winemac.drv: Remove workarounds for Mac OS X 10.6 and earlier.
[wine.git] / dlls / wined3d / arb_program_shader.c
blobeeb51448b01d15902c6f2c380a3b83d30f9f04e7
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
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 static const char *get_line(const char **ptr)
54 const char *p, *q;
56 p = *ptr;
57 if (!(q = strstr(p, "\n")))
59 if (!*p) return NULL;
60 *ptr += strlen(p);
61 return p;
63 *ptr = q + 1;
65 return p;
68 enum arb_helper_value
70 ARB_ZERO,
71 ARB_ONE,
72 ARB_TWO,
73 ARB_0001,
74 ARB_EPS,
76 ARB_VS_REL_OFFSET
79 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
81 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
83 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
84 return "bad";
87 if (shader == WINED3D_SHADER_TYPE_PIXEL)
89 switch (value)
91 case ARB_ZERO: return "ps_helper_const.x";
92 case ARB_ONE: return "ps_helper_const.y";
93 case ARB_TWO: return "coefmul.x";
94 case ARB_0001: return "ps_helper_const.xxxy";
95 case ARB_EPS: return "ps_helper_const.z";
96 default: break;
99 else
101 switch (value)
103 case ARB_ZERO: return "helper_const.x";
104 case ARB_ONE: return "helper_const.y";
105 case ARB_TWO: return "helper_const.z";
106 case ARB_EPS: return "helper_const.w";
107 case ARB_0001: return "helper_const.xxxy";
108 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
111 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
112 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
113 switch (value)
115 case ARB_ZERO: return "0.0";
116 case ARB_ONE: return "1.0";
117 case ARB_TWO: return "2.0";
118 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
119 case ARB_EPS: return "1e-8";
120 default: return "bad";
124 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
126 return context->lowest_disabled_stage < 7;
129 /* ARB_program_shader private data */
131 struct control_frame
133 struct list entry;
134 enum
137 IFC,
138 LOOP,
140 } type;
141 BOOL muting;
142 BOOL outer_loop;
143 union
145 unsigned int loop;
146 unsigned int ifc;
147 } no;
148 struct wined3d_shader_loop_control loop_control;
149 BOOL had_else;
152 struct arb_ps_np2fixup_info
154 struct ps_np2fixup_info super;
155 /* For ARB we need an offset value:
156 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
157 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
158 * array we need an offset to the index inside the program local parameter array. */
159 UINT offset;
162 struct arb_ps_compile_args
164 struct ps_compile_args super;
165 WORD bools;
166 WORD clip; /* only a boolean, use a WORD for alignment */
167 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
170 struct stb_const_desc
172 unsigned char texunit;
173 UINT const_num;
176 struct arb_ps_compiled_shader
178 struct arb_ps_compile_args args;
179 struct arb_ps_np2fixup_info np2fixup_info;
180 struct stb_const_desc bumpenvmatconst[WINED3D_MAX_TEXTURES];
181 struct stb_const_desc luminanceconst[WINED3D_MAX_TEXTURES];
182 UINT int_consts[WINED3D_MAX_CONSTS_I];
183 GLuint prgId;
184 UINT ycorrection;
185 unsigned char numbumpenvmatconsts;
186 char num_int_consts;
189 struct arb_vs_compile_args
191 struct vs_compile_args super;
192 union
194 struct
196 WORD bools;
197 unsigned char clip_texcoord;
198 unsigned char clipplane_mask;
199 } boolclip;
200 DWORD boolclip_compare;
201 } clip;
202 DWORD ps_signature;
203 union
205 unsigned char samplers[4];
206 DWORD samplers_compare;
207 } vertex;
208 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
211 struct arb_vs_compiled_shader
213 struct arb_vs_compile_args args;
214 GLuint prgId;
215 UINT int_consts[WINED3D_MAX_CONSTS_I];
216 char num_int_consts;
217 char need_color_unclamp;
218 UINT pos_fixup;
221 struct recorded_instruction
223 struct wined3d_shader_instruction ins;
224 struct list entry;
227 struct shader_arb_ctx_priv
229 char addr_reg[50];
230 enum
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
233 ARB,
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
235 NV2,
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
238 } target_version;
240 const struct wined3d_gl_info *gl_info;
241 const struct arb_vs_compile_args *cur_vs_args;
242 const struct arb_ps_compile_args *cur_ps_args;
243 const struct arb_ps_compiled_shader *compiled_fprog;
244 const struct arb_vs_compiled_shader *compiled_vprog;
245 struct arb_ps_np2fixup_info *cur_np2fixup_info;
246 struct list control_frames;
247 struct list record;
248 BOOL recording;
249 BOOL muted;
250 unsigned int num_loops, loop_depth, num_ifcs;
251 int aL;
252 BOOL ps_post_process;
254 unsigned int vs_clipplanes;
255 BOOL footer_written;
256 BOOL in_main_func;
258 /* For 3.0 vertex shaders */
259 const char *vs_output[MAX_REG_OUTPUT];
260 /* For 2.x and earlier vertex shaders */
261 const char *texcrd_output[8], *color_output[2], *fog_output;
263 /* 3.0 pshader input for compatibility with fixed function */
264 const char *ps_input[MAX_REG_INPUT];
267 struct ps_signature
269 struct wined3d_shader_signature sig;
270 DWORD idx;
271 struct wine_rb_entry entry;
274 struct arb_pshader_private {
275 struct arb_ps_compiled_shader *gl_shaders;
276 UINT num_gl_shaders, shader_array_size;
277 DWORD input_signature_idx;
278 DWORD clipplane_emulation;
279 BOOL clamp_consts;
282 struct arb_vshader_private {
283 struct arb_vs_compiled_shader *gl_shaders;
284 UINT num_gl_shaders, shader_array_size;
285 UINT rel_offset;
288 struct shader_arb_priv
290 GLuint current_vprogram_id;
291 GLuint current_fprogram_id;
292 const struct arb_ps_compiled_shader *compiled_fprog;
293 const struct arb_vs_compiled_shader *compiled_vprog;
294 BOOL use_arbfp_fixed_func;
295 struct wine_rb_tree fragment_shaders;
296 BOOL last_ps_const_clamped;
297 BOOL last_vs_color_unclamp;
299 struct wine_rb_tree signature_tree;
300 DWORD ps_sig_number;
302 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
303 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
304 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
305 const struct wined3d_context *last_context;
307 const struct wined3d_vertex_pipe_ops *vertex_pipe;
308 const struct wined3d_fragment_pipe_ops *fragment_pipe;
309 BOOL ffp_proj_control;
312 /* Context activation for state handlers is done by the caller. */
314 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
315 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
317 if (shader_data->rel_offset) return TRUE;
318 if (!reg_maps->usesmova) return FALSE;
319 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
322 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
323 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
325 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
326 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
329 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
330 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
332 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
333 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
334 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
335 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
336 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
337 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
338 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
339 return FALSE;
342 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
343 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
345 unsigned int ret = 1;
346 /* We use one PARAM for the pos fixup, and in some cases one to load
347 * some immediate values into the shader. */
348 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
349 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
350 return ret;
353 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
354 * When constant_list == NULL, it will load all the constants.
