then we use indirect addressing, or when the local constant list is empty,
906 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
907 * local constants do not declare the loaded constants as an array because ARB compilers usually
908 * do not optimize unused constants away
910 if (reg_maps
->usesrelconstF
)
912 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
913 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
914 max_constantsF
, max_constantsF
- 1);
916 for(i
= 0; i
< max_constantsF
; i
++) {
919 mask
= 1 << (i
& 0x1f);
920 if (!shader_constant_is_local(shader
, i
) && (reg_maps
->constf
[idx
] & mask
))
922 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
928 static const char * const shift_tab
[] = {
929 "dummy", /* 0 (none) */
930 "coefmul.x", /* 1 (x2) */
931 "coefmul.y", /* 2 (x4) */
932 "coefmul.z", /* 3 (x8) */
933 "coefmul.w", /* 4 (x16) */
934 "dummy", /* 5 (x32) */
935 "dummy", /* 6 (x64) */
936 "dummy", /* 7 (x128) */
937 "dummy", /* 8 (d256) */
938 "dummy", /* 9 (d128) */
939 "dummy", /* 10 (d64) */
940 "dummy", /* 11 (d32) */
941 "coefdiv.w", /* 12 (d16) */
942 "coefdiv.z", /* 13 (d8) */
943 "coefdiv.y", /* 14 (d4) */
944 "coefdiv.x" /* 15 (d2) */
947 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
948 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
950 char *ptr
= write_mask
;
952 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
955 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
956 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
957 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
958 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
964 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
966 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
967 * but addressed as "rgba". To fix this we need to swap the register's x
968 * and z components. */
969 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
970 char *ptr
= swizzle_str
;
972 /* swizzle bits fields: wwzzyyxx */
973 DWORD swizzle
= param
->swizzle
;
974 DWORD swizzle_x
= swizzle
& 0x03;
975 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
976 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
977 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
979 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
980 * generate a swizzle string. Unless we need to our own swizzling. */
981 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
984 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
985 *ptr
++ = swizzle_chars
[swizzle_x
];
987 *ptr
++ = swizzle_chars
[swizzle_x
];
988 *ptr
++ = swizzle_chars
[swizzle_y
];
989 *ptr
++ = swizzle_chars
[swizzle_z
];
990 *ptr
++ = swizzle_chars
[swizzle_w
];
997 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
999 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1000 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1002 if (!strcmp(priv
->addr_reg
, src
)) return;
1004 strcpy(priv
->addr_reg
, src
);
1005 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
1008 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1009 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
1011 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
1012 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
1014 /* oPos, oFog and oPts in D3D */
1015 static const char * const rastout_reg_names
[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1016 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1017 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1018 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1019 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1025 case WINED3DSPR_TEMP
:
1026 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1029 case WINED3DSPR_INPUT
:
1032 if (reg_maps
->shader_version
.major
< 3)
1034 if (!reg
->idx
[0].offset
)
1035 strcpy(register_name
, "fragment.color.primary");
1037 strcpy(register_name
, "fragment.color.secondary");
1041 if (reg
->idx
[0].rel_addr
)
1044 shader_arb_get_src_param(ins
, reg
->idx
[0].rel_addr
, 0, rel_reg
);
1046 if (!strcmp(rel_reg
, "**aL_emul**"))
1048 DWORD idx
= ctx
->aL
+ reg
->idx
[0].offset
;
1049 if(idx
< MAX_REG_INPUT
)
1051 strcpy(register_name
, ctx
->ps_input
[idx
]);
1055 ERR("Pixel shader input register out of bounds: %u\n", idx
);
1056 sprintf(register_name
, "out_of_bounds_%u", idx
);
1059 else if (reg_maps
->input_registers
& 0x0300)
1061 /* There are two ways basically:
1063 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1064 * That means trouble if the loop also contains a breakc or if the control values
1065 * aren't local constants.
1066 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1067 * source dynamically. The trouble is that we cannot simply read aL.y because it
1068 * is an ADDRESS register. We could however push it, load .zw with a value and use
1069 * ADAC to load the condition code register and pop it again afterwards
1071 FIXME("Relative input register addressing with more than 8 registers\n");
1073 /* This is better than nothing for now */
1074 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1076 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
1078 /* This is problematic because we'd have to consult the ctx->ps_input strings
1079 * for where to find the varying. Some may be "0.0", others can be texcoords or
1080 * colors. This needs either a pipeline replacement to make the vertex shader feed
1081 * proper varyings, or loop unrolling
1083 * For now use the texcoords and hope for the best
1085 FIXME("Non-vertex shader varying input with indirect addressing\n");
1086 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1090 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1091 * pulls GL_NV_fragment_program2 in
1093 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1098 if (reg
->idx
[0].offset
< MAX_REG_INPUT
)
1100 strcpy(register_name
, ctx
->ps_input
[reg
->idx
[0].offset
]);
1104 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
[0].offset
);
1105 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
[0].offset
);
1112 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
[0].offset
))
1114 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
[0].offset
);
1118 case WINED3DSPR_CONST
:
1119 if (!pshader
&& reg
->idx
[0].rel_addr
)
1121 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1122 UINT rel_offset
= ctx
->target_version
== ARB
? shader_data
->rel_offset
: 0;
1125 if (reg_maps
->shader_version
.major
< 2)
1127 sprintf(rel_reg
, "A0.x");
1131 shader_arb_get_src_param(ins
, reg
->idx
[0].rel_addr
, 0, rel_reg
);
1132 if (ctx
->target_version
== ARB
)
1134 if (!strcmp(rel_reg
, "**aL_emul**"))
1138 shader_arb_request_a0(ins
, rel_reg
);
1139 sprintf(rel_reg
, "A0.x");
1144 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
[0].offset
);
1145 else if (reg
->idx
[0].offset
>= rel_offset
)
1146 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
[0].offset
- rel_offset
);
1148 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
[0].offset
);
1152 if (reg_maps
->usesrelconstF
)
1153 sprintf(register_name
, "C[%u]", reg
->idx
[0].offset
);
1155 sprintf(register_name
, "C%u", reg
->idx
[0].offset
);
1159 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1162 if (reg_maps
->shader_version
.major
== 1
1163 && reg_maps
->shader_version
.minor
<= 3)
1164 /* In ps <= 1.3, Tx is a temporary register as destination
1165 * to all instructions, and as source to most instructions.
1166 * For some instructions it is the texcoord input. Those
1167 * instructions know about the special use. */
1168 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1170 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1171 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
[0].offset
);
1175 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1176 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1178 sprintf(register_name
, "A%u_SHADOW", reg
->idx
[0].offset
);
1182 case WINED3DSPR_COLOROUT
:
1183 if (ctx
->ps_post_process
&& !reg
->idx
[0].offset
)
1185 strcpy(register_name
, "TMP_COLOR");
1189 if (ctx
->cur_ps_args
->super
.srgb_correction
)
1190 FIXME("sRGB correction on higher render targets.\n");
1191 if (reg_maps
->rt_mask
> 1)
1192 sprintf(register_name
, "result.color[%u]", reg
->idx
[0].offset
);
1194 strcpy(register_name
, "result.color");
1198 case WINED3DSPR_RASTOUT
:
1199 if (reg
->idx
[0].offset
== 1)
1200 sprintf(register_name
, "%s", ctx
->fog_output
);
1202 sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
[0].offset
]);
1205 case WINED3DSPR_DEPTHOUT
:
1206 strcpy(register_name
, "result.depth");
1209 case WINED3DSPR_ATTROUT
:
1210 /* case WINED3DSPR_OUTPUT: */
1212 sprintf(register_name
, "oD[%u]", reg
->idx
[0].offset
);
1214 strcpy(register_name
, ctx
->color_output
[reg
->idx
[0].offset
]);
1217 case WINED3DSPR_TEXCRDOUT
:
1219 sprintf(register_name
, "oT[%u]", reg
->idx
[0].offset
);
1220 else if (reg_maps
->shader_version
.major
< 3)
1221 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
[0].offset
]);
1223 strcpy(register_name
, ctx
->vs_output
[reg
->idx
[0].offset
]);
1226 case WINED3DSPR_LOOP
:
1227 if(ctx
->target_version
>= NV2
)
1229 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1230 if(pshader
) sprintf(register_name
, "A0.x");
1231 else sprintf(register_name
, "aL.y");
1235 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1236 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1237 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1238 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1241 sprintf(register_name
, "**aL_emul**");
1246 case WINED3DSPR_CONSTINT
:
1247 sprintf(register_name
, "I%u", reg
->idx
[0].offset
);
1250 case WINED3DSPR_MISCTYPE
:
1251 if (!reg
->idx
[0].offset
)
1252 sprintf(register_name
, "vpos");
1253 else if (reg
->idx
[0].offset
== 1)
1254 sprintf(register_name
, "fragment.facing.x");
1256 FIXME("Unknown MISCTYPE register index %u.\n", reg
->idx
[0].offset
);
1260 FIXME("Unhandled register type %#x[%u].\n", reg
->type
, reg
->idx
[0].offset
);
1261 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
[0].offset
);
1266 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1267 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1269 char register_name
[255];
1273 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1274 strcpy(str
, register_name
);
1276 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1277 strcat(str
, write_mask
);
1280 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1282 switch(channel_source
)
1284 case CHANNEL_SOURCE_ZERO
: return "0";
1285 case CHANNEL_SOURCE_ONE
: return "1";
1286 case CHANNEL_SOURCE_X
: return "x";
1287 case CHANNEL_SOURCE_Y
: return "y";
1288 case CHANNEL_SOURCE_Z
: return "z";
1289 case CHANNEL_SOURCE_W
: return "w";
1291 FIXME("Unhandled channel source %#x\n", channel_source
);
1296 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1297 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1301 if (is_complex_fixup(fixup
))
1303 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1304 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1309 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1310 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1311 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1312 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1317 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1318 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1319 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1323 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1324 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1325 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1326 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1332 char *ptr
= reg_mask
;
1334 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1337 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1338 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1339 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1340 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1344 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1348 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1351 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1352 if (!ins
->dst_count
) return "";
1354 mod
= ins
->dst
[0].modifiers
;
1356 /* Silently ignore PARTIALPRECISION if its not supported */
1357 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1359 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1361 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1362 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1367 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1370 case WINED3DSPDM_SATURATE
:
1373 case WINED3DSPDM_PARTIALPRECISION
:
1380 FIXME("Unknown modifiers 0x%08x\n", mod
);
1385 #define TEX_PROJ 0x1
1386 #define TEX_BIAS 0x2
1388 #define TEX_DERIV 0x10
1390 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1391 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1393 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1394 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1395 const char *tex_type
;
1396 BOOL np2_fixup
= FALSE
;
1397 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1399 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1400 const struct wined3d_shader
*shader
;
1401 const struct wined3d_device
*device
;
1402 const struct wined3d_gl_info
*gl_info
;
1404 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1405 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1407 switch(sampler_type
) {
1413 shader
= ins
->ctx
->shader
;
1414 device
= shader
->device
;
1415 gl_info
= &device
->adapter
->gl_info
;
1417 if (pshader
&& priv
->cur_ps_args
->super
.np2_fixup
& (1 << sampler_idx
)
1418 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1422 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1424 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1426 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1427 else np2_fixup
= TRUE
;
1432 case WINED3DSTT_VOLUME
:
1436 case WINED3DSTT_CUBE
:
1441 ERR("Unexpected texture type %d\n", sampler_type
);
1445 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1446 * so don't use shader_arb_get_modifier
1448 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1451 /* Fragment samplers always have indentity mapping */
1452 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1454 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1457 if (flags
& TEX_DERIV
)
1459 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1460 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1461 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1462 dsx
, dsy
,sampler_idx
, tex_type
);
1464 else if(flags
& TEX_LOD
)
1466 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1467 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1468 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1469 sampler_idx
, tex_type
);
1471 else if (flags
& TEX_BIAS
)
1473 /* Shouldn't be possible, but let's check for it */
1474 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1475 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1476 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1478 else if (flags
& TEX_PROJ
)
1480 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1486 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1487 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1488 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1490 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1493 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1498 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1499 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_ONE
),
1500 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_TWO
),
1501 priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1505 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1506 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1508 /* Generate a line that does the input modifier computation and return the input register to use */
1509 BOOL is_color
= FALSE
, insert_line
;
1512 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1513 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1514 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
1515 const char *two
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_TWO
);
1517 /* Assume a new line will be added */
1520 /* Get register name */
1521 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1522 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1524 switch (src
->modifiers
)
1526 case WINED3DSPSM_NONE
:
1527 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1528 insert_line
= FALSE
;
1530 case WINED3DSPSM_NEG
:
1531 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1532 insert_line
= FALSE
;
1534 case WINED3DSPSM_BIAS
:
1535 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1537 case WINED3DSPSM_BIASNEG
:
1538 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1540 case WINED3DSPSM_SIGN
:
1541 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1543 case WINED3DSPSM_SIGNNEG
:
1544 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1546 case WINED3DSPSM_COMP
:
1547 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1549 case WINED3DSPSM_X2
:
1550 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1552 case WINED3DSPSM_X2NEG
:
1553 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1555 case WINED3DSPSM_DZ
:
1556 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1557 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1559 case WINED3DSPSM_DW
:
1560 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1561 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1563 case WINED3DSPSM_ABS
:
1564 if(ctx
->target_version
>= NV2
) {
1565 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1566 insert_line
= FALSE
;
1568 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1571 case WINED3DSPSM_ABSNEG
:
1572 if(ctx
->target_version
>= NV2
) {
1573 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1575 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1576 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1578 insert_line
= FALSE
;
1581 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1582 insert_line
= FALSE
;
1585 /* Return modified or original register, with swizzle */
1587 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1590 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1592 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1593 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1594 DWORD sampler_code
= dst
->reg
.idx
[0].offset
;
1596 char src_name
[2][50];
1598 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1600 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1602 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1603 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1606 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1607 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1608 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1609 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1610 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1612 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1613 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1616 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1621 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1622 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1623 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1624 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1625 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1626 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1627 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1628 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1629 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1630 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1631 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1632 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1633 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1635 FIXME("Unknown modifier %u\n", mod
);
1639 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1641 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1642 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1644 char src_name
[3][50];
1645 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1646 ins
->ctx
->reg_maps
->shader_version
.minor
);
1648 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1649 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1651 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
1652 && ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
1654 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1658 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1661 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1662 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1664 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1665 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1666 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1667 shader_addline(buffer
, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins
),
1668 dst_name
, src_name
[1], src_name
[2]);
1672 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1674 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1675 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1677 char src_name
[3][50];
1679 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1681 /* Generate input register names (with modifiers) */
1682 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1683 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1684 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1686 shader_addline(buffer
, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1687 dst_name
, src_name
[0], src_name
[2], src_name
[1]);
1690 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1691 * dst = dot2(src0, src1) + src2 */
1692 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1694 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1695 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1697 char src_name
[3][50];
1698 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1700 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1701 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1702 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1704 if(ctx
->target_version
>= NV3
)
1706 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1707 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1708 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1709 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1711 else if(ctx
->target_version
>= NV2
)
1713 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1714 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1715 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1716 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1718 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1720 * .xyxy and other swizzles that we could get with this are not valid in
1721 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1723 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1724 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1725 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1727 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1729 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1730 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1734 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1735 /* 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]
1736 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1738 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1739 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1740 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1741 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1745 /* Map the opcode 1-to-1 to the GL code */
1746 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1748 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1749 const char *instruction
;
1750 char arguments
[256], dst_str
[50];
1752 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1754 switch (ins
->handler_idx
)
1756 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1757 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1758 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1759 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1760 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1761 case WINED3DSIH_DST
: instruction
= "DST"; break;
1762 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1763 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1764 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1765 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1766 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1767 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1768 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1769 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1770 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1771 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1772 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1773 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1774 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1775 default: instruction
= "";
1776 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1780 /* Note that shader_arb_add_dst_param() adds spaces. */
1781 arguments
[0] = '\0';
1782 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1783 for (i
= 0; i
< ins
->src_count
; ++i
)
1786 strcat(arguments
, ", ");
1787 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1788 strcat(arguments
, operand
);
1790 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1793 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
) {}
1795 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1797 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1798 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1799 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1800 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1801 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
1802 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
1803 const char *two
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_TWO
);
1805 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1806 char src0_param
[256];
1808 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1810 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1812 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1814 if(ctx
->target_version
>= NV2
) {
1815 shader_hw_map2gl(ins
);
1818 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1819 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1821 /* This implements the mova formula used in GLSL. The first two instructions
1822 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1826 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1828 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1829 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1831 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, %s;\n", write_mask
, src0_param
, zero
);
1832 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask
, two
, one
);
1834 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1835 shader_addline(buffer
, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask
);
1836 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1837 if (shader_data
->rel_offset
)
1839 shader_addline(buffer
, "ADD TA%s, TA, %s;\n", write_mask
, offset
);
1841 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1843 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1845 else if (reg_maps
->shader_version
.major
== 1
1846 && !shader_is_pshader_version(reg_maps
->shader_version
.type
)
1847 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1849 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1850 src0_param
[0] = '\0';
1852 if (shader_data
->rel_offset
&& ctx
->target_version
== ARB
)
1854 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1855 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1856 shader_addline(buffer
, "ADD TA.x, %s, %s;\n", src0_param
, offset
);
1857 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1861 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1862 * with more than one component. Thus replicate the first source argument over all
1863 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1864 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1865 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1866 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1867 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1870 else if (ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
->dst
[0].reg
.idx
[0].offset
&& pshader
)
1872 if (ctx
->ps_post_process
&& shader
->u
.ps
.color0_mov
)
1874 shader_addline(buffer
, "#mov handled in srgb write or fog code\n");
1877 shader_hw_map2gl(ins
);
1881 shader_hw_map2gl(ins
);
1885 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1887 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1888 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1891 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1892 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1894 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1896 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1898 const char *kilsrc
= "TA";
1901 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1902 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1908 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1909 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1910 * masked out components to 0(won't kill)
1912 char x
= '0', y
= '0', z
= '0', w
= '0';
1913 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1914 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1915 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1916 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1917 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1919 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1923 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1924 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1926 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1927 * or pass in any temporary register(in shader phase 2)
1929 if (ins
->ctx
->reg_maps
->shader_version
.minor
<= 3)
1930 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
[0].offset
);
1932 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1933 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1934 shader_addline(buffer
, "KIL TA;\n");
1938 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1940 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1941 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1942 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1943 ins
->ctx
->reg_maps
->shader_version
.minor
);
1944 struct wined3d_shader_src_param src
;
1948 DWORD reg_sampler_code
;
1950 BOOL swizzle_coord
= FALSE
;
1952 /* All versions have a destination register */
1953 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1955 /* 1.0-1.4: Use destination register number as texture code.