356 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
357 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
359 /* Context activation is done by the caller. */
360 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
361 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
362 const struct wined3d_vec4 *constants, char *dirty_consts)
364 struct wined3d_shader_lconst *lconst;
365 unsigned int ret, i, j;
367 if (TRACE_ON(d3d_constants))
369 for (i = 0; i < max_constants; ++i)
371 if (!dirty_consts[i])
372 continue;
373 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
377 i = 0;
379 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
380 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
382 float lcl_const[4];
383 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
384 * shaders, the first 8 constants are marked dirty for reload
386 for (; i < min(8, max_constants); ++i)
388 if (!dirty_consts[i])
389 continue;
390 dirty_consts[i] = 0;
392 if (constants[i].x > 1.0f)
393 lcl_const[0] = 1.0f;
394 else if (constants[i].x < -1.0f)
395 lcl_const[0] = -1.0f;
396 else
397 lcl_const[0] = constants[i].x;
399 if (constants[i].y > 1.0f)
400 lcl_const[1] = 1.0f;
401 else if (constants[i].y < -1.0f)
402 lcl_const[1] = -1.0f;
403 else
404 lcl_const[1] = constants[i].y;
406 if (constants[i].z > 1.0f)
407 lcl_const[2] = 1.0f;
408 else if (constants[i].z < -1.0f)
409 lcl_const[2] = -1.0f;
410 else
411 lcl_const[2] = constants[i].z;
413 if (constants[i].w > 1.0f)
414 lcl_const[3] = 1.0f;
415 else if (constants[i].w < -1.0f)
416 lcl_const[3] = -1.0f;
417 else
418 lcl_const[3] = constants[i].w;
420 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
423 /* If further constants are dirty, reload them without clamping.
425 * The alternative is not to touch them, but then we cannot reset the dirty constant count
426 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
427 * above would always re-check the first 8 constants since max_constant remains at the init
428 * value
432 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
434 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
435 * or just reloading *all* constants at once
437 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
439 for (; i < max_constants; ++i)
441 if (!dirty_consts[i])
442 continue;
444 /* Find the next block of dirty constants */
445 dirty_consts[i] = 0;
446 j = i;
447 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
449 dirty_consts[i] = 0;
452 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
455 else
457 for (; i < max_constants; ++i)
459 if (dirty_consts[i])
461 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
466 checkGLcall("glProgramEnvParameter4fvARB()");
468 /* Load immediate constants */
469 if (shader->load_local_constsF)
471 if (TRACE_ON(d3d_shader))
473 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
475 GLfloat* values = (GLfloat*)lconst->value;
476 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
477 values[0], values[1], values[2], values[3]);
480 /* Immediate constants are clamped for 1.X shaders at loading times */
481 ret = 0;
482 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
484 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
485 ret = max(ret, lconst->idx + 1);
486 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
488 checkGLcall("glProgramEnvParameter4fvARB()");
489 return ret; /* The loaded immediate constants need reloading for the next shader */
490 } else {
491 return 0; /* No constants are dirty now */
495 /* Loads the texture dimensions for NP2 fixup into the currently set
496 * ARB_[vertex/fragment]_programs. */
497 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
498 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
500 GLfloat np2fixup_constants[4 * WINED3D_MAX_FRAGMENT_SAMPLERS];
501 WORD active = fixup->super.active;
502 UINT i;
504 if (!active)
505 return;
507 for (i = 0; active; active >>= 1, ++i)
509 const struct wined3d_texture *tex = state->textures[i];
510 unsigned char idx = fixup->super.idx[i];
511 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
513 if (!(active & 1))
514 continue;
516 if (!tex)
518 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
519 continue;
522 if (idx % 2)
524 tex_dim[2] = tex->pow2_matrix[0];
525 tex_dim[3] = tex->pow2_matrix[5];
527 else
529 tex_dim[0] = tex->pow2_matrix[0];
530 tex_dim[1] = tex->pow2_matrix[5];
534 for (i = 0; i < fixup->super.num_consts; ++i)
536 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
537 fixup->offset + i, &np2fixup_constants[i * 4]));
541 /* Context activation is done by the caller. */
542 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
543 const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int rt_height)
545 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
546 unsigned char i;
548 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
550 int texunit = gl_shader->bumpenvmatconst[i].texunit;
552 /* The state manager takes care that this function is always called if the bump env matrix changes */
553 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
554 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
555 gl_shader->bumpenvmatconst[i].const_num, data));
557 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
559 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
560 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
561 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
562 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
564 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
566 gl_shader->luminanceconst[i].const_num, scale));
569 checkGLcall("Load bumpmap consts");
571 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
573 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
574 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
575 * ycorrection.z: 1.0
576 * ycorrection.w: 0.0
578 float val[4];
579 val[0] = context_gl->c.render_offscreen ? 0.0f : (float)rt_height;
580 val[1] = context_gl->c.render_offscreen ? 1.0f : -1.0f;
581 val[2] = 1.0f;
582 val[3] = 0.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
584 checkGLcall("y correction loading");
587 if (!gl_shader->num_int_consts) return;
589 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
591 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
593 float val[4];
594 val[0] = (float)state->ps_consts_i[i].x;
595 val[1] = (float)state->ps_consts_i[i].y;
596 val[2] = (float)state->ps_consts_i[i].z;
597 val[3] = -1.0f;
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
602 checkGLcall("Load ps int consts");
605 /* Context activation is done by the caller. */
606 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
607 const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
609 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
610 float position_fixup[4];
611 unsigned char i;
613 /* Upload the position fixup */
614 shader_get_position_fixup(&context_gl->c, state, 1, position_fixup);
615 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
617 if (!gl_shader->num_int_consts) return;
619 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
621 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
623 float val[4];
624 val[0] = (float)state->vs_consts_i[i].x;
625 val[1] = (float)state->vs_consts_i[i].y;
626 val[2] = (float)state->vs_consts_i[i].z;
627 val[3] = -1.0f;
629 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
632 checkGLcall("Load vs int consts");
635 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
636 const struct wined3d_state *state);
639 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
641 * We only support float constants in ARB at the moment, so don't
642 * worry about the Integers or Booleans
644 /* Context activation is done by the caller (state handler). */
645 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context_gl *context_gl,
646 const struct wined3d_state *state, BOOL use_ps, BOOL use_vs, BOOL from_shader_select)
648 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
649 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
651 if (!from_shader_select)
653 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
654 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
656 if (vshader
657 && (vshader->reg_maps.boolean_constants
658 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
659 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
661 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
662 shader_arb_select(priv, &context_gl->c, state);
664 else if (pshader
665 && (pshader->reg_maps.boolean_constants
666 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
667 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
669 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
670 shader_arb_select(priv, &context_gl->c, state);
674 if (&context_gl->c != priv->last_context)
676 memset(priv->vshader_const_dirty, 1,
677 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
678 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
680 memset(priv->pshader_const_dirty, 1,
681 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
682 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
684 priv->last_context = &context_gl->c;
687 if (use_vs)
689 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
690 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
692 /* Load DirectX 9 float constants for vertex shader */
693 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
694 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
695 shader_arb_vs_local_constants(gl_shader, context_gl, state);
698 if (use_ps)
700 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
701 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
702 UINT rt_height = state->fb.render_targets[0]->height;
704 /* Load DirectX 9 float constants for pixel shader */
705 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
706 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
707 shader_arb_ps_local_constants(gl_shader, context_gl, state, rt_height);
709 if (context_gl->c.constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
710 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
714 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
715 const struct wined3d_state *state)
717 shader_arb_load_constants_internal(shader_priv, wined3d_context_gl(context),
718 state, use_ps(state), use_vs(state), FALSE);
721 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
723 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
724 struct shader_arb_priv *priv = device->shader_priv;
726 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
727 * context. On a context switch the old context will be fully dirtified */
728 if (!context_gl || context_gl->c.device != device)
729 return;
731 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
732 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
735 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
737 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
738 struct shader_arb_priv *priv = device->shader_priv;
740 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
741 * context. On a context switch the old context will be fully dirtified */
742 if (!context_gl || context_gl->c.device != device)
743 return;
745 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
746 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
749 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
751 char str[4][17];
753 wined3d_ftoa(values[0], str[0]);
754 wined3d_ftoa(values[1], str[1]);
755 wined3d_ftoa(values[2], str[2]);
756 wined3d_ftoa(values[3], str[3]);
757 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
760 /* Generate the variable & register declarations for the ARB_vertex_program output target */
761 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
762 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
763 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
764 const struct shader_arb_ctx_priv *ctx)
766 DWORD i;
767 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
768 const struct wined3d_shader_lconst *lconst;
769 unsigned max_constantsF;
770 DWORD map;
772 /* In pixel shaders, all private constants are program local, we don't need anything
773 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
774 * If we need a private constant the GL implementation will squeeze it in somewhere
776 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
777 * immediate values. The posFixup is loaded using program.env for now, so always
778 * subtract one from the number of constants. If the shader uses indirect addressing,
779 * account for the helper const too because we have to declare all available d3d constants
780 * and don't know which are actually used.
782 if (pshader)
784 max_constantsF = gl_info->limits.arb_ps_native_constants;
785 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
786 if (max_constantsF < 24)
787 max_constantsF = gl_info->limits.arb_ps_float_constants;
789 else
791 const struct arb_vshader_private *shader_data = shader->backend_data;
792 max_constantsF = gl_info->limits.arb_vs_native_constants;
793 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
794 * Also prevents max_constantsF from becoming less than 0 and
795 * wrapping . */
796 if (max_constantsF < 96)
797 max_constantsF = gl_info->limits.arb_vs_float_constants;
799 if (reg_maps->usesrelconstF)
801 DWORD highest_constf = 0, clip_limit;
803 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
804 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
805 max_constantsF -= gl_info->reserved_arb_constants;
807 for (i = 0; i < shader->limits->constant_float; ++i)
809 if (wined3d_bitmap_is_set(reg_maps->constf, i))
810 highest_constf = i;
813 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
815 if(ctx->cur_vs_args->super.clip_enabled)
816 clip_limit = gl_info->limits.user_clip_distances;
817 else
818 clip_limit = 0;
820 else
822 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
823 clip_limit = min(wined3d_popcount(mask), 4);
825 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
826 max_constantsF -= *num_clipplanes;
827 if(*num_clipplanes < clip_limit)
829 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
830 gl_info->limits.user_clip_distances);
833 else
835 if (ctx->target_version >= NV2)
836 *num_clipplanes = gl_info->limits.user_clip_distances;
837 else
838 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
842 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
844 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
847 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
849 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
852 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
854 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
856 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
860 if (!shader->load_local_constsF)
862 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
864 const float *value;
865 value = (const float *)lconst->value;
866 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
867 shader_arb_append_imm_vec4(buffer, value);
868 shader_addline(buffer, ";\n");
872 /* After subtracting privately used constants from the hardware limit(they are loaded as
873 * local constants), make sure the shader doesn't violate the env constant limit
875 if (pshader)
877 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
879 else
881 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
884 /* Avoid declaring more constants than needed */