1956 2.0+: Use provided sampler number as texure code. */
1957 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1958 reg_sampler_code
= dst
->reg
.idx
[0].offset
;
1960 reg_sampler_code
= ins
->src
[1].reg
.idx
[0].offset
;
1962 /* 1.0-1.3: Use the texcoord varying.
1963 1.4+: Use provided coordinate source register. */
1964 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1965 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1967 /* TEX is the only instruction that can handle DW and DZ natively */
1969 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1970 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1971 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1975 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1976 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1977 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1979 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1982 if (reg_sampler_code
< MAX_TEXTURES
)
1983 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg_sampler_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1984 if (flags
& WINED3D_PSARGS_PROJECTED
)
1986 myflags
|= TEX_PROJ
;
1987 if ((flags
& ~WINED3D_PSARGS_PROJECTED
) == WINED3D_TTFF_COUNT3
)
1988 swizzle_coord
= TRUE
;
1991 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1993 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
1994 if (src_mod
== WINED3DSPSM_DZ
)
1996 swizzle_coord
= TRUE
;
1997 myflags
|= TEX_PROJ
;
1998 } else if(src_mod
== WINED3DSPSM_DW
) {
1999 myflags
|= TEX_PROJ
;
2002 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
2003 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
2008 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2009 * reg_coord is a read-only varying register, so we need a temp reg */
2010 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
2011 strcpy(reg_coord
, "TA");
2014 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
2017 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
2019 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2020 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2021 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2022 ins
->ctx
->reg_maps
->shader_version
.minor
);
2025 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2027 DWORD reg
= dst
->reg
.idx
[0].offset
;
2029 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2030 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
2034 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
2035 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2036 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
2040 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
2042 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2045 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2049 /* Note that texreg2ar 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 /* Move .x first in case src_str is "TA" */
2053 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
2054 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
2055 if (reg1
< MAX_TEXTURES
)
2057 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2058 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg1
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2060 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2063 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
2065 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2067 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2071 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2072 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2073 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2074 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
2075 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
2076 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
2079 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
2081 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2085 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2086 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2087 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2088 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
2091 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
2093 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2094 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2095 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2096 char reg_coord
[40], dst_reg
[50], src_reg
[50];
2097 DWORD reg_dest_code
;
2099 /* All versions have a destination register. The Tx where the texture coordinates come
2100 * from is the varying incarnation of the texture register
2102 reg_dest_code
= dst
->reg
.idx
[0].offset
;
2103 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
2104 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
2105 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
2107 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2108 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2110 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2111 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2113 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2114 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2117 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
2118 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
2119 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
2120 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
2122 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2123 * so we can't let the GL handle this.
2125 if ((priv
->cur_ps_args
->super
.tex_transform
>> reg_dest_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
2126 & WINED3D_PSARGS_PROJECTED
)
2128 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
2129 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
2130 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
2132 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
2135 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
2137 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2139 /* No src swizzles are allowed, so this is ok */
2140 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2141 src_reg
, reg_dest_code
, reg_dest_code
);
2142 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
2146 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2148 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2149 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2150 char src0_name
[50], dst_name
[50];
2152 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2154 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2155 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2156 * T<reg+1> register. Use this register to store the calculated vector
2158 tmp_reg
.idx
[0].offset
= reg
+ 1;
2159 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2160 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2163 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2165 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2167 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2168 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2174 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2175 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2177 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2178 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2179 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2180 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2181 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2184 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2186 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2187 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2188 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2189 char src0_name
[50], dst_name
[50];
2190 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2193 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2194 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2195 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2197 tmp_reg
.idx
[0].offset
= reg
+ 2 - tex_mx
->current_row
;
2198 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2200 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2201 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2202 dst_name
, 'x' + tex_mx
->current_row
, reg
, src0_name
);
2203 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
2206 static void pshader_hw_texm3x3tex(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
;
2211 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2212 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2214 char src0_name
[50], dst_name
[50];
2217 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2218 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2219 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2221 /* Sample the texture using the calculated coordinates */
2222 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2223 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2224 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2225 tex_mx
->current_row
= 0;
2228 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2230 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2231 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2233 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2234 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2240 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2241 * components for temporary data storage
2243 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2244 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2245 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2247 /* Construct the eye-ray vector from w coordinates */
2248 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[0]);
2249 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[1]);
2250 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2252 /* Calculate reflection vector
2254 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2255 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2256 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2257 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2258 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2259 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2260 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2262 /* Sample the texture using the calculated coordinates */
2263 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2264 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2265 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2266 tex_mx
->current_row
= 0;
2269 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2271 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2272 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2274 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2275 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2282 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2283 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2284 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2285 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2286 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2288 /* Calculate reflection vector.
2291 * dst_reg.xyz = 2 * --------- * N - E
2294 * Which normalizes the normal vector
2296 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2297 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2298 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2299 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2300 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2301 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2303 /* Sample the texture using the calculated coordinates */
2304 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2305 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2306 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2307 tex_mx
->current_row
= 0;
2310 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2312 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2313 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2315 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2316 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2318 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2319 * which is essentially an input, is the destination register because it is the first
2320 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2321 * here(writemasks/swizzles are not valid on texdepth)
2323 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2325 /* According to the msdn, the source register(must be r5) is unusable after
2326 * the texdepth instruction, so we're free to modify it
2328 shader_addline(buffer
, "MIN %s.y, %s.y, %s;\n", dst_name
, dst_name
, one
);
2330 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2331 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2332 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2334 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2335 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2336 shader_addline(buffer
, "MIN TA.x, TA.x, %s;\n", one
);
2337 shader_addline(buffer
, "MAX result.depth, TA.x, %s;\n", zero
);
2340 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2341 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2342 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2343 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2345 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2346 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
2350 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2351 shader_addline(buffer
, "MOV TB, 0.0;\n");
2352 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2354 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2355 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2358 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2359 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2360 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2362 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2365 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2367 /* Handle output register */
2368 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2369 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2370 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
[0].offset
, src0
);
2373 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2374 * Perform the 3rd row of a 3x3 matrix multiply */
2375 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2377 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2378 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2379 char dst_str
[50], dst_name
[50];
2383 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2384 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2385 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2386 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
[0].offset
, src0
);
2387 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2390 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2391 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2392 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2393 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2395 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2397 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2398 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2399 char src0
[50], dst_name
[50];
2401 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2402 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2404 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2405 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2406 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
[0].offset
, src0
);
2408 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2409 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2410 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2412 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2413 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2414 shader_addline(buffer
, "MIN %s.x, %s.x, %s;\n", dst_name
, dst_name
, one
);
2415 shader_addline(buffer
, "MAX result.depth, %s.x, %s;\n", dst_name
, zero
);
2418 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2419 Vertex/Pixel shaders to ARB_vertex_program codes */
2420 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2423 int nComponents
= 0;
2424 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2425 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2426 struct wined3d_shader_instruction tmp_ins
;
2428 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2430 /* Set constants for the temporary argument */
2431 tmp_ins
.ctx
= ins
->ctx
;
2432 tmp_ins
.dst_count
= 1;
2433 tmp_ins
.dst
= &tmp_dst
;
2434 tmp_ins
.src_count
= 2;
2435 tmp_ins
.src
= tmp_src
;
2437 switch(ins
->handler_idx
)
2439 case WINED3DSIH_M4x4
:
2441 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2443 case WINED3DSIH_M4x3
:
2445 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2447 case WINED3DSIH_M3x4
:
2449 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2451 case WINED3DSIH_M3x3
:
2453 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2455 case WINED3DSIH_M3x2
:
2457 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2460 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2464 tmp_dst
= ins
->dst
[0];
2465 tmp_src
[0] = ins
->src
[0];
2466 tmp_src
[1] = ins
->src
[1];
2467 for (i
= 0; i
< nComponents
; ++i
)
2469 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2470 shader_hw_map2gl(&tmp_ins
);
2471 ++tmp_src
[1].reg
.idx
[0].offset
;
2475 static void shader_hw_rcp(const struct wined3d_shader_instruction
*ins
)
2477 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2482 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2483 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2484 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2486 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2492 shader_addline(buffer
, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins
), dst
, src
);
2495 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2497 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2498 const char *instruction
;
2503 switch(ins
->handler_idx
)
2505 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2506 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2507 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2508 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2509 default: instruction
= "";
2510 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2514 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2515 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2516 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2518 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2524 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2527 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2529 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2532 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2533 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2534 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2536 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2537 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2539 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2540 * otherwise NRM or RSQ would return NaN */
2541 if(pshader
&& priv
->target_version
>= NV3
)
2543 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2545 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2547 shader_addline(buffer
, "DP3C TA, %s, %s;\n", src_name
, src_name
);
2548 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2549 shader_addline(buffer
, "MOV %s (EQ), %s;\n", dst_name
, zero
);
2551 else if(priv
->target_version
>= NV2
)
2553 shader_addline(buffer
, "DP3C TA.x, %s, %s;\n", src_name
, src_name
);
2554 shader_addline(buffer
, "RSQ TA.x (NE), TA.x;\n");
2555 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2560 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2562 shader_addline(buffer
, "DP3 TA.x, %s, %s;\n", src_name
, src_name
);
2563 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2564 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2566 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2567 shader_addline(buffer
, "MAD TA.x, %s, TA.y, TA.x;\n", one
);
2569 shader_addline(buffer
, "RSQ TA.x, TA.x;\n");
2570 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2571 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2576 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2578 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2580 char src_name
[3][50];
2582 /* ARB_fragment_program has a convenient LRP instruction */
2583 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2584 shader_hw_map2gl(ins
);
2588 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2589 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2590 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2591 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2593 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2594 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2595 dst_name
, src_name
[0], src_name
[2]);
2598 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2600 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2601 * must contain fixed constants. So we need a separate function to filter those constants and
2604 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2605 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2606 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2608 char src_name0
[50], src_name1
[50], src_name2
[50];
2611 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2612 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2613 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2614 /* No modifiers are supported on SCS */
2615 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2617 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2619 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2620 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2622 } else if(priv
->target_version
>= NV2
) {
2623 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2625 /* Sincos writemask must be .x, .y or .xy */
2626 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2627 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2628 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2629 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2631 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2632 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2634 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2635 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2637 * The constants we get are:
2639 * +1 +1, -1 -1 +1 +1 -1 -1
2640 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2641 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2643 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2647 * (x/2)^4 = x^4 / 16
2648 * (x/2)^5 = x^5 / 32
2651 * To get the final result:
2652 * sin(x) = 2 * sin(x/2) * cos(x/2)
2653 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2654 * (from sin(x+y) and cos(x+y) rules)
2656 * As per MSDN, dst.z is undefined after the operation, and so is
2657 * dst.x and dst.y if they're masked out by the writemask. Ie
2658 * sincos dst.y, src1, c0, c1
2659 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2660 * vsa.exe also stops with an error if the dest register is the same register as the source
2661 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2662 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2664 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2665 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2666 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2668 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2669 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2670 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2671 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2672 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2673 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2677 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2678 * properly merge that with MULs in the code above?
2679 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2680 * we can merge the sine and cosine MAD rows to calculate them together.
2682 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2683 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2684 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2685 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2688 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2689 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2690 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2692 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2694 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2695 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2697 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2699 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2700 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2705 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2707 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2710 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2712 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2713 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2715 /* SGN is only valid in vertex shaders */
2716 if(ctx
->target_version
>= NV2
) {
2717 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2721 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2722 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2724 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2725 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2727 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2728 * Then use TA, and calculate the final result
2730 * Not reading from TA? Store the first result in TA to avoid overwriting the
2731 * destination if src reg = dst reg
2733 if(strstr(src_name
, "TA"))
2735 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2736 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2737 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2741 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2742 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2743 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2748 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2750 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2756 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2757 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2758 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2760 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2761 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2764 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2770 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2771 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2772 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2773 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2774 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2775 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2776 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2777 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2778 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2779 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2780 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2781 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2782 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2784 FIXME("Unknown modifier %u\n", mod
);
2788 static void shader_hw_log(const struct wined3d_shader_instruction
*ins
)
2790 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2791 char src0
[50], dst
[50];
2792 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2793 BOOL need_abs
= FALSE
;
2796 switch(ins
->handler_idx
)
2798 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2799 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2801 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2805 /* LOG and LOGP operate on the absolute value of the input */
2806 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2808 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2809 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2813 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2814 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2818 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2822 static void shader_hw_pow(const struct wined3d_shader_instruction
*ins
)
2824 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2825 char src0
[50], src1
[50], dst
[50];
2826 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2827 BOOL need_abs
= FALSE
;
2828 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2829 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2831 /* POW operates on the absolute value of the input */
2832 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2834 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2835 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2836 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2839 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
2841 shader_addline(buffer
, "MOV TA.x, %s;\n", src0
);
2843 if (priv
->target_version
>= NV2
)
2845 shader_addline(buffer
, "MOVC TA.y, %s;\n", src1
);
2846 shader_addline(buffer
, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins
), dst
);
2847 shader_addline(buffer
, "MOV %s (EQ.y), %s;\n", dst
, one
);
2851 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2852 const char *flt_eps
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_EPS
);
2854 shader_addline(buffer
, "ABS TA.y, %s;\n", src1
);
2855 shader_addline(buffer
, "SGE TA.y, -TA.y, %s;\n", zero
);
2856 /* Possibly add flt_eps to avoid getting float special values */
2857 shader_addline(buffer
, "MAD TA.z, TA.y, %s, %s;\n", flt_eps
, src1
);
2858 shader_addline(buffer
, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins
));
2859 shader_addline(buffer
, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2860 shader_addline(buffer
, "MAD %s, TA.y, %s, TA.x;\n", dst
, one
);
2864 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2866 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2868 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2871 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2875 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2876 struct list
*e
= list_head(&priv
->control_frames
);
2877 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2879 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2880 /* The constant loader makes sure to load -1 into iX.w */
2881 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2882 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2883 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2887 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2891 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2893 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2895 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2897 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2899 /* The constant loader makes sure to load -1 into iX.w */
2902 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2903 struct list
*e
= list_head(&priv
->control_frames
);
2904 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2906 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2908 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2909 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2910 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2914 shader_addline(buffer
, "REP %s;\n", src_name
);
2918 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2920 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2921 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2925 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2926 struct list
*e
= list_head(&priv
->control_frames
);
2927 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2929 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2930 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2931 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2933 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2937 shader_addline(buffer
, "ENDLOOP;\n");
2941 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2943 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2944 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2948 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2949 struct list
*e
= list_head(&priv
->control_frames
);
2950 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2952 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2953 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2954 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2956 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2960 shader_addline(buffer
, "ENDREP;\n");
2964 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2966 struct control_frame
*control_frame
;
2968 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2970 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2972 ERR("Could not find loop for break\n");
2976 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2978 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2979 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2980 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2984 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2988 shader_addline(buffer
, "BRK;\n");
2992 static const char *get_compare(enum wined3d_shader_rel_op op
)
2996 case WINED3D_SHADER_REL_OP_GT
: return "GT";
2997 case WINED3D_SHADER_REL_OP_EQ
: return "EQ";
2998 case WINED3D_SHADER_REL_OP_GE
: return "GE";
2999 case WINED3D_SHADER_REL_OP_LT
: return "LT";
3000 case WINED3D_SHADER_REL_OP_NE
: return "NE";
3001 case WINED3D_SHADER_REL_OP_LE
: return "LE";
3003 FIXME("Unrecognized operator %#x.\n", op
);
3008 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op op
)
3012 case WINED3D_SHADER_REL_OP_GT
: return WINED3D_SHADER_REL_OP_LE
;
3013 case WINED3D_SHADER_REL_OP_EQ
: return WINED3D_SHADER_REL_OP_NE
;
3014 case WINED3D_SHADER_REL_OP_GE
: return WINED3D_SHADER_REL_OP_LT
;
3015 case WINED3D_SHADER_REL_OP_LT
: return WINED3D_SHADER_REL_OP_GE
;
3016 case WINED3D_SHADER_REL_OP_NE
: return WINED3D_SHADER_REL_OP_EQ
;
3017 case WINED3D_SHADER_REL_OP_LE
: return WINED3D_SHADER_REL_OP_GT
;
3019 FIXME("Unrecognized operator %#x.\n", op
);
3024 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
3026 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3027 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3028 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
3031 const char *comp
= get_compare(ins
->flags
);
3033 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3034 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3038 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3039 * away the subtraction result
3041 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3042 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
3046 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3047 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
3051 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
3053 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3054 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3055 struct list
*e
= list_head(&priv
->control_frames
);
3056 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3060 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3062 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3063 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3067 /* Invert the flag. We jump to the else label if the condition is NOT true */
3068 comp
= get_compare(invert_compare(ins
->flags
));
3069 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3070 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
3074 comp
= get_compare(ins
->flags
);
3075 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3076 shader_addline(buffer
, "IF %s.x;\n", comp
);
3080 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
3082 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3083 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3084 struct list
*e
= list_head(&priv
->control_frames
);
3085 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3086 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3090 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
3091 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3092 control_frame
->had_else
= TRUE
;
3096 shader_addline(buffer
, "ELSE;\n");
3100 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
3102 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3103 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3104 struct list
*e
= list_head(&priv
->control_frames
);
3105 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3106 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3110 if(control_frame
->had_else
)
3112 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3116 shader_addline(buffer
, "#No else branch. else is endif\n");
3117 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3122 shader_addline(buffer
, "ENDIF;\n");
3126 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
3128 DWORD sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3130 char reg_src
[3][40];
3131 WORD flags
= TEX_DERIV
;
3133 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3134 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
3135 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
3136 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
3138 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3139 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3141 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
3144 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
3146 DWORD sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3149 WORD flags
= TEX_LOD
;
3151 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3152 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
3154 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3155 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3157 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
3160 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
3162 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3163 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3165 priv
->in_main_func
= FALSE
;
3166 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3167 * subroutine, don't generate a label that will make GL complain
3169 if(priv
->target_version
== ARB
) return;
3171 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
[0].offset
);
3174 static void vshader_add_footer(struct shader_arb_ctx_priv
*priv_ctx
,
3175 const struct arb_vshader_private
*shader_data
, const struct arb_vs_compile_args
*args
,
3176 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
,
3177 struct wined3d_shader_buffer
*buffer
)
3181 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3182 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3183 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3184 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3186 if (args
->super
.fog_src
== VS_FOG_Z
)
3188 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
3194 /* posFixup.x is always 1.0, so we can safely use it */
3195 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3199 /* Clamp fogcoord */
3200 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
3201 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
3203 shader_addline(buffer
, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one
);
3204 shader_addline(buffer
, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero
);
3208 /* Clipplanes are always stored without y inversion */
3209 if (use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
3211 if (args
->super
.clip_enabled
)
3213 for (i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3215 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3219 else if (args
->clip
.boolclip
.clip_texcoord
)
3221 unsigned int cur_clip
= 0;
3222 char component
[4] = {'x', 'y', 'z', 'w'};
3223 const char *zero
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ZERO
);
3225 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
3227 if (args
->clip
.boolclip
.clipplane_mask
& (1 << i
))
3229 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3230 component
[cur_clip
++], i
);
3236 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3239 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3242 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3245 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
3248 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3249 args
->clip
.boolclip
.clip_texcoord
- 1);
3252 /* Write the final position.