885 max_constantsF = min(max_constantsF, shader->limits->constant_float);
887 /* we use the array-based constants array if the local constants are marked for loading,
888 * because then we use indirect addressing, or when the local constant list is empty,
889 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
890 * local constants do not declare the loaded constants as an array because ARB compilers usually
891 * do not optimize unused constants away
893 if (reg_maps->usesrelconstF)
895 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
896 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
897 max_constantsF, max_constantsF - 1);
899 else
901 for (i = 0; i < max_constantsF; ++i)
903 if (!shader_constant_is_local(shader, i) && wined3d_extract_bits(reg_maps->constf, i, 1))
905 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
911 static const char * const shift_tab[] = {
912 "dummy", /* 0 (none) */
913 "coefmul.x", /* 1 (x2) */
914 "coefmul.y", /* 2 (x4) */
915 "coefmul.z", /* 3 (x8) */
916 "coefmul.w", /* 4 (x16) */
917 "dummy", /* 5 (x32) */
918 "dummy", /* 6 (x64) */
919 "dummy", /* 7 (x128) */
920 "dummy", /* 8 (d256) */
921 "dummy", /* 9 (d128) */
922 "dummy", /* 10 (d64) */
923 "dummy", /* 11 (d32) */
924 "coefdiv.w", /* 12 (d16) */
925 "coefdiv.z", /* 13 (d8) */
926 "coefdiv.y", /* 14 (d4) */
927 "coefdiv.x" /* 15 (d2) */
930 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
931 const struct wined3d_shader_dst_param *dst, char *write_mask)
933 char *ptr = write_mask;
935 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
937 *ptr++ = '.';
938 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
939 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
940 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
941 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
944 *ptr = '\0';
947 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
949 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
950 * but addressed as "rgba". To fix this we need to swap the register's x
951 * and z components. */
952 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
953 char *ptr = swizzle_str;
955 /* swizzle bits fields: wwzzyyxx */
956 DWORD swizzle = param->swizzle;
957 DWORD swizzle_x = swizzle & 0x03;
958 DWORD swizzle_y = (swizzle >> 2) & 0x03;
959 DWORD swizzle_z = (swizzle >> 4) & 0x03;
960 DWORD swizzle_w = (swizzle >> 6) & 0x03;
962 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
963 * generate a swizzle string. Unless we need to our own swizzling. */
964 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
966 *ptr++ = '.';
967 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
968 *ptr++ = swizzle_chars[swizzle_x];
969 } else {
970 *ptr++ = swizzle_chars[swizzle_x];
971 *ptr++ = swizzle_chars[swizzle_y];
972 *ptr++ = swizzle_chars[swizzle_z];
973 *ptr++ = swizzle_chars[swizzle_w];
977 *ptr = '\0';
980 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
982 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
983 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
985 if (!strcmp(priv->addr_reg, src))
986 return;
988 snprintf(priv->addr_reg, sizeof(priv->addr_reg), "%s", src);
989 shader_addline(buffer, "ARL A0.x, %s;\n", src);
992 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
993 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
995 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
996 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
998 /* oPos, oFog and oPts in D3D */
999 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1000 const struct wined3d_shader *shader = ins->ctx->shader;
1001 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1002 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1003 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1005 *is_color = FALSE;
1007 switch (reg->type)
1009 case WINED3DSPR_TEMP:
1010 sprintf(register_name, "R%u", reg->idx[0].offset);
1011 break;
1013 case WINED3DSPR_INPUT:
1014 if (pshader)
1016 if (reg_maps->shader_version.major < 3)
1018 if (!reg->idx[0].offset)
1019 strcpy(register_name, "fragment.color.primary");
1020 else
1021 strcpy(register_name, "fragment.color.secondary");
1023 else
1025 if (reg->idx[0].rel_addr)
1027 char rel_reg[50];
1028 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1030 if (!strcmp(rel_reg, "**aL_emul**"))
1032 DWORD idx = ctx->aL + reg->idx[0].offset;
1033 if(idx < MAX_REG_INPUT)
1035 strcpy(register_name, ctx->ps_input[idx]);
1037 else
1039 ERR("Pixel shader input register out of bounds: %u\n", idx);
1040 sprintf(register_name, "out_of_bounds_%u", idx);
1043 else if (reg_maps->input_registers & 0x0300)
1045 /* There are two ways basically:
1047 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1048 * That means trouble if the loop also contains a breakc or if the control values
1049 * aren't local constants.
1050 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1051 * source dynamically. The trouble is that we cannot simply read aL.y because it
1052 * is an ADDRESS register. We could however push it, load .zw with a value and use
1053 * ADAC to load the condition code register and pop it again afterwards
1055 FIXME("Relative input register addressing with more than 8 registers\n");
1057 /* This is better than nothing for now */
1058 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1060 else if(ctx->cur_ps_args->super.vp_mode != WINED3D_VP_MODE_SHADER)
1062 /* This is problematic because we'd have to consult the ctx->ps_input strings
1063 * for where to find the varying. Some may be "0.0", others can be texcoords or
1064 * colors. This needs either a pipeline replacement to make the vertex shader feed
1065 * proper varyings, or loop unrolling
1067 * For now use the texcoords and hope for the best
1069 FIXME("Non-vertex shader varying input with indirect addressing\n");
1070 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1072 else
1074 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1075 * pulls GL_NV_fragment_program2 in
1077 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1080 else
1082 if (reg->idx[0].offset < MAX_REG_INPUT)
1084 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1086 else
1088 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1089 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1094 else
1096 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1097 *is_color = TRUE;
1098 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1100 break;
1102 case WINED3DSPR_CONST:
1103 if (!pshader && reg->idx[0].rel_addr)
1105 const struct arb_vshader_private *shader_data = shader->backend_data;
1106 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1107 BOOL aL = FALSE;
1108 char rel_reg[50];
1109 if (reg_maps->shader_version.major < 2)
1111 sprintf(rel_reg, "A0.x");
1113 else
1115 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1116 if (ctx->target_version == ARB)
1118 if (!strcmp(rel_reg, "**aL_emul**"))
1120 aL = TRUE;
1121 } else {
1122 shader_arb_request_a0(ins, rel_reg);
1123 sprintf(rel_reg, "A0.x");
1127 if (aL)
1128 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1129 else if (reg->idx[0].offset >= rel_offset)
1130 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1131 else
1132 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1134 else
1136 if (reg_maps->usesrelconstF)
1137 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1138 else
1139 sprintf(register_name, "C%u", reg->idx[0].offset);
1141 break;
1143 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1144 if (pshader)
1146 if (reg_maps->shader_version.major == 1
1147 && reg_maps->shader_version.minor <= 3)
1148 /* In ps <= 1.3, Tx is a temporary register as destination
1149 * to all instructions, and as source to most instructions.
1150 * For some instructions it is the texcoord input. Those
1151 * instructions know about the special use. */
1152 sprintf(register_name, "T%u", reg->idx[0].offset);
1153 else
1154 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1155 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1157 else
1159 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1160 sprintf(register_name, "A%u", reg->idx[0].offset);
1161 else
1162 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1164 break;
1166 case WINED3DSPR_COLOROUT:
1167 if (ctx->ps_post_process && !reg->idx[0].offset)
1169 strcpy(register_name, "TMP_COLOR");
1171 else
1173 if (ctx->cur_ps_args->super.srgb_correction)
1174 FIXME("sRGB correction on higher render targets.\n");
1175 if (reg_maps->rt_mask > 1)
1176 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1177 else
1178 strcpy(register_name, "result.color");
1180 break;
1182 case WINED3DSPR_RASTOUT:
1183 if (reg->idx[0].offset == 1)
1184 sprintf(register_name, "%s", ctx->fog_output);
1185 else
1186 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1187 break;
1189 case WINED3DSPR_DEPTHOUT:
1190 strcpy(register_name, "result.depth");
1191 break;
1193 case WINED3DSPR_ATTROUT:
1194 /* case WINED3DSPR_OUTPUT: */
1195 if (pshader)
1196 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1197 else
1198 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1199 break;
1201 case WINED3DSPR_TEXCRDOUT:
1202 if (pshader)
1203 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1204 else if (reg_maps->shader_version.major < 3)
1205 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1206 else
1207 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1208 break;
1210 case WINED3DSPR_LOOP:
1211 if(ctx->target_version >= NV2)
1213 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1214 if(pshader) sprintf(register_name, "A0.x");
1215 else sprintf(register_name, "aL.y");
1217 else
1219 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1220 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1221 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1222 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1223 * indexing
1225 sprintf(register_name, "**aL_emul**");
1228 break;
1230 case WINED3DSPR_CONSTINT:
1231 sprintf(register_name, "I%u", reg->idx[0].offset);
1232 break;
1234 case WINED3DSPR_MISCTYPE:
1235 if (!reg->idx[0].offset)
1236 sprintf(register_name, "vpos");
1237 else if (reg->idx[0].offset == 1)
1238 sprintf(register_name, "fragment.facing.x");
1239 else
1240 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1241 break;
1243 default:
1244 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1245 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1246 break;
1250 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1251 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1253 char register_name[255];
1254 char write_mask[6];
1255 BOOL is_color;
1257 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1258 strcpy(str, register_name);
1260 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1261 strcat(str, write_mask);
1264 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1266 switch(channel_source)
1268 case CHANNEL_SOURCE_ZERO: return "0";
1269 case CHANNEL_SOURCE_ONE: return "1";
1270 case CHANNEL_SOURCE_X: return "x";
1271 case CHANNEL_SOURCE_Y: return "y";
1272 case CHANNEL_SOURCE_Z: return "z";
1273 case CHANNEL_SOURCE_W: return "w";
1274 default:
1275 FIXME("Unhandled channel source %#x\n", channel_source);
1276 return "undefined";
1280 struct color_fixup_masks
1282 DWORD source;
1283 DWORD sign;
1286 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1288 struct color_fixup_masks masks = {0, 0};
1290 if (is_complex_fixup(fixup))
1292 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1293 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1294 return masks;
1297 if (fixup.x_source != CHANNEL_SOURCE_X)
1298 masks.source |= WINED3DSP_WRITEMASK_0;
1299 if (fixup.y_source != CHANNEL_SOURCE_Y)
1300 masks.source |= WINED3DSP_WRITEMASK_1;
1301 if (fixup.z_source != CHANNEL_SOURCE_Z)
1302 masks.source |= WINED3DSP_WRITEMASK_2;
1303 if (fixup.w_source != CHANNEL_SOURCE_W)
1304 masks.source |= WINED3DSP_WRITEMASK_3;
1305 masks.source &= dst_mask;
1307 if (fixup.x_sign_fixup)
1308 masks.sign |= WINED3DSP_WRITEMASK_0;
1309 if (fixup.y_sign_fixup)
1310 masks.sign |= WINED3DSP_WRITEMASK_1;
1311 if (fixup.z_sign_fixup)
1312 masks.sign |= WINED3DSP_WRITEMASK_2;
1313 if (fixup.w_sign_fixup)
1314 masks.sign |= WINED3DSP_WRITEMASK_3;
1315 masks.sign &= dst_mask;
1317 return masks;
1320 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1321 const char *src, const char *one, const char *two,
1322 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1324 const char *sign_fixup_src = dst;
1326 if (masks.source)
1328 if (masks.sign)
1329 sign_fixup_src = "TA";
1331 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1332 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1333 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1335 else if (masks.sign)
1337 sign_fixup_src = src;
1340 if (masks.sign)
1342 char reg_mask[6];
1343 char *ptr = reg_mask;
1345 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1347 *ptr++ = '.';
1348 if (masks.sign & WINED3DSP_WRITEMASK_0)
1349 *ptr++ = 'x';
1350 if (masks.sign & WINED3DSP_WRITEMASK_1)
1351 *ptr++ = 'y';
1352 if (masks.sign & WINED3DSP_WRITEMASK_2)
1353 *ptr++ = 'z';
1354 if (masks.sign & WINED3DSP_WRITEMASK_3)
1355 *ptr++ = 'w';
1357 *ptr = '\0';
1359 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1363 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1365 DWORD mod;
1366 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1367 if (!ins->dst_count) return "";
1369 mod = ins->dst[0].modifiers;
1371 /* Silently ignore PARTIALPRECISION if it's not supported */
1372 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1374 if(mod & WINED3DSPDM_MSAMPCENTROID)
1376 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1377 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1380 switch(mod)
1382 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1383 return "H_SAT";
1385 case WINED3DSPDM_SATURATE:
1386 return "_SAT";
1388 case WINED3DSPDM_PARTIALPRECISION:
1389 return "H";
1391 case 0:
1392 return "";
1394 default:
1395 FIXME("Unknown modifiers 0x%08x\n", mod);
1396 return "";
1400 #define TEX_PROJ 0x1
1401 #define TEX_BIAS 0x2
1402 #define TEX_LOD 0x4
1403 #define TEX_DERIV 0x10
1405 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1406 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1408 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1409 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1410 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1411 enum wined3d_shader_resource_type resource_type;