3254 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3255 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3256 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3257 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3259 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
3260 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3261 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3263 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3264 * and the glsl equivalent
3266 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
3268 const char *two
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_TWO
);
3269 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two
);
3273 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3274 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3277 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3279 priv_ctx
->footer_written
= TRUE
;
3282 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3284 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3285 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3286 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3287 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3289 if(priv
->target_version
== ARB
) return;
3293 if (priv
->in_main_func
) vshader_add_footer(priv
, shader
->backend_data
,
3294 priv
->cur_vs_args
, ins
->ctx
->reg_maps
, ins
->ctx
->gl_info
, buffer
);
3297 shader_addline(buffer
, "RET;\n");
3300 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3302 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3303 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
[0].offset
);
3306 /* Context activation is done by the caller. */
3307 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3309 GLuint program_id
= 0;
3312 const char *blt_vprogram
=
3314 "PARAM c[1] = { { 1, 0.5 } };\n"
3315 "MOV result.position, vertex.position;\n"
3316 "MOV result.color, c[0].x;\n"
3317 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3320 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3321 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3322 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3323 strlen(blt_vprogram
), blt_vprogram
));
3324 checkGLcall("glProgramStringARB()");
3326 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3329 FIXME("Vertex program error at position %d: %s\n\n", pos
,
3330 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3331 shader_arb_dump_program_source(blt_vprogram
);
3337 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3338 checkGLcall("glGetProgramivARB()");
3339 if (!native
) WARN("Program exceeds native resource limits.\n");
3345 /* Context activation is done by the caller. */
3346 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
,
3347 enum tex_types tex_type
, BOOL masked
)
3349 GLuint program_id
= 0;
3350 const char *fprogram
;
3353 static const char * const blt_fprograms_full
[tex_type_count
] =
3360 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3361 "MOV result.depth.z, R0.x;\n"
3368 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3369 "MOV result.depth.z, R0.x;\n"
3374 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3375 "MOV result.depth.z, R0.x;\n"
3379 static const char * const blt_fprograms_masked
[tex_type_count
] =
3385 "PARAM mask = program.local[0];\n"
3387 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3388 "MUL R0.x, R0.x, R0.y;\n"
3390 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3391 "MOV result.depth.z, R0.x;\n"
3397 "PARAM mask = program.local[0];\n"
3399 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3400 "MUL R0.x, R0.x, R0.y;\n"
3402 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3403 "MOV result.depth.z, R0.x;\n"
3407 "PARAM mask = program.local[0];\n"
3409 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3410 "MUL R0.x, R0.x, R0.y;\n"
3412 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3413 "MOV result.depth.z, R0.x;\n"
3417 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3420 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
3422 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3425 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3426 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3427 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(fprogram
), fprogram
));
3428 checkGLcall("glProgramStringARB()");
3430 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3433 FIXME("Fragment program error at position %d: %s\n\n", pos
,
3434 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3435 shader_arb_dump_program_source(fprogram
);
3441 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3442 checkGLcall("glGetProgramivARB()");
3443 if (!native
) WARN("Program exceeds native resource limits.\n");
3449 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3450 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3452 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3456 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3457 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1
, fragcolor
);
3458 /* Calculate the > 0.0031308 case */
3459 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor
, fragcolor
);
3460 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor
, fragcolor
);
3461 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor
, fragcolor
);
3462 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor
, fragcolor
);
3463 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor
, fragcolor
);
3464 /* Calculate the < case */
3465 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor
, fragcolor
);
3469 /* Calculate the > 0.0031308 case */
3470 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1
, fragcolor
);
3471 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1
, fragcolor
);
3472 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1
, fragcolor
);
3473 shader_addline(buffer
, "MUL %s, %s, srgb_consts0.y;\n", tmp1
, tmp1
);
3474 shader_addline(buffer
, "SUB %s, %s, srgb_consts0.z;\n", tmp1
, tmp1
);
3475 /* Calculate the < case */
3476 shader_addline(buffer
, "MUL %s, srgb_consts0.w, %s;\n", tmp2
, fragcolor
);
3477 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3478 shader_addline(buffer
, "SLT %s, srgb_consts1.x, %s;\n", tmp3
, fragcolor
);
3479 shader_addline(buffer
, "SGE %s, srgb_consts1.x, %s;\n", tmp4
, fragcolor
);
3480 /* Store the components > 0.0031308 in the destination */
3481 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3482 /* Add the components that are < 0.0031308 */
3483 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3484 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3485 * result.color writes(.rgb first, then .a), or handle overwriting already written
3486 * components. The assembler uses a temporary register in this case, which is usually
3487 * not allocated from one of our registers that were used earlier.
3490 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3493 static const DWORD
*find_loop_control_values(const struct wined3d_shader
*shader
, DWORD idx
)
3495 const struct wined3d_shader_lconst
*constant
;
3497 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3499 if (constant
->idx
== idx
)
3501 return constant
->value
;
3507 static void init_ps_input(const struct wined3d_shader
*shader
,
3508 const struct arb_ps_compile_args
*args
, struct shader_arb_ctx_priv
*priv
)
3510 static const char * const texcoords
[8] =
3512 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3513 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3516 const struct wined3d_shader_signature_element
*sig
= shader
->input_signature
;
3517 const char *semantic_name
;
3520 switch(args
->super
.vp_mode
)
3522 case pretransformed
:
3524 /* The pixelshader has to collect the varyings on its own. In any case properly load
3525 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3526 * other attribs to 0.0.
3528 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3529 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3530 * load the texcoord attrib pointers to match the pixel shader signature
3532 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3534 semantic_name
= sig
[i
].semantic_name
;
3535 semantic_idx
= sig
[i
].semantic_idx
;
3536 if (!semantic_name
) continue;
3538 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
3540 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.color.primary";
3541 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3542 else priv
->ps_input
[i
] = "0.0";
3544 else if(args
->super
.vp_mode
== fixedfunction
)
3546 priv
->ps_input
[i
] = "0.0";
3548 else if(shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
3550 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3551 else priv
->ps_input
[i
] = "0.0";
3553 else if(shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
3555 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.fogcoord";
3556 else priv
->ps_input
[i
] = "0.0";
3560 priv
->ps_input
[i
] = "0.0";
3563 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3568 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3571 for(i
= 0; i
< 8; i
++)
3573 priv
->ps_input
[i
] = texcoords
[i
];
3575 priv
->ps_input
[8] = "fragment.color.primary";
3576 priv
->ps_input
[9] = "fragment.color.secondary";
3581 static void arbfp_add_linear_fog(struct wined3d_shader_buffer
*buffer
,
3582 const char *fragcolor
, const char *tmp
)
3584 shader_addline(buffer
, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp
);
3585 shader_addline(buffer
, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp
, tmp
);
3586 shader_addline(buffer
, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor
, tmp
, fragcolor
);
3589 /* Context activation is done by the caller. */
3590 static GLuint
shader_arb_generate_pshader(const struct wined3d_shader
*shader
,
3591 const struct wined3d_gl_info
*gl_info
, struct wined3d_shader_buffer
*buffer
,
3592 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3594 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3595 const DWORD
*function
= shader
->function
;
3598 DWORD next_local
= 0;
3599 struct shader_arb_ctx_priv priv_ctx
;
3600 BOOL dcl_td
= FALSE
;
3601 BOOL want_nv_prog
= FALSE
;
3602 struct arb_pshader_private
*shader_priv
= shader
->backend_data
;
3605 BOOL custom_linear_fog
= FALSE
;
3609 unsigned int i
, found
= 0;
3611 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3614 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3615 || (reg_maps
->shader_version
.major
< 2 && !i
))
3618 sprintf(srgbtmp
[found
], "R%u", i
);
3620 if (found
== 4) break;
3625 sprintf(srgbtmp
[0], "TA");
3626 sprintf(srgbtmp
[1], "TB");
3627 sprintf(srgbtmp
[2], "TC");
3628 sprintf(srgbtmp
[3], "TD");
3632 sprintf(srgbtmp
[1], "TA");
3633 sprintf(srgbtmp
[2], "TB");
3634 sprintf(srgbtmp
[3], "TC");
3637 sprintf(srgbtmp
[2], "TA");
3638 sprintf(srgbtmp
[3], "TB");
3641 sprintf(srgbtmp
[3], "TA");
3647 /* Create the hw ARB shader */
3648 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3649 priv_ctx
.cur_ps_args
= args
;
3650 priv_ctx
.compiled_fprog
= compiled
;
3651 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3652 init_ps_input(shader
, args
, &priv_ctx
);
3653 list_init(&priv_ctx
.control_frames
);
3654 priv_ctx
.ps_post_process
= args
->super
.srgb_correction
;
3656 /* Avoid enabling NV_fragment_program* if we do not need it.
3658 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3659 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3660 * is faster than what we gain from using higher native instructions. There are some things though
3661 * that cannot be emulated. In that case enable the extensions.
3662 * If the extension is enabled, instruction handlers that support both ways will use it.
3664 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3665 * So enable the best we can get.
3667 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3668 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3670 want_nv_prog
= TRUE
;
3673 shader_addline(buffer
, "!!ARBfp1.0\n");
3674 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3676 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3677 priv_ctx
.target_version
= NV3
;
3679 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3681 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3682 priv_ctx
.target_version
= NV2
;
3686 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3689 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3692 priv_ctx
.target_version
= ARB
;
3695 if (reg_maps
->rt_mask
> 1)
3697 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3700 if (reg_maps
->shader_version
.major
< 3)
3702 switch (args
->super
.fog
)
3704 case WINED3D_FFP_PS_FOG_OFF
:
3706 case WINED3D_FFP_PS_FOG_LINEAR
:
3707 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_ARB_FOG
)
3709 custom_linear_fog
= TRUE
;
3710 priv_ctx
.ps_post_process
= TRUE
;
3713 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3715 case WINED3D_FFP_PS_FOG_EXP
:
3716 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3718 case WINED3D_FFP_PS_FOG_EXP2
:
3719 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3724 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3725 * unused temps away(but occupies them for the whole shader if they're used once). Always
3726 * declaring them avoids tricky bookkeeping work
3728 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3729 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3730 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3731 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3732 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3733 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3734 wined3d_ftoa(eps
, ftoa_tmp
);
3735 shader_addline(buffer
, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp
);
3737 if (reg_maps
->shader_version
.major
< 2)
3739 strcpy(fragcolor
, "R0");
3743 if (priv_ctx
.ps_post_process
)
3745 if (shader
->u
.ps
.color0_mov
)
3747 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3751 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3752 strcpy(fragcolor
, "TMP_COLOR");
3755 strcpy(fragcolor
, "result.color");
3759 if (args
->super
.srgb_correction
)
3761 shader_addline(buffer
, "PARAM srgb_consts0 = ");
3762 shader_arb_append_imm_vec4(buffer
, wined3d_srgb_const0
);
3763 shader_addline(buffer
, ";\n");
3764 shader_addline(buffer
, "PARAM srgb_consts1 = ");
3765 shader_arb_append_imm_vec4(buffer
, wined3d_srgb_const1
);
3766 shader_addline(buffer
, ";\n");
3769 /* Base Declarations */
3770 shader_generate_arb_declarations(shader
, reg_maps
, buffer
, gl_info
, NULL
, &priv_ctx
);
3772 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3774 unsigned char bump_const
;
3776 if (!(map
& 1)) continue;
3778 bump_const
= compiled
->numbumpenvmatconsts
;
3779 compiled
->bumpenvmatconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3780 compiled
->bumpenvmatconst
[bump_const
].texunit
= i
;
3781 compiled
->luminanceconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3782 compiled
->luminanceconst
[bump_const
].texunit
= i
;
3784 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3785 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3786 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3787 * textures due to conditional NP2 restrictions)
3789 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3790 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3791 * their location is shader dependent anyway and they cannot be loaded globally.
3793 compiled
->bumpenvmatconst
[bump_const
].const_num
= next_local
++;
3794 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3795 i
, compiled
->bumpenvmatconst
[bump_const
].const_num
);
3796 compiled
->numbumpenvmatconsts
= bump_const
+ 1;
3798 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3800 compiled
->luminanceconst
[bump_const
].const_num
= next_local
++;
3801 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3802 i
, compiled
->luminanceconst
[bump_const
].const_num
);
3805 for(i
= 0; i
< MAX_CONST_I
; i
++)
3807 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3808 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3810 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
3814 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3815 control_values
[0], control_values
[1], control_values
[2]);
3819 compiled
->int_consts
[i
] = next_local
;
3820 compiled
->num_int_consts
++;
3821 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3826 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3828 compiled
->ycorrection
= next_local
;
3829 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3833 shader_addline(buffer
, "TEMP vpos;\n");
3834 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3835 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3836 * ycorrection.z: 1.0
3837 * ycorrection.w: 0.0
3839 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3840 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3845 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3848 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3849 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3850 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3851 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3852 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3853 * shader compilation errors and the subsequent errors when drawing with this shader. */
3854 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3855 unsigned char cur_fixup_sampler
= 0;
3857 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3858 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3859 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3861 fixup
->offset
= next_local
;
3862 fixup
->super
.active
= 0;
3864 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3865 if (!(map
& (1 << i
))) continue;
3867 if (fixup
->offset
+ (cur_fixup_sampler
>> 1) < max_lconsts
) {
3868 fixup
->super
.active
|= (1 << i
);
3869 fixup
->super
.idx
[i
] = cur_fixup_sampler
++;
3871 FIXME("No free constant found to load NP2 fixup data into shader. "
3872 "Sampling from this texture will probably look wrong.\n");
3877 fixup
->super
.num_consts
= (cur_fixup_sampler
+ 1) >> 1;
3878 if (fixup
->super
.num_consts
) {
3879 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3880 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3884 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3886 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3889 /* Base Shader Body */
3890 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
3892 if(args
->super
.srgb_correction
) {
3893 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3894 priv_ctx
.target_version
>= NV2
);
3897 if (custom_linear_fog
)
3898 arbfp_add_linear_fog(buffer
, fragcolor
, "TA");
3900 if(strcmp(fragcolor
, "result.color")) {
3901 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3903 shader_addline(buffer
, "END\n");
3905 /* TODO: change to resource.glObjectHandle or something like that */
3906 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3908 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3909 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3911 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3912 /* Create the program and check for errors */
3913 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3914 buffer
->content_size
, buffer
->buffer
));
3915 checkGLcall("glProgramStringARB()");
3917 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3920 FIXME("HW PixelShader Error at position %d: %s\n\n",
3921 errPos
, debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3922 shader_arb_dump_program_source(buffer
->buffer
);
3929 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3930 checkGLcall("glGetProgramivARB()");
3931 if (!native
) WARN("Program exceeds native resource limits.\n");
3937 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3942 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3944 if (!sig1
[i
].semantic_name
|| !sig2
[i
].semantic_name
)
3946 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3947 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3951 if ((ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
))) return ret
;
3952 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3953 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3954 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].component_type
< sig2
[i
].component_type
? -1 : 1;
3955 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3956 if(sig1
[i
].mask
!= sig2
[i
].mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3961 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3963 struct wined3d_shader_signature_element
*new;
3967 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3968 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3970 if (!sig
[i
].semantic_name
) continue;
3973 /* Clone the semantic string */
3974 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3975 strcpy(name
, sig
[i
].semantic_name
);
3976 new[i
].semantic_name
= name
;
3981 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3983 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3984 struct ps_signature
*found_sig
;
3988 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3989 TRACE("Found existing signature %u\n", found_sig
->idx
);
3990 return found_sig
->idx
;
3992 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*found_sig
));
3993 found_sig
->sig
= clone_sig(sig
);
3994 found_sig
->idx
= priv
->ps_sig_number
++;
3995 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3996 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3998 ERR("Failed to insert program entry.\n");
4000 return found_sig
->idx
;
4003 static void init_output_registers(const struct wined3d_shader
*shader
,
4004 const struct wined3d_shader_signature_element
*ps_input_sig
,
4005 struct shader_arb_ctx_priv
*priv_ctx
, struct arb_vs_compiled_shader
*compiled
)
4008 static const char * const texcoords
[8] =
4010 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4011 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4013 const char *semantic_name
;
4014 DWORD semantic_idx
, reg_idx
;
4016 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4017 * and varying 9 to result.color.secondary
4019 static const char * const decl_idx_to_string
[MAX_REG_INPUT
] =
4021 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4022 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4023 "result.color.primary", "result.color.secondary"
4028 TRACE("Pixel shader uses builtin varyings\n");
4029 /* Map builtins to builtins */
4030 for(i
= 0; i
< 8; i
++)
4032 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
4034 priv_ctx
->color_output
[0] = "result.color.primary";
4035 priv_ctx
->color_output
[1] = "result.color.secondary";
4036 priv_ctx
->fog_output
= "TMP_FOGCOORD";
4038 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4039 for (i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); ++i
)
4041 semantic_name
= shader
->output_signature
[i
].semantic_name
;
4042 if (!semantic_name
) continue;
4044 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4046 TRACE("o%u is TMP_OUT\n", i
);
4047 if (!shader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "TMP_OUT";
4048 else priv_ctx
->vs_output
[i
] = "TA";
4050 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4052 TRACE("o%u is result.pointsize\n", i
);
4053 if (!shader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "result.pointsize";
4054 else priv_ctx
->vs_output
[i
] = "TA";
4056 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4058 TRACE("o%u is result.color.?, idx %u\n", i
, shader
->output_signature
[i
].semantic_idx
);
4059 if (!shader
->output_signature
[i
].semantic_idx
)
4060 priv_ctx
->vs_output
[i
] = "result.color.primary";
4061 else if (shader
->output_signature
[i
].semantic_idx
== 1)
4062 priv_ctx
->vs_output
[i
] = "result.color.secondary";
4063 else priv_ctx
->vs_output
[i
] = "TA";
4065 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4067 TRACE("o%u is %s\n", i
, texcoords
[shader
->output_signature
[i
].semantic_idx
]);
4068 if (shader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
4069 else priv_ctx
->vs_output
[i
] = texcoords
[shader
->output_signature
[i
].semantic_idx
];
4071 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4073 TRACE("o%u is result.fogcoord\n", i
);
4074 if (shader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
4075 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
4079 priv_ctx
->vs_output
[i
] = "TA";
4085 TRACE("Pixel shader uses declared varyings\n");
4087 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4088 for(i
= 0; i
< 8; i
++)
4090 priv_ctx
->texcrd_output
[i
] = "TA";
4092 priv_ctx
->color_output
[0] = "TA";
4093 priv_ctx
->color_output
[1] = "TA";
4094 priv_ctx
->fog_output
= "TA";
4096 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4098 semantic_name
= ps_input_sig
[i
].semantic_name
;
4099 semantic_idx
= ps_input_sig
[i
].semantic_idx
;
4100 reg_idx
= ps_input_sig
[i
].register_idx
;
4101 if (!semantic_name
) continue;
4103 /* If a declared input register is not written by builtin arguments, don't write to it.
4104 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4106 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4107 * to TMP_OUT in any case
4109 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4111 if (semantic_idx
< 8)
4112 priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4114 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4116 if (semantic_idx
< 2)
4117 priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4119 else if(shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4122 priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
4129 if (!strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary")
4130 || !strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary"))
4132 compiled
->need_color_unclamp
= TRUE
;
4136 /* Map declared to declared */
4137 for (i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); ++i
)
4139 /* Write unread output to TA to throw them away */
4140 priv_ctx
->vs_output
[i
] = "TA";
4141 semantic_name
= shader
->output_signature
[i
].semantic_name
;
4142 if (!semantic_name
) continue;
4144 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
)
4145 && !shader
->output_signature
[i
].semantic_idx
)
4147 priv_ctx
->vs_output
[i
] = "TMP_OUT";
4150 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
)
4151 && !shader
->output_signature
[i
].semantic_idx
)
4153 priv_ctx
->vs_output
[i
] = "result.pointsize";
4157 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
4159 if (!ps_input_sig
[j
].semantic_name
) continue;
4161 if (!strcmp(ps_input_sig
[j
].semantic_name
, semantic_name
)
4162 && ps_input_sig
[j
].semantic_idx
== shader
->output_signature
[i
].semantic_idx
)
4164 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[ps_input_sig
[j
].register_idx
];
4166 if (!strcmp(priv_ctx
->vs_output
[i
], "result.color.primary")
4167 || !strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary"))
4169 compiled
->need_color_unclamp
= TRUE
;
4176 /* Context activation is done by the caller. */
4177 static GLuint
shader_arb_generate_vshader(const struct wined3d_shader
*shader
,
4178 const struct wined3d_gl_info
*gl_info
, struct wined3d_shader_buffer
*buffer
,
4179 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
,
4180 const struct wined3d_shader_signature_element
*ps_input_sig
)
4182 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4183 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4184 struct shader_arb_priv
*priv
= shader
->device
->shader_priv
;
4185 const DWORD
*function
= shader
->function
;
4187 DWORD next_local
= 0;
4188 struct shader_arb_ctx_priv priv_ctx
;
4192 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4193 priv_ctx
.cur_vs_args
= args
;
4194 list_init(&priv_ctx
.control_frames
);
4195 init_output_registers(shader
, ps_input_sig
, &priv_ctx
, compiled
);
4197 /* Create the hw ARB shader */
4198 shader_addline(buffer
, "!!ARBvp1.0\n");
4200 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4201 * mesurable performance penalty, and we can always make use of it for clipplanes.
4203 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4205 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
4206 priv_ctx
.target_version
= NV3
;
4207 shader_addline(buffer
, "ADDRESS aL;\n");
4209 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4211 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
4212 priv_ctx
.target_version
= NV2
;
4213 shader_addline(buffer
, "ADDRESS aL;\n");
4215 priv_ctx
.target_version
= ARB
;
4218 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4220 shader_addline(buffer
, "TEMP TMP_FOGCOORD;\n");
4221 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
4224 wined3d_ftoa(eps
, ftoa_tmp
);
4225 shader_addline(buffer
, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp
);
4227 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
))
4229 shader_addline(buffer
, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data
->rel_offset
);
4230 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
4233 shader_addline(buffer
, "TEMP TA;\n");
4234 shader_addline(buffer
, "TEMP TB;\n");
4236 /* Base Declarations */
4237 shader_generate_arb_declarations(shader
, reg_maps
, buffer
, gl_info
,
4238 &priv_ctx
.vs_clipplanes
, &priv_ctx
);
4240 for(i
= 0; i
< MAX_CONST_I
; i
++)
4242 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
4243 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
4245 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
4249 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4250 control_values
[0], control_values
[1], control_values
[2]);
4254 compiled
->int_consts
[i
] = next_local
;
4255 compiled
->num_int_consts
++;
4256 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
4261 /* We need a constant to fixup the final position */
4262 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
4263 compiled
->pos_fixup
= next_local
++;
4265 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4266 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4267 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4268 * a replacement shader depend on the texcoord.w being set properly.
4270 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4271 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4272 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4273 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4274 * this can eat a number of instructions, so skip it unless this cap is set as well
4276 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
4278 const char *color_init
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_0001
);
4279 shader_addline(buffer
, "MOV result.color.secondary, %s;\n", color_init
);
4281 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !priv
->ffp_proj_control
)
4284 const char *one
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ONE
);
4285 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++)
4287 if (reg_maps
->texcoord_mask
[i
] && reg_maps
->texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
4288 shader_addline(buffer
, "MOV result.texcoord[%u].w, %s\n", i
, one
);
4293 /* The shader starts with the main function */
4294 priv_ctx
.in_main_func
= TRUE
;
4295 /* Base Shader Body */
4296 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4298 if (!priv_ctx
.footer_written
) vshader_add_footer(&priv_ctx
,
4299 shader_data
, args
, reg_maps
, gl_info
, buffer
);
4301 shader_addline(buffer
, "END\n");
4303 /* TODO: change to resource.glObjectHandle or something like that */
4304 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4306 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4307 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4309 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4310 /* Create the program and check for errors */
4311 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
4312 buffer
->content_size
, buffer
->buffer
));
4313 checkGLcall("glProgramStringARB()");
4315 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
4318 FIXME("HW VertexShader Error at position %d: %s\n\n",
4319 errPos
, debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
4320 shader_arb_dump_program_source(buffer
->buffer
);
4327 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
4328 checkGLcall("glGetProgramivARB()");
4329 if (!native
) WARN("Program exceeds native resource limits.\n");
4335 /* Context activation is done by the caller. */
4336 static struct arb_ps_compiled_shader
*find_arb_pshader(struct wined3d_shader
*shader
,
4337 const struct arb_ps_compile_args
*args
)
4339 struct wined3d_device
*device
= shader
->device
;
4340 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4341 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
4344 struct arb_ps_compiled_shader
*new_array
;
4345 struct wined3d_shader_buffer buffer
;
4346 struct arb_pshader_private
*shader_data
;
4349 if (!shader
->backend_data
)
4351 struct shader_arb_priv
*priv
= device
->shader_priv
;
4353 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4354 shader_data
= shader
->backend_data
;
4355 shader_data
->clamp_consts
= shader
->reg_maps
.shader_version
.major
== 1;
4357 if (shader
->reg_maps
.shader_version
.major
< 3)
4358 shader_data
->input_signature_idx
= ~0U;
4360 shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->input_signature
);
4362 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4364 if (!d3d_info
->vs_clipping
)
4365 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->reg_maps
,
4366 d3d_info
->limits
.ffp_blend_stages
- 1);
4368 shader_data
->clipplane_emulation
= ~0U;
4370 shader_data
= shader
->backend_data
;
4372 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4373 * so a linear search is more performant than a hashmap or a binary search
4374 * (cache coherency etc)
4376 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4378 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4379 return &shader_data
->gl_shaders
[i
];
4382 TRACE("No matching GL shader found, compiling a new shader\n");
4383 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4384 if (shader_data
->num_gl_shaders
)
4386 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4387 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4388 new_size
* sizeof(*shader_data
->gl_shaders
));
4390 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4395 ERR("Out of memory\n");
4398 shader_data
->gl_shaders
= new_array
;
4399 shader_data
->shader_array_size
= new_size
;
4402 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4404 pixelshader_update_samplers(shader
, args
->super
.tex_types
);
4406 if (!shader_buffer_init(&buffer
))
4408 ERR("Failed to initialize shader buffer.\n");
4412 ret
= shader_arb_generate_pshader(shader
, gl_info
, &buffer
, args
,
4413 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4414 shader_buffer_free(&buffer
);
4415 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4417 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4420 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4421 const DWORD use_map
, BOOL skip_int
) {
4422 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4423 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4424 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4425 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4426 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4427 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4428 if(skip_int
) return TRUE
;
4430 return !memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
));
4433 static struct arb_vs_compiled_shader
*find_arb_vshader(struct wined3d_shader
*shader
,
4434 const struct wined3d_gl_info
*gl_info
, DWORD use_map
, const struct arb_vs_compile_args
*args
,
4435 const struct wined3d_shader_signature_element
*ps_input_sig
)
4439 struct arb_vs_compiled_shader
*new_array
;
4440 struct wined3d_shader_buffer buffer
;
4441 struct arb_vshader_private
*shader_data
;
4444 if (!shader
->backend_data
)
4446 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4448 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4449 shader_data
= shader
->backend_data
;
4451 if ((gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
)
4452 && reg_maps
->min_rel_offset
<= reg_maps
->max_rel_offset
)
4454 if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 127)
4456 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4457 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4458 FIXME("Min: %u, Max: %u.\n", reg_maps
->min_rel_offset
, reg_maps
->max_rel_offset
);
4460 else if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 63)
4461 shader_data
->rel_offset
= reg_maps
->min_rel_offset
+ 63;
4462 else if (reg_maps
->max_rel_offset
> 63)
4463 shader_data
->rel_offset
= reg_maps
->min_rel_offset
;
4466 shader_data
= shader
->backend_data
;
4468 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4469 * so a linear search is more performant than a hashmap or a binary search
4470 * (cache coherency etc)
4472 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4473 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4474 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4476 return &shader_data
->gl_shaders
[i
];
4480 TRACE("No matching GL shader found, compiling a new shader\n");
4482 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4483 if (shader_data
->num_gl_shaders
)
4485 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4486 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4487 new_size
* sizeof(*shader_data
->gl_shaders
));
4489 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4494 ERR("Out of memory\n");
4497 shader_data
->gl_shaders
= new_array
;
4498 shader_data
->shader_array_size
= new_size
;
4501 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4503 if (!shader_buffer_init(&buffer
))
4505 ERR("Failed to initialize shader buffer.\n");
4509 ret
= shader_arb_generate_vshader(shader
, gl_info
, &buffer
, args
,
4510 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
],
4512 shader_buffer_free(&buffer
);
4513 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4515 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4518 static void find_arb_ps_compile_args(const struct wined3d_state
*state
,
4519 const struct wined3d_context
*context
, const struct wined3d_shader
*shader
,
4520 struct arb_ps_compile_args
*args
)
4522 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4523 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
4527 find_ps_compile_args(state
, shader
, context
->stream_info
.position_transformed
, &args
->super
, gl_info
);
4529 /* This forces all local boolean constants to 1 to make them stateblock independent */
4530 args
->bools
= shader
->reg_maps
.local_bool_consts
;
4532 for(i
= 0; i
< MAX_CONST_B
; i
++)
4534 if (state
->ps_consts_b
[i
])
4535 args
->bools
|= ( 1 << i
);
4538 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4539 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4540 * duplicate the shader than have a no-op KIL instruction in every shader
4542 if (!d3d_info
->vs_clipping
&& use_vs(state
)
4543 && state
->render_states
[WINED3D_RS_CLIPPING
]
4544 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4549 /* Skip if unused or local, or supported natively */
4550 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4551 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4553 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4557 for(i
= 0; i
< MAX_CONST_I
; i
++)
4559 if(int_skip
& (1 << i
))
4561 args
->loop_ctrl
[i
][0] = 0;
4562 args
->loop_ctrl
[i
][1] = 0;
4563 args
->loop_ctrl
[i
][2] = 0;
4567 args
->loop_ctrl
[i
][0] = state
->ps_consts_i
[i
* 4];
4568 args
->loop_ctrl
[i
][1] = state
->ps_consts_i
[i
* 4 + 1];
4569 args
->loop_ctrl
[i
][2] = state
->ps_consts_i
[i
* 4 + 2];
4574 static void find_arb_vs_compile_args(const struct wined3d_state
*state
,
4575 const struct wined3d_context
*context
, const struct wined3d_shader
*shader
,
4576 struct arb_vs_compile_args
*args
)
4578 const struct wined3d_device
*device
= shader
->device
;
4579 const struct wined3d_adapter
*adapter
= device
->adapter
;
4580 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4581 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
4585 find_vs_compile_args(state
, shader
, context
->stream_info
.swizzle_map
, &args
->super