1412 struct color_fixup_masks masks;
1413 const char *tex_dst = dst_str;
1414 BOOL np2_fixup = FALSE;
1415 const char *tex_type;
1416 const char *mod;
1418 if (pshader)
1420 resource_type = pixelshader_get_resource_type(ins->ctx->reg_maps, sampler_idx,
1421 priv->cur_ps_args->super.tex_types);
1423 else
1425 resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1427 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1428 sampler_idx += WINED3D_MAX_FRAGMENT_SAMPLERS;
1431 switch (resource_type)
1433 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1434 tex_type = "1D";
1435 break;
1437 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1438 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1439 && priv->gl_info->supported[ARB_TEXTURE_RECTANGLE])
1440 tex_type = "RECT";
1441 else
1442 tex_type = "2D";
1444 if (pshader)
1446 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1448 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1449 else np2_fixup = TRUE;
1452 break;
1454 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1455 tex_type = "3D";
1456 break;
1458 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1459 tex_type = "CUBE";
1460 break;
1462 default:
1463 ERR("Unexpected resource type %#x.\n", resource_type);
1464 tex_type = "";
1467 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1468 * so don't use shader_arb_get_modifier
1470 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1471 else mod = "";
1473 /* Fragment samplers always have identity mapping */
1474 if(sampler_idx >= WINED3D_MAX_FRAGMENT_SAMPLERS)
1476 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - WINED3D_MAX_FRAGMENT_SAMPLERS];
1479 if (pshader)
1481 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1482 ins->dst[0].write_mask);
1484 if (masks.source || masks.sign)
1485 tex_dst = "TA";
1488 if (flags & TEX_DERIV)
1490 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1491 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1492 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1493 dsx, dsy, sampler_idx, tex_type);
1495 else if(flags & TEX_LOD)
1497 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1498 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1499 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1500 sampler_idx, tex_type);
1502 else if (flags & TEX_BIAS)
1504 /* Shouldn't be possible, but let's check for it */
1505 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1506 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1507 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1509 else if (flags & TEX_PROJ)
1511 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1513 else
1515 if (np2_fixup)
1517 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1518 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1519 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1521 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1523 else
1524 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1527 if (pshader)
1529 gen_color_correction(buffer, dst_str, tex_dst,
1530 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1531 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1532 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1536 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1537 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1539 /* Generate a line that does the input modifier computation and return the input register to use */
1540 BOOL is_color = FALSE, insert_line;
1541 char regstr[256];
1542 char swzstr[20];
1543 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1544 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1545 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1546 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1548 /* Assume a new line will be added */
1549 insert_line = TRUE;
1551 /* Get register name */
1552 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1553 shader_arb_get_swizzle(src, is_color, swzstr);
1555 switch (src->modifiers)
1557 case WINED3DSPSM_NONE:
1558 sprintf(outregstr, "%s%s", regstr, swzstr);
1559 insert_line = FALSE;
1560 break;
1561 case WINED3DSPSM_NEG:
1562 sprintf(outregstr, "-%s%s", regstr, swzstr);
1563 insert_line = FALSE;
1564 break;
1565 case WINED3DSPSM_BIAS:
1566 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1567 break;
1568 case WINED3DSPSM_BIASNEG:
1569 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1570 break;
1571 case WINED3DSPSM_SIGN:
1572 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1573 break;
1574 case WINED3DSPSM_SIGNNEG:
1575 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1576 break;
1577 case WINED3DSPSM_COMP:
1578 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1579 break;
1580 case WINED3DSPSM_X2:
1581 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1582 break;
1583 case WINED3DSPSM_X2NEG:
1584 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1585 break;
1586 case WINED3DSPSM_DZ:
1587 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1588 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1589 break;
1590 case WINED3DSPSM_DW:
1591 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1592 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1593 break;
1594 case WINED3DSPSM_ABS:
1595 if(ctx->target_version >= NV2) {
1596 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1597 insert_line = FALSE;
1598 } else {
1599 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1601 break;
1602 case WINED3DSPSM_ABSNEG:
1603 if(ctx->target_version >= NV2) {
1604 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1605 } else {
1606 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1607 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1609 insert_line = FALSE;
1610 break;
1611 default:
1612 sprintf(outregstr, "%s%s", regstr, swzstr);
1613 insert_line = FALSE;
1616 /* Return modified or original register, with swizzle */
1617 if (insert_line)
1618 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1621 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1623 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1624 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1625 DWORD sampler_code = dst->reg.idx[0].offset;
1626 char dst_name[50];
1627 char src_name[2][50];
1629 shader_arb_get_dst_param(ins, dst, dst_name);
1631 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1633 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1634 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1635 * temps is done.