);
4587 args
->clip
.boolclip_compare
= 0;
4590 const struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
4591 const struct arb_pshader_private
*shader_priv
= ps
->backend_data
;
4592 args
->ps_signature
= shader_priv
->input_signature_idx
;
4594 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4598 args
->ps_signature
= ~0;
4599 if (!d3d_info
->vs_clipping
&& adapter
->fragment_pipe
== &arbfp_fragment_pipeline
)
4600 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(context
) ? d3d_info
->limits
.ffp_blend_stages
: 0;
4601 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4604 if (args
->clip
.boolclip
.clip_texcoord
)
4606 if (state
->render_states
[WINED3D_RS_CLIPPING
])
4607 args
->clip
.boolclip
.clipplane_mask
= (unsigned char)state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
4608 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4611 /* This forces all local boolean constants to 1 to make them stateblock independent */
4612 args
->clip
.boolclip
.bools
= shader
->reg_maps
.local_bool_consts
;
4613 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4614 for(i
= 0; i
< MAX_CONST_B
; i
++)
4616 if (state
->vs_consts_b
[i
])
4617 args
->clip
.boolclip
.bools
|= ( 1 << i
);
4620 args
->vertex
.samplers
[0] = context
->tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ 0];
4621 args
->vertex
.samplers
[1] = context
->tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ 1];
4622 args
->vertex
.samplers
[2] = context
->tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ 2];
4623 args
->vertex
.samplers
[3] = 0;
4625 /* Skip if unused or local */
4626 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4627 /* This is about flow control, not clipping. */
4628 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4630 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4634 for(i
= 0; i
< MAX_CONST_I
; i
++)
4636 if(int_skip
& (1 << i
))
4638 args
->loop_ctrl
[i
][0] = 0;
4639 args
->loop_ctrl
[i
][1] = 0;
4640 args
->loop_ctrl
[i
][2] = 0;
4644 args
->loop_ctrl
[i
][0] = state
->vs_consts_i
[i
* 4];
4645 args
->loop_ctrl
[i
][1] = state
->vs_consts_i
[i
* 4 + 1];
4646 args
->loop_ctrl
[i
][2] = state
->vs_consts_i
[i
* 4 + 2];
4651 /* Context activation is done by the caller. */
4652 static void shader_arb_select(void *shader_priv
, struct wined3d_context
*context
,
4653 const struct wined3d_state
*state
)
4655 struct shader_arb_priv
*priv
= shader_priv
;
4656 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4659 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4662 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
4663 struct arb_ps_compile_args compile_args
;
4664 struct arb_ps_compiled_shader
*compiled
;
4666 TRACE("Using pixel shader %p.\n", ps
);
4667 find_arb_ps_compile_args(state
, context
, ps
, &compile_args
);
4668 compiled
= find_arb_pshader(ps
, &compile_args
);
4669 priv
->current_fprogram_id
= compiled
->prgId
;
4670 priv
->compiled_fprog
= compiled
;
4672 /* Bind the fragment program */
4673 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4674 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4676 if (!priv
->use_arbfp_fixed_func
)
4677 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
4679 /* Enable OpenGL fragment programs. */
4680 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4681 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4683 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv
->current_fprogram_id
);
4685 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4686 * a 1.x and newer shader, reload the first 8 constants
4688 if (priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
)
4690 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
;
4691 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, 8);
4692 for(i
= 0; i
< 8; i
++)
4694 priv
->pshader_const_dirty
[i
] = 1;
4696 /* Also takes care of loading local constants */
4697 shader_arb_load_constants_internal(shader_priv
, context
, state
, TRUE
, FALSE
, TRUE
);
4701 UINT rt_height
= state
->fb
->render_targets
[0]->resource
.height
;
4702 shader_arb_ps_local_constants(compiled
, context
, state
, rt_height
);
4705 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4706 if (compiled
->np2fixup_info
.super
.active
)
4707 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
4709 if (ps
->load_local_constsF
)
4710 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
4714 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4716 /* Disable only if we're not using arbfp fixed function fragment
4717 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4718 * enabled, and the fixed function pipeline will bind the fixed
4719 * function replacement shader. */
4720 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4721 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4722 priv
->current_fprogram_id
= 0;
4724 priv
->fragment_pipe
->enable_extension(gl_info
, TRUE
);
4729 struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
4730 struct arb_vs_compile_args compile_args
;
4731 struct arb_vs_compiled_shader
*compiled
;
4732 const struct wined3d_shader_signature_element
*ps_input_sig
;
4734 TRACE("Using vertex shader %p\n", vs
);
4735 find_arb_vs_compile_args(state
, context
, vs
, &compile_args
);
4737 /* Instead of searching for the signature in the signature list, read the one from the
4738 * current pixel shader. It's maybe not the shader where the signature came from, but it
4739 * is the same signature and faster to find. */
4740 if (compile_args
.ps_signature
== ~0U)
4741 ps_input_sig
= NULL
;
4743 ps_input_sig
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->input_signature
;
4745 compiled
= find_arb_vshader(vs
, context
->gl_info
, context
->stream_info
.use_map
,
4746 &compile_args
, ps_input_sig
);
4747 priv
->current_vprogram_id
= compiled
->prgId
;
4748 priv
->compiled_vprog
= compiled
;
4750 /* Bind the vertex program */
4751 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4752 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4754 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
4756 /* Enable OpenGL vertex programs */
4757 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_ARB
);
4758 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4759 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv
->current_vprogram_id
);
4760 shader_arb_vs_local_constants(compiled
, context
, state
);
4762 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4763 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4765 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4767 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4768 checkGLcall("glClampColorARB");
4770 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4774 if (vs
->load_local_constsF
)
4775 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
4779 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4781 priv
->current_vprogram_id
= 0;
4782 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_ARB
);
4783 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4785 priv
->vertex_pipe
->vp_enable(gl_info
, TRUE
);
4790 /* Context activation is done by the caller. */
4791 static void shader_arb_disable(void *shader_priv
, struct wined3d_context
*context
)
4793 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4794 struct shader_arb_priv
*priv
= shader_priv
;
4796 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4798 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4799 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4800 priv
->current_fprogram_id
= 0;
4802 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
4804 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4806 priv
->current_vprogram_id
= 0;
4807 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_ARB
);
4808 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4810 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
4812 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
] && priv
->last_vs_color_unclamp
)
4814 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
4815 checkGLcall("glClampColorARB");
4816 priv
->last_vs_color_unclamp
= FALSE
;
4819 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
4820 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
4821 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
4824 /* Context activation is done by the caller. */
4825 static void shader_arb_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
4826 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4828 const float mask
[] = {0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
};
4829 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4830 struct shader_arb_priv
*priv
= shader_priv
;
4831 GLuint
*blt_fprogram
;
4833 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4834 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4835 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_ARB
);
4837 blt_fprogram
= masked
? &priv
->depth_blt_fprogram_id_masked
[tex_type
] : &priv
->depth_blt_fprogram_id_full
[tex_type
];
4838 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
, masked
);
4839 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4840 if (masked
) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, mask
));
4841 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4844 /* Context activation is done by the caller. */
4845 static void shader_arb_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
4847 struct shader_arb_priv
*priv
= shader_priv
;
4849 if (priv
->current_vprogram_id
) {
4850 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4851 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4853 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv
->current_vprogram_id
);
4857 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_ARB
);
4858 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4861 if (priv
->current_fprogram_id
) {
4862 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4863 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4865 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv
->current_fprogram_id
);
4867 else if(!priv
->use_arbfp_fixed_func
)
4869 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4870 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4874 static void shader_arb_destroy(struct wined3d_shader
*shader
)
4876 struct wined3d_device
*device
= shader
->device
;
4877 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4879 if (shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
))
4881 struct arb_pshader_private
*shader_data
= shader
->backend_data
;
4884 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4886 if (shader_data
->num_gl_shaders
)
4888 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4890 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4892 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4893 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4896 context_release(context
);
4899 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4900 HeapFree(GetProcessHeap(), 0, shader_data
);
4901 shader
->backend_data
= NULL
;
4905 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4908 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4910 if (shader_data
->num_gl_shaders
)
4912 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4914 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4916 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4917 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4920 context_release(context
);
4923 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4924 HeapFree(GetProcessHeap(), 0, shader_data
);
4925 shader
->backend_data
= NULL
;
4929 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4931 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4932 return compare_sig(key
, e
->sig
);
4935 static const struct wine_rb_functions sig_tree_functions
=
4943 static HRESULT
shader_arb_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
4944 const struct fragment_pipeline
*fragment_pipe
)
4946 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4947 struct fragment_caps fragment_caps
;
4948 void *vertex_priv
, *fragment_priv
;
4949 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
4951 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&arb_program_shader_backend
, priv
)))
4953 ERR("Failed to initialize vertex pipe.\n");
4954 HeapFree(GetProcessHeap(), 0, priv
);
4958 if (!(fragment_priv
= fragment_pipe
->alloc_private(&arb_program_shader_backend
, priv
)))
4960 ERR("Failed to initialize fragment pipe.\n");
4961 vertex_pipe
->vp_free(device
);
4962 HeapFree(GetProcessHeap(), 0, priv
);
4966 priv
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
4967 sizeof(*priv
->vshader_const_dirty
) * d3d_info
->limits
.vs_uniform_count
);
4968 if (!priv
->vshader_const_dirty
)
4970 memset(priv
->vshader_const_dirty
, 1,
4971 sizeof(*priv
->vshader_const_dirty
) * d3d_info
->limits
.vs_uniform_count
);
4973 priv
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
4974 sizeof(*priv
->pshader_const_dirty
) * d3d_info
->limits
.ps_uniform_count
);
4975 if (!priv
->pshader_const_dirty
)
4977 memset(priv
->pshader_const_dirty
, 1,
4978 sizeof(*priv
->pshader_const_dirty
) * d3d_info
->limits
.ps_uniform_count
);
4980 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4982 ERR("RB tree init failed\n");
4986 priv
->vertex_pipe
= vertex_pipe
;
4987 priv
->fragment_pipe
= fragment_pipe
;
4988 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
4989 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
4991 device
->vertex_priv
= vertex_priv
;
4992 device
->fragment_priv
= fragment_priv
;
4993 device
->shader_priv
= priv
;
4998 HeapFree(GetProcessHeap(), 0, priv
->pshader_const_dirty
);
4999 HeapFree(GetProcessHeap(), 0, priv
->vshader_const_dirty
);
5000 fragment_pipe
->free_private(device
);
5001 vertex_pipe
->vp_free(device
);
5002 HeapFree(GetProcessHeap(), 0, priv
);
5003 return E_OUTOFMEMORY
;
5006 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
5008 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
5010 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
5012 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
5014 HeapFree(GetProcessHeap(), 0, sig
->sig
);
5015 HeapFree(GetProcessHeap(), 0, sig
);
5018 /* Context activation is done by the caller. */
5019 static void shader_arb_free(struct wined3d_device
*device
)
5021 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5022 struct shader_arb_priv
*priv
= device
->shader_priv
;
5025 if (priv
->depth_blt_vprogram_id
)
5026 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
5028 for (i
= 0; i
< tex_type_count
; ++i
)
5030 if (priv
->depth_blt_fprogram_id_full
[i
])
5032 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_full
[i
]));
5034 if (priv
->depth_blt_fprogram_id_masked
[i
])
5036 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_masked
[i
]));
5040 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
5041 HeapFree(GetProcessHeap(), 0, priv
->pshader_const_dirty
);
5042 HeapFree(GetProcessHeap(), 0, priv
->vshader_const_dirty
);
5043 priv
->fragment_pipe
->free_private(device
);
5044 priv
->vertex_pipe
->vp_free(device
);
5045 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
5048 static BOOL
shader_arb_allocate_context_data(struct wined3d_context
*context
)
5053 static void shader_arb_free_context_data(struct wined3d_context
*context
)
5055 struct shader_arb_priv
*priv
= context
->swapchain
->device
->shader_priv
;
5057 if (priv
->last_context
== context
)
5058 priv
->last_context
= NULL
;
5061 static void shader_arb_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
5063 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
5068 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5069 * for vertex programs. If the native limit is less than that it's
5070 * not very useful, and e.g. Mesa swrast returns 0, probably to
5071 * indicate it's a software implementation. */
5072 if (gl_info
->limits
.arb_vs_native_constants
< 96)
5073 vs_consts
= gl_info
->limits
.arb_vs_float_constants
;
5075 vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
5077 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
5080 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5082 else if (vs_consts
>= 256)
5084 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5086 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5091 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5093 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, vs_version
);
5094 caps
->vs_uniform_count
= vs_consts
;
5098 caps
->vs_version
= 0;
5099 caps
->vs_uniform_count
= 0;
5102 caps
->gs_version
= 0;
5104 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
5109 /* Similar as above for vertex programs, but the minimum for fragment
5110 * programs is 24. */
5111 if (gl_info
->limits
.arb_ps_native_constants
< 24)
5112 ps_consts
= gl_info
->limits
.arb_ps_float_constants
;
5114 ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
5116 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
5119 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5121 else if (ps_consts
>= 32)
5123 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5125 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5130 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5132 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, ps_version
);
5133 caps
->ps_uniform_count
= ps_consts
;
5134 caps
->ps_1x_max_value
= 8.0f
;
5138 caps
->ps_version
= 0;
5139 caps
->ps_uniform_count
= 0;
5140 caps
->ps_1x_max_value
= 0.0f
;
5143 caps
->wined3d_caps
= WINED3D_SHADER_CAP_SRGB_WRITE
;
5144 if (use_nv_clip(gl_info
))
5145 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_VS_CLIPPING
;
5148 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
5150 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
5152 TRACE("Checking support for color_fixup:\n");
5153 dump_color_fixup_desc(fixup
);
5156 /* We support everything except complex conversions. */
5157 if (!is_complex_fixup(fixup
))
5163 TRACE("[FAILED]\n");
5167 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
5169 char write_mask
[20], regstr
[50];
5170 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5171 BOOL is_color
= FALSE
;
5172 const struct wined3d_shader_dst_param
*dst
;
5174 if (!ins
->dst_count
) return;
5178 if (!shift
) return; /* Saturate alone is handled by the instructions */
5180 shader_arb_get_write_mask(ins
, dst
, write_mask
);
5181 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
5183 /* Generate a line that does the output modifier computation
5184 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5185 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5187 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
5188 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
5191 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
5193 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
5194 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
5195 /* WINED3DSIH_AND */ NULL
,
5196 /* WINED3DSIH_BEM */ pshader_hw_bem
,
5197 /* WINED3DSIH_BREAK */ shader_hw_break
,
5198 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
5199 /* WINED3DSIH_BREAKP */ NULL
,
5200 /* WINED3DSIH_CALL */ shader_hw_call
,
5201 /* WINED3DSIH_CALLNZ */ NULL
,
5202 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
5203 /* WINED3DSIH_CND */ pshader_hw_cnd
,
5204 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
5205 /* WINED3DSIH_CUT */ NULL
,
5206 /* WINED3DSIH_DCL */ shader_hw_nop
,
5207 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop
,
5208 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop
,
5209 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop
,
5210 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop
,
5211 /* WINED3DSIH_DEF */ shader_hw_nop
,
5212 /* WINED3DSIH_DEFB */ shader_hw_nop
,
5213 /* WINED3DSIH_DEFI */ shader_hw_nop
,
5214 /* WINED3DSIH_DIV */ NULL
,
5215 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
5216 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
5217 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
5218 /* WINED3DSIH_DST */ shader_hw_map2gl
,
5219 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
5220 /* WINED3DSIH_DSY */ shader_hw_dsy
,
5221 /* WINED3DSIH_ELSE */ shader_hw_else
,
5222 /* WINED3DSIH_EMIT */ NULL
,
5223 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
5224 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
5225 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
5226 /* WINED3DSIH_EQ */ NULL
,
5227 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
5228 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
5229 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
5230 /* WINED3DSIH_FTOI */ NULL
,
5231 /* WINED3DSIH_GE */ NULL
,
5232 /* WINED3DSIH_IADD */ NULL
,
5233 /* WINED3DSIH_IEQ */ NULL
,
5234 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
5235 /* WINED3DSIH_IFC */ shader_hw_ifc
,
5236 /* WINED3DSIH_IGE */ NULL
,
5237 /* WINED3DSIH_IMUL */ NULL
,
5238 /* WINED3DSIH_ITOF */ NULL
,
5239 /* WINED3DSIH_LABEL */ shader_hw_label
,
5240 /* WINED3DSIH_LD */ NULL
,
5241 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
5242 /* WINED3DSIH_LOG */ shader_hw_log
,
5243 /* WINED3DSIH_LOGP */ shader_hw_log
,
5244 /* WINED3DSIH_LOOP */ shader_hw_loop
,
5245 /* WINED3DSIH_LRP */ shader_hw_lrp
,
5246 /* WINED3DSIH_LT */ NULL
,
5247 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
5248 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
5249 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
5250 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
5251 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
5252 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
5253 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
5254 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
5255 /* WINED3DSIH_MOV */ shader_hw_mov
,
5256 /* WINED3DSIH_MOVA */ shader_hw_mov
,
5257 /* WINED3DSIH_MOVC */ NULL
,
5258 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
5259 /* WINED3DSIH_NOP */ shader_hw_nop
,
5260 /* WINED3DSIH_NRM */ shader_hw_nrm
,
5261 /* WINED3DSIH_PHASE */ shader_hw_nop
,
5262 /* WINED3DSIH_POW */ shader_hw_pow
,
5263 /* WINED3DSIH_RCP */ shader_hw_rcp
,
5264 /* WINED3DSIH_REP */ shader_hw_rep
,
5265 /* WINED3DSIH_RET */ shader_hw_ret
,
5266 /* WINED3DSIH_ROUND_NI */ NULL
,
5267 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
5268 /* WINED3DSIH_SAMPLE */ NULL
,
5269 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5270 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5271 /* WINED3DSIH_SETP */ NULL
,
5272 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
5273 /* WINED3DSIH_SGN */ shader_hw_sgn
,
5274 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
5275 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
5276 /* WINED3DSIH_SQRT */ NULL
,
5277 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
5278 /* WINED3DSIH_TEX */ pshader_hw_tex
,
5279 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
5280 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
5281 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
5282 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
5283 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
5284 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
5285 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
5286 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
5287 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
5288 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
5289 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
5290 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
5291 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
5292 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5293 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
5294 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
5295 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
5296 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
5297 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
5298 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
5299 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
5300 /* WINED3DSIH_UDIV */ NULL
,
5301 /* WINED3DSIH_USHR */ NULL
,
5302 /* WINED3DSIH_UTOF */ NULL
,
5303 /* WINED3DSIH_XOR */ NULL
,
5306 static BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
,
5307 const struct wined3d_shader
*shader
, DWORD idx
)
5309 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5310 BOOL vshader
= shader_is_vshader_version(reg_maps
->shader_version
.type
);
5311 const struct wined3d_shader_lconst
*constant
;
5313 WORD flag
= (1 << idx
);
5314 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5316 if (reg_maps
->local_bool_consts
& flag
)
5318 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5319 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsB
, struct wined3d_shader_lconst
, entry
)
5321 if (constant
->idx
== idx
)
5323 return constant
->value
[0];
5326 ERR("Local constant not found\n");
5331 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
5332 else bools
= priv
->cur_ps_args
->bools
;
5333 return bools
& flag
;
5337 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
5338 const struct wined3d_shader
*shader
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
5340 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5341 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5343 /* Integer constants can either be a local constant, or they can be stored in the shader
5344 * type specific compile args. */
5345 if (reg_maps
->local_int_consts
& (1 << idx
))
5347 const struct wined3d_shader_lconst
*constant
;
5349 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5351 if (constant
->idx
== idx
)
5353 loop_control
->count
= constant
->value
[0];
5354 loop_control
->start
= constant
->value
[1];
5355 /* Step is signed. */
5356 loop_control
->step
= (int)constant
->value
[2];
5360 /* If this happens the flag was set incorrectly */
5361 ERR("Local constant not found\n");
5362 loop_control
->count
= 0;
5363 loop_control
->start
= 0;
5364 loop_control
->step
= 0;
5368 switch (reg_maps
->shader_version
.type
)
5370 case WINED3D_SHADER_TYPE_VERTEX
:
5371 /* Count and aL start value are unsigned */
5372 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
5373 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
5374 /* Step is signed. */
5375 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
5378 case WINED3D_SHADER_TYPE_PIXEL
:
5379 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
5380 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
5381 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
5385 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5390 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
5393 struct wined3d_shader_dst_param
*dst_param
= NULL
;
5394 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
5395 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
5398 ERR("Out of memory\n");
5403 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
5404 if(!dst_param
) goto free
;
5405 *dst_param
= *ins
->dst
;
5406 if (ins
->dst
->reg
.idx
[0].rel_addr
)
5408 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5411 *rel_addr
= *ins
->dst
->reg
.idx
[0].rel_addr
;
5412 dst_param
->reg
.idx
[0].rel_addr
= rel_addr
;
5414 rec
->ins
.dst
= dst_param
;
5416 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
5419 for (i
= 0; i
< ins
->src_count
; ++i
)
5421 src_param
[i
] = ins
->src
[i
];
5422 if (ins
->src
[i
].reg
.idx
[0].rel_addr
)
5424 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5427 *rel_addr
= *ins
->src
[i
].reg
.idx
[0].rel_addr
;
5428 src_param
[i
].reg
.idx
[0].rel_addr
= rel_addr
;
5431 rec
->ins
.src
= src_param
;
5432 list_add_tail(list
, &rec
->entry
);
5436 ERR("Out of memory\n");
5439 HeapFree(GetProcessHeap(), 0, (void *)dst_param
->reg
.idx
[0].rel_addr
);
5440 HeapFree(GetProcessHeap(), 0, dst_param
);
5444 for(i
= 0; i
< ins
->src_count
; i
++)
5446 HeapFree(GetProcessHeap(), 0, (void *)src_param
[i
].reg
.idx
[0].rel_addr
);
5448 HeapFree(GetProcessHeap(), 0, src_param
);
5450 HeapFree(GetProcessHeap(), 0, rec
);
5453 static void free_recorded_instruction(struct list
*list
)
5455 struct recorded_instruction
*rec_ins
, *entry2
;
5458 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
5460 list_remove(&rec_ins
->entry
);
5461 if (rec_ins
->ins
.dst
)
5463 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.dst
->reg
.idx
[0].rel_addr
);
5464 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.dst
);
5466 if (rec_ins
->ins
.src
)
5468 for (i
= 0; i
< rec_ins
->ins
.src_count
; ++i
)
5470 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.src
[i
].reg
.idx
[0].rel_addr
);
5472 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.src
);
5474 HeapFree(GetProcessHeap(), 0, rec_ins
);
5478 static void pop_control_frame(const struct wined3d_shader_instruction
*ins
)
5480 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5481 struct control_frame
*control_frame
;
5483 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5485 struct list
*e
= list_head(&priv
->control_frames
);
5486 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5487 list_remove(&control_frame
->entry
);
5488 HeapFree(GetProcessHeap(), 0, control_frame
);
5491 else if (ins
->handler_idx
== WINED3DSIH_ENDIF
)
5493 /* Non-ifc ENDIFs were already handled previously. */
5494 struct list
*e
= list_head(&priv
->control_frames
);
5495 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5496 list_remove(&control_frame
->entry
);
5497 HeapFree(GetProcessHeap(), 0, control_frame
);
5501 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5502 SHADER_HANDLER hw_fct
;
5503 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5504 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5505 struct control_frame
*control_frame
;
5506 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5509 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
5511 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5512 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5514 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
5515 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
5517 if(priv
->target_version
>= NV2
)
5519 control_frame
->no
.loop
= priv
->num_loops
++;
5524 /* Don't bother recording when we're in a not used if branch */
5530 if(!priv
->recording
)
5532 list_init(&priv
->record
);
5533 priv
->recording
= TRUE
;
5534 control_frame
->outer_loop
= TRUE
;
5535 get_loop_control_const(ins
, shader
, ins
->src
[0].reg
.idx
[0].offset
, &control_frame
->loop_control
);
5536 return; /* Instruction is handled */
5538 /* Record this loop in the outer loop's recording */
5541 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5543 if(priv
->target_version
>= NV2
)
5545 /* Nothing to do. The control frame is popped after the HW instr handler */
5549 struct list
*e
= list_head(&priv
->control_frames
);
5550 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5551 list_remove(&control_frame
->entry
);
5553 if(control_frame
->outer_loop
)
5555 unsigned int iteration
;
5559 /* Turn off recording before playback */
5560 priv
->recording
= FALSE
;
5562 /* Move the recorded instructions to a separate list and get them out of the private data
5563 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5564 * be recorded again, thus priv->record might be overwritten
5567 list_move_tail(©
, &priv
->record
);
5568 list_init(&priv
->record
);
5570 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5572 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5573 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5574 control_frame
->loop_control
.step
);
5575 aL
= control_frame
->loop_control
.start
;
5579 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5582 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5584 struct recorded_instruction
*rec_ins
;
5585 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5588 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5592 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5595 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5597 shader_arb_handle_instruction(&rec_ins
->ins
);
5600 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5602 aL
+= control_frame
->loop_control
.step
;
5605 shader_addline(buffer
, "#end loop/rep\n");
5607 free_recorded_instruction(©
);
5608 HeapFree(GetProcessHeap(), 0, control_frame
);
5609 return; /* Instruction is handled */
5613 /* This is a nested loop. Proceed to the normal recording function */
5614 HeapFree(GetProcessHeap(), 0, control_frame
);
5621 record_instruction(&priv
->record
, ins
);
5626 if(ins
->handler_idx
== WINED3DSIH_IF
)
5628 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5629 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5630 control_frame
->type
= IF
;
5632 bool_const
= get_bool_const(ins
, shader
, ins
->src
[0].reg
.idx
[0].offset
);
5633 if (ins
->src
[0].modifiers
== WINED3DSPSM_NOT
)
5634 bool_const
= !bool_const
;
5635 if (!priv
->muted
&& !bool_const
)
5637 shader_addline(buffer
, "#if(FALSE){\n");
5639 control_frame
->muting
= TRUE
;
5641 else shader_addline(buffer
, "#if(TRUE) {\n");
5643 return; /* Instruction is handled */
5645 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5647 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5648 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5649 control_frame
->type
= IFC
;
5650 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5651 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5653 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5655 struct list
*e
= list_head(&priv
->control_frames
);
5656 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5658 if(control_frame
->type
== IF
)
5660 shader_addline(buffer
, "#} else {\n");
5661 if(!priv
->muted
&& !control_frame
->muting
)
5664 control_frame
->muting
= TRUE
;
5666 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5667 return; /* Instruction is handled. */
5669 /* In case of an ifc, generate a HW shader instruction */
5670 if (control_frame
->type
!= IFC
)
5671 ERR("Control frame does not match.\n");
5673 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5675 struct list
*e
= list_head(&priv
->control_frames
);
5676 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5678 if(control_frame
->type
== IF
)
5680 shader_addline(buffer
, "#} endif\n");
5681 if(control_frame
->muting
) priv
->muted
= FALSE
;
5682 list_remove(&control_frame
->entry
);
5683 HeapFree(GetProcessHeap(), 0, control_frame
);
5684 return; /* Instruction is handled */
5686 /* In case of an ifc, generate a HW shader instruction */
5687 if (control_frame
->type
!= IFC
)
5688 ERR("Control frame does not match.\n");
5693 pop_control_frame(ins
);
5697 /* Select handler */
5698 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5700 /* Unhandled opcode */
5703 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5708 pop_control_frame(ins
);
5710 shader_arb_add_instruction_modifiers(ins
);
5713 static BOOL
shader_arb_has_ffp_proj_control(void *shader_priv
)
5715 struct shader_arb_priv
*priv
= shader_priv
;
5717 return priv
->ffp_proj_control
;
5720 const struct wined3d_shader_backend_ops arb_program_shader_backend
=
5722 shader_arb_handle_instruction
,
5725 shader_arb_select_depth_blt
,
5726 shader_arb_deselect_depth_blt
,
5727 shader_arb_update_float_vertex_constants
,
5728 shader_arb_update_float_pixel_constants
,
5729 shader_arb_load_constants
,
5733 shader_arb_allocate_context_data
,
5734 shader_arb_free_context_data
,
5735 shader_arb_get_caps
,
5736 shader_arb_color_fixup_supported
,
5737 shader_arb_has_ffp_proj_control
,
5740 /* ARB_fragment_program fixed function pipeline replacement definitions */
5741 #define ARB_FFP_CONST_TFACTOR 0
5742 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5743 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5744 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5745 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5747 struct arbfp_ffp_desc
5749 struct ffp_frag_desc parent
;
5753 /* Context activation is done by the caller. */
5754 static void arbfp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
5758 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5759 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5763 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5764 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5768 static void *arbfp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5770 struct shader_arb_priv
*priv
;
5772 /* Share private data between the shader backend and the pipeline
5773 * replacement, if both are the arb implementation. This is needed to
5774 * figure out whether ARBfp should be disabled if no pixel shader is bound
5776 if (shader_backend
== &arb_program_shader_backend
)
5778 else if (!(priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
))))
5781 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5783 ERR("Failed to initialize rbtree.\n");
5784 if (priv
!= shader_priv
)
5785 HeapFree(GetProcessHeap(), 0, priv
);
5788 priv
->use_arbfp_fixed_func
= TRUE
;
5793 /* Context activation is done by the caller. */
5794 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5796 const struct wined3d_gl_info
*gl_info
= context
;
5797 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5799 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5800 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5801 HeapFree(GetProcessHeap(), 0, entry_arb
);
5804 /* Context activation is done by the caller. */
5805 static void arbfp_free(struct wined3d_device
*device
)
5807 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5809 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &device
->adapter
->gl_info
);
5810 priv
->use_arbfp_fixed_func
= FALSE
;
5812 if (device
->shader_backend
!= &arb_program_shader_backend
)
5814 HeapFree(GetProcessHeap(), 0, device
->fragment_priv
);
5818 static void arbfp_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5820 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5821 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
5822 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
5823 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5824 WINED3DTEXOPCAPS_SELECTARG1
|
5825 WINED3DTEXOPCAPS_SELECTARG2
|
5826 WINED3DTEXOPCAPS_MODULATE4X
|
5827 WINED3DTEXOPCAPS_MODULATE2X
|
5828 WINED3DTEXOPCAPS_MODULATE
|
5829 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5830 WINED3DTEXOPCAPS_ADDSIGNED
|
5831 WINED3DTEXOPCAPS_ADD
|
5832 WINED3DTEXOPCAPS_SUBTRACT
|
5833 WINED3DTEXOPCAPS_ADDSMOOTH
|
5834 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5835 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5836 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5837 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5838 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5839 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5840 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5841 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5842 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5843 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5844 WINED3DTEXOPCAPS_MULTIPLYADD
|
5845 WINED3DTEXOPCAPS_LERP
|
5846 WINED3DTEXOPCAPS_BUMPENVMAP
|
5847 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5849 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5851 caps
->MaxTextureBlendStages
= 8;
5852 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5855 static void state_texfactor_arbfp(struct wined3d_context
*context
,
5856 const struct wined3d_state
*state
, DWORD state_id
)
5858 struct wined3d_device
*device
= context
->swapchain
->device
;
5859 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5862 /* Don't load the parameter if we're using an arbfp pixel shader,
5863 * otherwise we'll overwrite application provided constants. */
5864 if (device
->shader_backend
== &arb_program_shader_backend
)
5866 struct shader_arb_priv
*priv
;
5868 if (use_ps(state
)) return;
5870 priv
= device
->shader_priv
;
5871 priv
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5872 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5875 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
5876 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5877 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5880 static void state_arb_specularenable(struct wined3d_context
*context
,
5881 const struct wined3d_state
*state
, DWORD state_id
)
5883 struct wined3d_device
*device
= context
->swapchain
->device
;
5884 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5887 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5888 * application provided constants
5890 if (device
->shader_backend
== &arb_program_shader_backend
)
5892 struct shader_arb_priv
*priv
;
5894 if (use_ps(state
)) return;
5896 priv
= device
->shader_priv
;
5897 priv
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5898 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5901 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
5903 /* The specular color has no alpha */
5904 col
[0] = 1.0f
; col
[1] = 1.0f
;
5905 col
[2] = 1.0f
; col
[3] = 0.0f
;
5907 col
[0] = 0.0f
; col
[1] = 0.0f
;
5908 col
[2] = 0.0f
; col
[3] = 0.0f
;
5910 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5911 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5914 static void set_bumpmat_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5916 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5917 struct wined3d_device
*device
= context
->swapchain
->device
;
5918 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5921 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
5923 if (device
->shader_backend
== &arb_program_shader_backend
)
5925 struct shader_arb_priv
*priv
= device
->shader_priv
;
5927 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5931 priv
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5932 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5935 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
5936 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
5937 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
5938 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
5940 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5941 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5944 static void tex_bumpenvlum_arbfp(struct wined3d_context
*context
,
5945 const struct wined3d_state
*state
, DWORD state_id
)
5947 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5948 struct wined3d_device
*device
= context
->swapchain
->device
;
5949 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5952 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
5954 if (device
->shader_backend
== &arb_program_shader_backend
)
5956 struct shader_arb_priv
*priv
= device
->shader_priv
;
5958 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5962 priv
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5963 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5966 param
[0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LSCALE
]);
5967 param
[1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LOFFSET
]);
5971 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5972 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5975 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5979 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5981 switch(arg
& WINED3DTA_SELECTMASK
) {
5982 case WINED3DTA_DIFFUSE
:
5983 ret
= "fragment.color.primary"; break;
5985 case WINED3DTA_CURRENT
:
5986 if (!stage
) ret
= "fragment.color.primary";
5990 case WINED3DTA_TEXTURE
:
5992 case 0: ret
= "tex0"; break;
5993 case 1: ret
= "tex1"; break;
5994 case 2: ret
= "tex2"; break;
5995 case 3: ret
= "tex3"; break;
5996 case 4: ret
= "tex4"; break;
5997 case 5: ret
= "tex5"; break;
5998 case 6: ret
= "tex6"; break;
5999 case 7: ret
= "tex7"; break;
6000 default: ret
= "unknown texture";
6004 case WINED3DTA_TFACTOR
:
6005 ret
= "tfactor"; break;
6007 case WINED3DTA_SPECULAR
:
6008 ret
= "fragment.color.secondary"; break;
6010 case WINED3DTA_TEMP
:
6011 ret
= "tempreg"; break;
6013 case WINED3DTA_CONSTANT
:
6014 FIXME("Implement perstage constants\n");
6016 case 0: ret
= "const0"; break;
6017 case 1: ret
= "const1"; break;
6018 case 2: ret
= "const2"; break;
6019 case 3: ret
= "const3"; break;
6020 case 4: ret
= "const4"; break;
6021 case 5: ret
= "const5"; break;
6022 case 6: ret
= "const6"; break;
6023 case 7: ret
= "const7"; break;
6024 default: ret
= "unknown constant";
6032 if(arg
& WINED3DTA_COMPLEMENT
) {
6033 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
6034 if(argnum
== 0) ret
= "arg0";
6035 if(argnum
== 1) ret
= "arg1";
6036 if(argnum
== 2) ret
= "arg2";
6038 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
6039 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
6040 if(argnum
== 0) ret
= "arg0";
6041 if(argnum
== 1) ret
= "arg1";
6042 if(argnum
== 2) ret
= "arg2";
6047 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
6048 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
6050 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
6051 unsigned int mul
= 1;
6053 if(color
&& alpha
) dstmask
= "";
6054 else if(color
) dstmask
= ".xyz";
6055 else dstmask
= ".w";
6057 if(dst
== tempreg
) dstreg
= "tempreg";
6058 else dstreg
= "ret";
6060 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
6061 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
6062 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
6066 case WINED3D_TOP_DISABLE
:
6068 shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
6071 case WINED3D_TOP_SELECT_ARG2
:
6074 case WINED3D_TOP_SELECT_ARG1
:
6075 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
6078 case WINED3D_TOP_MODULATE_4X
:
6081 case WINED3D_TOP_MODULATE_2X
:
6084 case WINED3D_TOP_MODULATE
:
6085 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6088 case WINED3D_TOP_ADD_SIGNED_2X
:
6091 case WINED3D_TOP_ADD_SIGNED
:
6092 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6095 case WINED3D_TOP_ADD
:
6096 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6099 case WINED3D_TOP_SUBTRACT
:
6100 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6103 case WINED3D_TOP_ADD_SMOOTH
:
6104 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
6105 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6108 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
6109 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
6110 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6112 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6113 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6114 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6116 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6117 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6118 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6120 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6121 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6122 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6125 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6126 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6127 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
6128 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6131 /* D3DTOP_PREMODULATE ???? */
6133 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6134 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
6135 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6137 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
6138 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
6140 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6141 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
6142 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
6144 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
6145 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
6148 case WINED3D_TOP_DOTPRODUCT3
:
6150 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
6151 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6152 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
6155 case WINED3D_TOP_MULTIPLY_ADD
:
6156 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
6159 case WINED3D_TOP_LERP
:
6160 /* The msdn is not quite right here */
6161 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6164 case WINED3D_TOP_BUMPENVMAP
:
6165 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6166 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6170 FIXME("Unhandled texture op %08x\n", op
);
6174 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", dstreg
, dstmask
, dstreg
);
6176 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", dstreg
, dstmask
, dstreg
);
6179 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6182 struct wined3d_shader_buffer buffer
;
6183 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6184 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6185 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6186 UINT lowest_disabled_stage
;
6187 const char *textype
;
6189 char colorcor_dst
[8];
6191 DWORD arg0
, arg1
, arg2
;
6192 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6194 const char *final_combiner_src
= "ret";
6196 BOOL custom_linear_fog
= FALSE
;
6198 /* Find out which textures are read */
6199 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6201 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6203 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6204 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6205 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6206 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6207 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6208 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6210 if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
)
6211 tex_read
[stage
] = TRUE