1637 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1638 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1639 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1640 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1641 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1643 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1644 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1647 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1649 *extra_char = ' ';
1650 switch(mod)
1652 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1653 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1654 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1655 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1656 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1657 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1658 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1659 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1660 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1661 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1662 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1663 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1664 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1666 FIXME("Unknown modifier %u\n", mod);
1667 return mod;
1670 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1672 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1673 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1674 char dst_name[50];
1675 char src_name[3][50];
1676 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1677 ins->ctx->reg_maps->shader_version.minor);
1679 shader_arb_get_dst_param(ins, dst, dst_name);
1680 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1682 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1683 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1685 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1687 else
1689 struct wined3d_shader_src_param src0_copy = ins->src[0];
1690 char extra_neg;
1692 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1693 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1695 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1696 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1697 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1698 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1699 dst_name, src_name[1], src_name[2]);
1703 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1705 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1706 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1707 char dst_name[50];
1708 char src_name[3][50];
1710 shader_arb_get_dst_param(ins, dst, dst_name);
1712 /* Generate input register names (with modifiers) */
1713 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1714 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1715 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1717 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1718 dst_name, src_name[0], src_name[2], src_name[1]);
1721 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1722 * dst = dot2(src0, src1) + src2 */
1723 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1725 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1726 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1727 char dst_name[50];
1728 char src_name[3][50];
1729 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1731 shader_arb_get_dst_param(ins, dst, dst_name);
1732 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1733 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1735 if(ctx->target_version >= NV3)
1737 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1738 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1739 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1740 dst_name, src_name[0], src_name[1], src_name[2]);
1742 else if(ctx->target_version >= NV2)
1744 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1745 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1746 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1747 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1749 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1751 * .xyxy and other swizzles that we could get with this are not valid in
1752 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1754 struct wined3d_shader_src_param tmp_param = ins->src[1];
1755 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1756 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1758 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1760 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1761 dst_name, src_name[2], src_name[0], src_name[1]);
1763 else
1765 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1766 /* 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]
1767 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1769 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1770 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1771 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1772 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1776 /* Map the opcode 1-to-1 to the GL code */
1777 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1779 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1780 const char *instruction;
1781 char arguments[256], dst_str[50];
1782 unsigned int i;
1783 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1785 switch (ins->handler_idx)
1787 case WINED3DSIH_ABS: instruction = "ABS"; break;
1788 case WINED3DSIH_ADD: instruction = "ADD"; break;
1789 case WINED3DSIH_CRS: instruction = "XPD"; break;
1790 case WINED3DSIH_DP3: instruction = "DP3"; break;
1791 case WINED3DSIH_DP4: instruction = "DP4"; break;
1792 case WINED3DSIH_DST: instruction = "DST"; break;
1793 case WINED3DSIH_FRC: instruction = "FRC"; break;
1794 case WINED3DSIH_LIT: instruction = "LIT"; break;
1795 case WINED3DSIH_LRP: instruction = "LRP"; break;
1796 case WINED3DSIH_MAD: instruction = "MAD"; break;
1797 case WINED3DSIH_MAX: instruction = "MAX"; break;
1798 case WINED3DSIH_MIN: instruction = "MIN"; break;
1799 case WINED3DSIH_MOV: instruction = "MOV"; break;
1800 case WINED3DSIH_MUL: instruction = "MUL"; break;
1801 case WINED3DSIH_SGE: instruction = "SGE"; break;
1802 case WINED3DSIH_SLT: instruction = "SLT"; break;
1803 case WINED3DSIH_SUB: instruction = "SUB"; break;
1804 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1805 case WINED3DSIH_DSX: instruction = "DDX"; break;
1806 default: instruction = "";
1807 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1808 break;
1811 /* Note that shader_arb_add_dst_param() adds spaces. */
1812 arguments[0] = '\0';
1813 shader_arb_get_dst_param(ins, dst, dst_str);
1814 for (i = 0; i < ins->src_count; ++i)
1816 char operand[100];
1817 strcat(arguments, ", ");
1818 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1819 strcat(arguments, operand);
1821 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1824 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1826 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1828 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1831 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1833 const struct wined3d_shader *shader = ins->ctx->shader;
1834 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1835 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1836 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1837 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1838 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1839 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1841 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1842 char src0_param[256];
1844 if (ins->handler_idx == WINED3DSIH_MOVA)
1846 const struct arb_vshader_private *shader_data = shader->backend_data;
1847 char write_mask[6];
1848 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1850 if(ctx->target_version >= NV2) {
1851 shader_hw_map2gl(ins);
1852 return;
1854 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1855 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1857 /* This implements the mova formula used in GLSL. The first two instructions
1858 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1859 * in this case:
1860 * mova A0.x, 0.0
1862 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1864 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1865 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1867 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1868 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1870 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1871 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1872 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1873 if (shader_data->rel_offset)
1875 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1877 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1879 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1881 else if (reg_maps->shader_version.major == 1
1882 && !shader_is_pshader_version(reg_maps->shader_version.type)
1883 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1885 const struct arb_vshader_private *shader_data = shader->backend_data;
1886 src0_param[0] = '\0';
1888 if (shader_data->rel_offset && ctx->target_version == ARB)
1890 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1891 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1892 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1893 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1895 else
1897 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1898 * with more than one component. Thus replicate the first source argument over all
1899 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1900 struct wined3d_shader_src_param tmp_src = ins->src[0];
1901 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1902 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1903 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1906 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1908 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1910 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1911 return;
1913 shader_hw_map2gl(ins);
1915 else
1917 shader_hw_map2gl(ins);
1921 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1923 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1924 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1925 char reg_dest[40];
1927 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1928 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1930 shader_arb_get_dst_param(ins, dst, reg_dest);
1932 if (ins->ctx->reg_maps->shader_version.major >= 2)
1934 const char *kilsrc = "TA";
1935 BOOL is_color;
1937 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1938 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1940 kilsrc = reg_dest;
1942 else
1944 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1945 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1946 * masked out components to 0(won't kill)
1948 char x = '0', y = '0', z = '0', w = '0';
1949 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1950 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1951 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1952 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1953 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1955 shader_addline(buffer, "KIL %s;\n", kilsrc);
1957 else
1959 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1960 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1962 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1963 * or pass in any temporary register(in shader phase 2)
1965 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1966 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1967 else
1968 shader_arb_get_dst_param(ins, dst, reg_dest);
1969 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1970 shader_addline(buffer, "KIL TA;\n");
1974 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1976 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1977 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1978 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1979 ins->ctx->reg_maps->shader_version.minor);
1980 struct wined3d_shader_src_param src;
1982 char reg_dest[40];
1983 char reg_coord[40];
1984 DWORD reg_sampler_code;
1985 WORD myflags = 0;
1986 BOOL swizzle_coord = FALSE;
1988 /* All versions have a destination register */
1989 shader_arb_get_dst_param(ins, dst, reg_dest);
1991 /* 1.0-1.4: Use destination register number as texture code.