;
6212 if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
6213 tex_read
[stage
] = TRUE
;
6214 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
)
6216 bump_used
[stage
] = TRUE
;
6217 tex_read
[stage
] = TRUE
;
6219 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6221 bump_used
[stage
] = TRUE
;
6222 tex_read
[stage
] = TRUE
;
6223 luminance_used
[stage
] = TRUE
;
6225 else if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
)
6227 tfactor_used
= TRUE
;
6230 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
6231 tfactor_used
= TRUE
;
6234 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
6235 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
6236 tempreg_used
= TRUE
;
6239 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6241 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6242 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6243 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6244 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6245 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6246 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6248 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
6249 tempreg_used
= TRUE
;
6251 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
6252 tfactor_used
= TRUE
;
6255 lowest_disabled_stage
= stage
;
6258 if (!shader_buffer_init(&buffer
))
6260 ERR("Failed to initialize shader buffer.\n");
6264 shader_addline(&buffer
, "!!ARBfp1.0\n");
6266 switch (settings
->fog
)
6268 case WINED3D_FFP_PS_FOG_OFF
: break;
6269 case WINED3D_FFP_PS_FOG_LINEAR
:
6270 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_ARB_FOG
)
6272 custom_linear_fog
= TRUE
;
6275 shader_addline(&buffer
, "OPTION ARB_fog_linear;\n");
6278 case WINED3D_FFP_PS_FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
6279 case WINED3D_FFP_PS_FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
6280 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
6283 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
6284 shader_addline(&buffer
, "TEMP TMP;\n");
6285 shader_addline(&buffer
, "TEMP ret;\n");
6286 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
6287 shader_addline(&buffer
, "TEMP arg0;\n");
6288 shader_addline(&buffer
, "TEMP arg1;\n");
6289 shader_addline(&buffer
, "TEMP arg2;\n");
6290 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
6291 if(!tex_read
[stage
]) continue;
6292 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
6293 if(!bump_used
[stage
]) continue;
6294 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
6295 if(!luminance_used
[stage
]) continue;
6296 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
6299 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
6301 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
6303 if (settings
->sRGB_write
)
6305 shader_addline(&buffer
, "PARAM srgb_consts0 = ");
6306 shader_arb_append_imm_vec4(&buffer
, wined3d_srgb_const0
);
6307 shader_addline(&buffer
, ";\n");
6308 shader_addline(&buffer
, "PARAM srgb_consts1 = ");
6309 shader_arb_append_imm_vec4(&buffer
, wined3d_srgb_const1
);
6310 shader_addline(&buffer
, ";\n");
6313 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6314 shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
6316 /* Generate texture sampling instructions) */
6317 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6319 if (!tex_read
[stage
])
6322 switch(settings
->op
[stage
].tex_type
) {
6323 case tex_1d
: textype
= "1D"; break;
6324 case tex_2d
: textype
= "2D"; break;
6325 case tex_3d
: textype
= "3D"; break;
6326 case tex_cube
: textype
= "CUBE"; break;
6327 case tex_rect
: textype
= "RECT"; break;
6328 default: textype
= "unexpected_textype"; break;
6331 if(settings
->op
[stage
].projected
== proj_none
) {
6333 } else if(settings
->op
[stage
].projected
== proj_count4
||
6334 settings
->op
[stage
].projected
== proj_count3
) {
6337 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6342 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6343 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6345 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
6346 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
6347 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
6348 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
6350 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6351 * so multiply the displacement with the dividing parameter before passing it to TXP
6353 if (settings
->op
[stage
].projected
!= proj_none
) {
6354 if(settings
->op
[stage
].projected
== proj_count4
) {
6355 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
6356 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
6358 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
6359 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
6362 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
6365 shader_addline(&buffer
, "%s tex%u, ret, texture[%u], %s;\n",
6366 instr
, stage
, stage
, textype
);
6367 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6369 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6370 stage
- 1, stage
- 1, stage
- 1);
6371 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
6373 } else if(settings
->op
[stage
].projected
== proj_count3
) {
6374 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
6375 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
6376 shader_addline(&buffer
, "%s tex%u, ret, texture[%u], %s;\n",
6377 instr
, stage
, stage
, textype
);
6379 shader_addline(&buffer
, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6380 instr
, stage
, stage
, stage
, textype
);
6383 sprintf(colorcor_dst
, "tex%u", stage
);
6384 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
6385 settings
->op
[stage
].color_fixup
);
6388 /* Generate the main shader */
6389 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6391 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6394 final_combiner_src
= "fragment.color.primary";
6398 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6399 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6400 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6401 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6402 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6403 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6404 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6405 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6406 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6407 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6408 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6409 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6411 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6412 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6413 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6414 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6416 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6418 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6419 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6420 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6422 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
6426 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6427 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6428 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6430 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6431 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6432 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6433 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6434 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6435 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6439 if (settings
->sRGB_write
|| custom_linear_fog
)
6441 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6442 if (settings
->sRGB_write
)
6443 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
6444 if (custom_linear_fog
)
6445 arbfp_add_linear_fog(&buffer
, "ret", "arg0");
6446 shader_addline(&buffer
, "MOV result.color, ret;\n");
6450 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
6451 final_combiner_src
);
6455 shader_addline(&buffer
, "END\n");
6457 /* Generate the shader */
6458 GL_EXTCALL(glGenProgramsARB(1, &ret
));
6459 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
6460 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6461 strlen(buffer
.buffer
), buffer
.buffer
));
6462 checkGLcall("glProgramStringARB()");
6464 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6467 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6468 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6469 shader_arb_dump_program_source(buffer
.buffer
);
6475 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6476 checkGLcall("glGetProgramivARB()");
6477 if (!native
) WARN("Program exceeds native resource limits.\n");
6480 shader_buffer_free(&buffer
);
6484 static void fragment_prog_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6486 const struct wined3d_device
*device
= context
->swapchain
->device
;
6487 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6488 struct shader_arb_priv
*priv
= device
->fragment_priv
;
6489 BOOL use_pshader
= use_ps(state
);
6490 struct ffp_frag_settings settings
;
6491 const struct arbfp_ffp_desc
*desc
;
6494 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6496 if (isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
6498 if (!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6500 /* Reload fixed function constants since they collide with the
6501 * pixel shader constants. */
6502 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6504 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6506 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6507 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6509 else if (use_pshader
)
6511 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
6518 /* Find or create a shader implementing the fixed function pipeline
6519 * settings, then activate it. */
6520 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6521 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
6523 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6526 ERR("Out of memory\n");
6530 new_desc
->parent
.settings
= settings
;
6531 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, gl_info
);
6532 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
6533 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
6537 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6538 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6541 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
6542 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6543 priv
->current_fprogram_id
= desc
->shader
;
6545 if (device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6547 /* Reload fixed function constants since they collide with the
6548 * pixel shader constants. */
6549 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6551 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6553 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6554 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6556 context
->last_was_pshader
= FALSE
;
6558 context
->last_was_pshader
= TRUE
;
6561 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
6564 /* We can't link the fog states to the fragment state directly since the
6565 * vertex pipeline links them to FOGENABLE. A different linking in different
6566 * pipeline parts can't be expressed in the combined state table, so we need
6567 * to handle that with a forwarding function. The other invisible side effect
6568 * is that changing the fog start and fog end (which links to FOGENABLE in
6569 * vertex) results in the fragment_prog_arbfp function being called because
6570 * FOGENABLE is dirty, which calls this function here. */
6571 static void state_arbfp_fog(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6573 enum fogsource new_source
;
6574 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
6575 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
6577 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6579 if (!isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
)))
6580 fragment_prog_arbfp(context
, state
, state_id
);
6582 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
6585 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6589 new_source
= FOGSOURCE_VS
;
6593 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6594 new_source
= FOGSOURCE_COORD
;
6596 new_source
= FOGSOURCE_FFP
;
6601 new_source
= FOGSOURCE_FFP
;
6604 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
6606 context
->fog_source
= new_source
;
6607 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
6611 static void textransform(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6613 if (!isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
)))
6614 fragment_prog_arbfp(context
, state
, state_id
);
6617 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] =
6619 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6620 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6621 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6622 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6623 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6624 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6625 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6626 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6627 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6628 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6629 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6630 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6631 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6632 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6633 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6634 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6635 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6636 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6637 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6638 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6639 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6640 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6641 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6642 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6643 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6644 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6645 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6646 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6647 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6648 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6649 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6650 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6651 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6652 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6653 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6654 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6655 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6656 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6657 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6658 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6659 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6660 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6661 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6662 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6663 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6664 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6665 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6666 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6667 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6668 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6669 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6670 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6671 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6672 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6673 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6674 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6675 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6676 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6677 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6678 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6679 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6680 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6681 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6682 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6683 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6684 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6685 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6686 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6687 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6688 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6689 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6690 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6691 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6692 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6693 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6694 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6695 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6696 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6697 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6698 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6699 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6700 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6701 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6702 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6703 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6704 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6705 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6706 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6707 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6708 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6709 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6710 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6711 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6712 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6713 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6714 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6715 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6716 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6717 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6718 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6719 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6720 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6721 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6722 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6723 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6724 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6725 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6726 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6727 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6728 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6729 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6730 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6731 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6732 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6733 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6734 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6735 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6736 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6737 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6738 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6739 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6740 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6741 {STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6742 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6743 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6744 {STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6745 {STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6746 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
6747 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6748 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6749 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6750 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6751 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6752 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6753 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6754 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6755 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6756 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6757 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6758 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6759 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6762 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6767 shader_arb_color_fixup_supported
,
6768 arbfp_fragmentstate_template
,
6771 struct arbfp_blit_priv
{
6772 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6773 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6774 GLenum yv12_rect_shader
, yv12_2d_shader
;
6775 GLenum nv12_rect_shader
, nv12_2d_shader
;
6776 GLenum p8_rect_shader
, p8_2d_shader
;
6777 GLuint palette_texture
;
6780 static HRESULT
arbfp_blit_alloc(struct wined3d_device
*device
)
6782 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6783 if(!device
->blit_priv
) {
6784 ERR("Out of memory\n");
6785 return E_OUTOFMEMORY
;
6790 /* Context activation is done by the caller. */
6791 static void arbfp_blit_free(struct wined3d_device
*device
)
6793 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6794 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6796 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6797 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6798 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6799 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6800 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6801 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6802 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->nv12_rect_shader
));
6803 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->nv12_2d_shader
));
6804 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_rect_shader
));
6805 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_2d_shader
));
6806 checkGLcall("Delete yuv and p8 programs");
6808 if (priv
->palette_texture
)
6809 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &priv
->palette_texture
);
6811 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
6812 device
->blit_priv
= NULL
;
6815 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum complex_fixup fixup
,
6816 GLenum textype
, char *luminance
)
6819 const char *tex
, *texinstr
;
6821 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6829 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6830 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6832 /* This is more tricky than just replacing the texture type - we have to navigate
6833 * properly in the texture to find the correct chroma values
6835 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6839 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6840 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6841 * filtering when we sample the texture.
6843 * These are the rules for reading the chroma:
6849 * So we have to get the sampling x position in non-normalized coordinates in integers
6851 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6852 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6853 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6855 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6857 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6858 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6861 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6862 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6864 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6865 * even and odd pixels respectively
6867 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6868 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6870 /* Sample Pixel 1 */
6871 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6873 /* Put the value into either of the chroma values */
6874 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6875 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6876 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6877 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6879 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6880 * the pixel right to the current one. Otherwise, sample the left pixel.
6881 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6883 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6884 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6885 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6887 /* Put the value into the other chroma */
6888 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6889 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6890 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6891 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6893 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6894 * the current one and lerp the two U and V values
6897 /* This gives the correctly filtered luminance value */
6898 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6903 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6906 static const float yv12_coef
[]
6907 = {2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
};
6910 case GL_TEXTURE_2D
: tex
= "2D"; break;
6911 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6913 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6917 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6918 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6919 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6920 * pitch of the luminance plane, the packing into the gl texture is a bit
6921 * unfortunate. If the whole texture is interpreted as luminance data it looks
6922 * approximately like this:
6924 * +----------------------------------+----
6936 * +----------------+-----------------+----
6938 * | V even rows | V odd rows |
6940 * +----------------+------------------ -
6942 * | U even rows | U odd rows |
6944 * +----------------+-----------------+----
6948 * So it appears as if there are 4 chroma images, but in fact the odd rows
6949 * in the chroma images are in the same row as the even ones. So its is
6950 * kinda tricky to read
6952 * When reading from rectangle textures, keep in mind that the input y coordinates
6953 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6955 shader_addline(buffer
, "PARAM yv12_coef = ");
6956 shader_arb_append_imm_vec4(buffer
, yv12_coef
);
6957 shader_addline(buffer
, ";\n");
6959 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6960 /* the chroma planes have only half the width */
6961 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6963 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6964 * the coordinate. Also read the right side of the image when reading odd lines
6966 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6969 if(textype
== GL_TEXTURE_2D
) {
6971 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6973 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6975 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6976 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6978 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6979 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6980 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6981 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6982 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6984 /* clamp, keep the half pixel origin in mind */
6985 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6986 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6987 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6988 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6990 /* Read from [size - size+size/4] */
6991 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6992 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6994 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6995 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6996 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6997 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6998 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6999 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7001 /* Make sure to read exactly from the pixel center */
7002 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
7003 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
7006 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
7007 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
7008 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7009 shader_addline(buffer
, "ADD temp.y, size.y, coef.y;\n");
7010 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7012 /* Read the texture, put the result into the output register */
7013 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7014 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
7016 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7017 * No need to clamp because we're just reusing the already clamped value from above
7019 if(textype
== GL_TEXTURE_2D
) {
7020 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7022 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7024 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7025 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
7027 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7028 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7029 * values due to filtering
7031 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7032 if(textype
== GL_TEXTURE_2D
) {
7033 /* Multiply the y coordinate by 2/3 and clamp it */
7034 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7035 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7036 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7037 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7039 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7040 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7043 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
7044 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
7045 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7052 static BOOL
gen_nv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
,
7056 static const float nv12_coef
[]
7057 = {2.0f
/ 3.0f
, 1.0f
/ 3.0f
, 1.0f
, 1.0f
};
7064 case GL_TEXTURE_RECTANGLE_ARB
:
7068 FIXME("Implement nv12 correction for non-2d, non-rect textures\n");
7072 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7073 * sized plane where each component is an UV pair. So the effective
7074 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7075 * data it looks approximately like this:
7077 * +----------------------------------+----
7089 * +----------------------------------+----
7090 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7091 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7097 * +----------------------------------+----
7099 * When reading from rectangle textures, keep in mind that the input y coordinates
7100 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7102 shader_addline(buffer
, "PARAM nv12_coef = ");
7103 shader_arb_append_imm_vec4(buffer
, nv12_coef
);
7104 shader_addline(buffer
, ";\n");
7106 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7107 /* We only have half the number of chroma pixels. */
7108 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
7110 if (textype
== GL_TEXTURE_2D
)
7112 shader_addline(buffer
, "RCP chroma.w, size.x;\n");
7113 shader_addline(buffer
, "RCP chroma.z, size.y;\n");
7115 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7117 /* We must not allow filtering horizontally, this would mix U and V.
7118 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7119 * 0.5, so add 0.5. */
7121 /* Convert to non-normalized coordinates so we can find the
7122 * individual pixel. */
7123 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, size.x;\n");
7124 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
7125 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7126 * add 0.5 to hit the center of the pixel. */
7127 shader_addline(buffer
, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7129 /* Convert back to normalized coordinates. */
7130 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7132 /* Clamp, keep the half pixel origin in mind. */
7133 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7134 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7135 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7136 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7140 /* Read from [size - size+size/2] */
7141 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7143 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
7144 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7145 * add 0.5 to hit the center of the pixel. */
7146 shader_addline(buffer
, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7149 shader_addline(buffer
, "MAD temp.y, size.y, coef.y, size.y;\n");
7150 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
7151 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7152 shader_addline(buffer
, "ADD temp.y, size.y, coef.y;\n");
7153 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7155 /* Read the texture, put the result into the output register. */
7156 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7157 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
7159 if (textype
== GL_TEXTURE_2D
)
7162 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7167 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.x;\n");
7169 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7170 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
7172 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7173 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7174 * values due to filtering. */
7175 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7176 if (textype
== GL_TEXTURE_2D
)
7178 /* Multiply the y coordinate by 2/3 and clamp it */
7179 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7180 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7181 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7182 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7186 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7187 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7190 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
7191 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
7192 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7199 static GLuint
gen_p8_shader(struct arbfp_blit_priv
*priv
,
7200 const struct wined3d_gl_info
*gl_info
, GLenum textype
)
7203 struct wined3d_shader_buffer buffer
;
7207 if (!shader_buffer_init(&buffer
))
7209 ERR("Failed to initialize shader buffer.\n");
7213 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7214 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7217 shader_buffer_free(&buffer
);
7221 shader_addline(&buffer
, "!!ARBfp1.0\n");
7222 shader_addline(&buffer
, "TEMP index;\n");
7224 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7225 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7227 /* The alpha-component contains the palette index */
7228 if(textype
== GL_TEXTURE_RECTANGLE_ARB
)
7229 shader_addline(&buffer
, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7231 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7233 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7234 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
7236 /* Use the alpha-component as an index in the palette to get the final color */
7237 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
7238 shader_addline(&buffer
, "END\n");
7240 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
7241 strlen(buffer
.buffer
), buffer
.buffer
));
7242 checkGLcall("glProgramStringARB()");
7244 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
7247 FIXME("Fragment program error at position %d: %s\n\n", pos
,
7248 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
7249 shader_arb_dump_program_source(buffer
.buffer
);
7252 if (textype
== GL_TEXTURE_RECTANGLE_ARB
)
7253 priv
->p8_rect_shader
= shader
;
7255 priv
->p8_2d_shader
= shader
;
7257 shader_buffer_free(&buffer
);
7262 /* Context activation is done by the caller. */
7263 static void upload_palette(const struct wined3d_surface
*surface
, struct wined3d_context
*context
)
7266 struct wined3d_device
*device
= surface
->resource
.device
;
7267 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7268 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
7269 BOOL colorkey
= !!(surface
->container
->color_key_flags
& WINEDDSD_CKSRCBLT
);
7271 d3dfmt_p8_init_palette(surface
, table
, colorkey
);
7273 if (!priv
->palette_texture
)
7274 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &priv
->palette_texture
);
7276 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1
));
7277 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, priv
->palette_texture
);
7279 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
7281 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
7282 /* Make sure we have discrete color levels. */
7283 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
7284 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
7285 /* Upload the palette */
7286 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7287 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGBA
, 256, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, table
);
7289 /* Switch back to unit 0 in which the 2D texture will be stored. */
7290 context_active_texture(context
, gl_info
, 0);
7293 /* Context activation is done by the caller. */
7294 static GLuint
gen_yuv_shader(struct arbfp_blit_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
7295 enum complex_fixup yuv_fixup
, GLenum textype
)
7298 struct wined3d_shader_buffer buffer
;
7299 char luminance_component
;
7303 if (!shader_buffer_init(&buffer
))
7305 ERR("Failed to initialize shader buffer.\n");
7309 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7310 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7311 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7312 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7315 shader_buffer_free(&buffer
);
7319 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7320 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7321 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7322 * each single pixel it contains, and one U and one V value shared between both
7325 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7326 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7327 * take the format into account when generating the read swizzles
7329 * Reading the Y value is straightforward - just sample the texture. The hardware
7330 * takes care of filtering in the horizontal and vertical direction.
7332 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7333 * because that would mix the U and V values of one pixel or two adjacent pixels.
7334 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7335 * regardless of the filtering setting. Vertical filtering works automatically
7336 * though - the U and V values of two rows are mixed nicely.
7338 * Apart of avoiding filtering issues, the code has to know which value it just
7339 * read, and where it can find the other one. To determine this, it checks if
7340 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7342 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7343 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7345 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7346 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7347 * in an unfiltered situation. Finding the luminance on the other hand requires
7348 * finding out if it is an odd or even pixel. The real drawback of this approach
7349 * is filtering. This would have to be emulated completely in the shader, reading
7350 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7351 * vertically. Beyond that it would require adjustments to the texture handling
7352 * code to deal with the width scaling
7354 shader_addline(&buffer
, "!!ARBfp1.0\n");
7355 shader_addline(&buffer
, "TEMP luminance;\n");
7356 shader_addline(&buffer
, "TEMP temp;\n");
7357 shader_addline(&buffer
, "TEMP chroma;\n");
7358 shader_addline(&buffer
, "TEMP texcrd;\n");
7359 shader_addline(&buffer
, "TEMP texcrd2;\n");
7360 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7361 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7362 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
7366 case COMPLEX_FIXUP_UYVY
:
7367 case COMPLEX_FIXUP_YUY2
:
7368 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
7370 shader_buffer_free(&buffer
);
7375 case COMPLEX_FIXUP_YV12
:
7376 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
7378 shader_buffer_free(&buffer
);
7383 case COMPLEX_FIXUP_NV12
:
7384 if (!gen_nv12_read(&buffer
, textype
, &luminance_component
))
7386 shader_buffer_free(&buffer
);
7392 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
7393 shader_buffer_free(&buffer
);
7397 /* Calculate the final result. Formula is taken from
7398 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7399 * ranges from -0.5 to 0.5
7401 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
7403 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
7404 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
7405 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7406 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
7407 shader_addline(&buffer
, "END\n");
7409 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
7410 strlen(buffer
.buffer
), buffer
.buffer
));
7411 checkGLcall("glProgramStringARB()");
7413 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
7416 FIXME("Fragment program error at position %d: %s\n\n", pos
,
7417 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
7418 shader_arb_dump_program_source(buffer
.buffer
);
7424 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
7425 checkGLcall("glGetProgramivARB()");
7426 if (!native
) WARN("Program exceeds native resource limits.\n");
7429 shader_buffer_free(&buffer
);
7433 case COMPLEX_FIXUP_YUY2
:
7434 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
7435 else priv
->yuy2_2d_shader
= shader
;
7438 case COMPLEX_FIXUP_UYVY
:
7439 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
7440 else priv
->uyvy_2d_shader
= shader
;
7443 case COMPLEX_FIXUP_YV12
:
7444 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
7445 else priv
->yv12_2d_shader
= shader
;
7448 case COMPLEX_FIXUP_NV12
:
7449 if (textype
== GL_TEXTURE_RECTANGLE_ARB
)
7450 priv
->nv12_rect_shader
= shader
;
7452 priv
->nv12_2d_shader
= shader
;
7455 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
7461 /* Context activation is done by the caller. */
7462 static HRESULT
arbfp_blit_set(void *blit_priv
, struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
7465 float size
[4] = {(float) surface
->pow2Width
, (float) surface
->pow2Height
, 1.0f
, 1.0f
};
7466 struct arbfp_blit_priv
*priv
= blit_priv
;
7467 enum complex_fixup fixup
;
7468 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7469 GLenum textype
= surface
->container
->target
;
7471 if (surface
->flags
& SFLAG_CONVERTED
)
7473 gl_info
->gl_ops
.gl
.p_glEnable(textype
);
7474 checkGLcall("glEnable(textype)");
7478 if (!is_complex_fixup(surface
->resource
.format
->color_fixup
))
7481 dump_color_fixup_desc(surface
->resource
.format
->color_fixup
);
7482 /* Don't bother setting up a shader for unconverted formats */
7483 gl_info
->gl_ops
.gl
.p_glEnable(textype
);
7484 checkGLcall("glEnable(textype)");
7488 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7492 case COMPLEX_FIXUP_YUY2
:
7493 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7496 case COMPLEX_FIXUP_UYVY
:
7497 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7500 case COMPLEX_FIXUP_YV12
:
7501 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
7504 case COMPLEX_FIXUP_NV12
:
7505 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->nv12_rect_shader
: priv
->nv12_2d_shader
;
7508 case COMPLEX_FIXUP_P8
:
7509 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->p8_rect_shader
: priv
->p8_2d_shader
;
7510 if (!shader
) shader
= gen_p8_shader(priv
, gl_info
, textype
);
7512 upload_palette(surface
, context
);
7516 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7517 gl_info
->gl_ops
.gl
.p_glEnable(textype
);
7518 checkGLcall("glEnable(textype)");
7522 if (!shader
) shader
= gen_yuv_shader(priv
, gl_info
, fixup
, textype
);
7524 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
7525 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7526 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7527 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7528 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
7529 checkGLcall("glProgramLocalParameter4fvARB");
7534 /* Context activation is done by the caller. */
7535 static void arbfp_blit_unset(const struct wined3d_gl_info
*gl_info
)
7537 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
7538 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7539 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
7540 checkGLcall("glDisable(GL_TEXTURE_2D)");
7541 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
7543 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
7544 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7546 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7548 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
7549 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7553 static BOOL
arbfp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum wined3d_blit_op blit_op
,
7554 const RECT
*src_rect
, DWORD src_usage
, enum wined3d_pool src_pool
, const struct wined3d_format
*src_format
,
7555 const RECT
*dst_rect
, DWORD dst_usage
, enum wined3d_pool dst_pool
, const struct wined3d_format
*dst_format
)
7557 enum complex_fixup src_fixup
;
7559 if (!gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
7562 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
)
7564 TRACE("Unsupported blit_op=%d\n", blit_op
);
7568 if (src_pool
== WINED3D_POOL_SYSTEM_MEM
|| dst_pool
== WINED3D_POOL_SYSTEM_MEM
)
7571 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
7572 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7574 TRACE("Checking support for fixup:\n");
7575 dump_color_fixup_desc(src_format
->color_fixup
);
7578 if (!is_identity_fixup(dst_format
->color_fixup
))
7580 TRACE("Destination fixups are not supported\n");
7584 if (is_identity_fixup(src_format
->color_fixup
))
7590 /* We only support YUV conversions. */
7591 if (!is_complex_fixup(src_format
->color_fixup
))
7593 TRACE("[FAILED]\n");
7599 case COMPLEX_FIXUP_YUY2
:
7600 case COMPLEX_FIXUP_UYVY
:
7601 case COMPLEX_FIXUP_YV12
:
7602 case COMPLEX_FIXUP_NV12
:
7603 case COMPLEX_FIXUP_P8
:
7608 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7609 TRACE("[FAILED]\n");
7614 HRESULT
arbfp_blit_surface(struct wined3d_device
*device
, DWORD filter
,
7615 struct wined3d_surface
*src_surface
, const RECT
*src_rect_in
,
7616 struct wined3d_surface
*dst_surface
, const RECT
*dst_rect_in
)
7618 struct wined3d_context
*context
;
7619 RECT src_rect
= *src_rect_in
;
7620 RECT dst_rect
= *dst_rect_in
;
7622 /* Activate the destination context, set it up for blitting */
7623 context
= context_acquire(device
, dst_surface
);
7625 /* Now load the surface */
7626 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
7627 && (src_surface
->locations
& (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
))
7628 == WINED3D_LOCATION_DRAWABLE
7629 && !surface_is_offscreen(src_surface
))
7631 /* Without FBO blits transferring from the drawable to the texture is
7632 * expensive, because we have to flip the data in sysmem. Since we can
7633 * flip in the blitter, we don't actually need that flip anyway. So we
7634 * use the surface's texture as scratch texture, and flip the source
7635 * rectangle instead. */
7636 surface_load_fb_texture(src_surface
, FALSE
);
7638 src_rect
.top
= src_surface
->resource
.height
- src_rect
.top
;
7639 src_rect
.bottom
= src_surface
->resource
.height
- src_rect
.bottom
;
7642 wined3d_texture_load(src_surface
->container
, context
, FALSE
);
7644 context_apply_blit_state(context
, device
);
7646 if (!surface_is_offscreen(dst_surface
))
7647 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
7649 arbfp_blit_set(device
->blit_priv
, context
, src_surface
);
7651 /* Draw a textured quad */
7652 draw_textured_quad(src_surface
, context
, &src_rect
, &dst_rect
, filter
);
7654 /* Leave the opengl state valid for blitting */
7655 arbfp_blit_unset(context
->gl_info
);
7657 if (wined3d_settings
.strict_draw_ordering
7658 || (dst_surface
->swapchain
&& (dst_surface
->swapchain
->front_buffer
== dst_surface
)))
7659 context
->gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
7661 context_release(context
);
7663 surface_validate_location(dst_surface
, dst_surface
->draw_binding
);
7664 surface_invalidate_location(dst_surface
, ~dst_surface
->draw_binding
);
7669 static HRESULT
arbfp_blit_color_fill(struct wined3d_device
*device
, struct wined3d_surface
*dst_surface
,
7670 const RECT
*dst_rect
, const struct wined3d_color
*color
)
7672 FIXME("Color filling not implemented by arbfp_blit\n");
7673 return WINED3DERR_INVALIDCALL
;
7676 static HRESULT
arbfp_blit_depth_fill(struct wined3d_device
*device
,
7677 struct wined3d_surface
*surface
, const RECT
*rect
, float depth
)
7679 FIXME("Depth filling not implemented by arbfp_blit.\n");
7680 return WINED3DERR_INVALIDCALL
;
7683 const struct blit_shader arbfp_blit
= {
7688 arbfp_blit_supported
,
7689 arbfp_blit_color_fill
,
7690 arbfp_blit_depth_fill
,