1992 2.0+: Use provided sampler number as texture code. */
1993 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1994 reg_sampler_code = dst->reg.idx[0].offset;
1995 else
1996 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1998 /* 1.0-1.3: Use the texcoord varying.
1999 1.4+: Use provided coordinate source register. */
2000 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2001 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2002 else {
2003 /* TEX is the only instruction that can handle DW and DZ natively */
2004 src = ins->src[0];
2005 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2006 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2007 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2010 /* projection flag:
2011 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2012 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2013 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2015 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2017 DWORD flags = 0;
2018 if (reg_sampler_code < WINED3D_MAX_TEXTURES)
2019 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2020 if (flags & WINED3D_PSARGS_PROJECTED)
2022 myflags |= TEX_PROJ;
2023 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2024 swizzle_coord = TRUE;
2027 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2029 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2030 if (src_mod == WINED3DSPSM_DZ)
2032 swizzle_coord = TRUE;
2033 myflags |= TEX_PROJ;
2034 } else if(src_mod == WINED3DSPSM_DW) {
2035 myflags |= TEX_PROJ;
2037 } else {
2038 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2039 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2042 if (swizzle_coord)
2044 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2045 * reg_coord is a read-only varying register, so we need a temp reg */
2046 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2047 strcpy(reg_coord, "TA");
2050 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2053 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2055 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2056 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2057 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2058 ins->ctx->reg_maps->shader_version.minor);
2059 char dst_str[50];
2061 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2063 DWORD reg = dst->reg.idx[0].offset;
2065 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2066 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2067 } else {
2068 char reg_src[40];
2070 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2071 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2072 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2076 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2078 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2079 DWORD flags = 0;
2081 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2082 char dst_str[50];
2083 char src_str[50];
2085 /* Note that texreg2ar 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 /* Move .x first in case src_str is "TA" */
2089 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2090 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2091 if (reg1 < WINED3D_MAX_TEXTURES)
2093 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2094 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2096 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2099 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2101 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2103 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2104 char dst_str[50];
2105 char src_str[50];
2107 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2108 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2109 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2110 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2111 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2112 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2115 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2117 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2118 char dst_str[50];
2119 char src_str[50];
2121 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2122 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2123 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2124 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2127 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2129 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2130 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2131 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2132 char reg_coord[40], dst_reg[50], src_reg[50];
2133 DWORD reg_dest_code;
2135 /* All versions have a destination register. The Tx where the texture coordinates come
2136 * from is the varying incarnation of the texture register
2138 reg_dest_code = dst->reg.idx[0].offset;
2139 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2140 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2141 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2143 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2144 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2146 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2147 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2149 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2150 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2151 * extension.
2153 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2154 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2155 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2156 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2158 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2159 * so we can't let the GL handle this.
2161 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2162 & WINED3D_PSARGS_PROJECTED)
2164 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2165 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2166 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2167 } else {
2168 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2171 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2173 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2175 /* No src swizzles are allowed, so this is ok */
2176 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2177 src_reg, reg_dest_code, reg_dest_code);
2178 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2182 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2184 DWORD reg = ins->dst[0].reg.idx[0].offset;
2185 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2186 char src0_name[50], dst_name[50];
2187 BOOL is_color;
2188 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2190 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2191 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2192 * T<reg+1> register. Use this register to store the calculated vector
2194 tmp_reg.idx[0].offset = reg + 1;
2195 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2196 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2199 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2201 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2202 DWORD flags;
2203 DWORD reg = ins->dst[0].reg.idx[0].offset;
2204 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2205 char dst_str[50];
2206 char src0_name[50];
2207 char dst_reg[50];
2208 BOOL is_color;
2210 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2211 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2213 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2214 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2215 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2216 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2217 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2220 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2222 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2223 DWORD reg = ins->dst[0].reg.idx[0].offset;
2224 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2225 char src0_name[50], dst_name[50];
2226 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2227 BOOL is_color;
2229 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2230 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2231 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2233 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2234 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2236 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2237 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2238 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2239 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2242 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2244 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2245 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2246 DWORD flags;
2247 DWORD reg = ins->dst[0].reg.idx[0].offset;
2248 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2249 char dst_str[50];
2250 char src0_name[50], dst_name[50];
2251 BOOL is_color;
2253 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2254 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2255 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2257 /* Sample the texture using the calculated coordinates */
2258 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2259 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2260 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2261 tex_mx->current_row = 0;
2264 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2266 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2267 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2268 DWORD flags;
2269 DWORD reg = ins->dst[0].reg.idx[0].offset;
2270 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2271 char dst_str[50];
2272 char src0_name[50];
2273 char dst_reg[50];
2274 BOOL is_color;
2276 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2277 * components for temporary data storage
2279 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2280 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2281 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2283 /* Construct the eye-ray vector from w coordinates */
2284 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2285 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2286 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2288 /* Calculate reflection vector
2290 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2291 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2292 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2293 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2294 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2295 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2296 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2298 /* Sample the texture using the calculated coordinates */
2299 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2300 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2301 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2302 tex_mx->current_row = 0;
2305 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2307 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2308 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2309 DWORD flags;
2310 DWORD reg = ins->dst[0].reg.idx[0].offset;
2311 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2312 char dst_str[50];
2313 char src0_name[50];
2314 char src1_name[50];
2315 char dst_reg[50];
2316 BOOL is_color;
2318 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2319 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2320 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2321 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2322 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2324 /* Calculate reflection vector.
2326 * dot(N, E)
2327 * dst_reg.xyz = 2 * --------- * N - E
2328 * dot(N, N)
2330 * Which normalizes the normal vector
2332 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2333 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2334 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2335 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2336 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2337 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2339 /* Sample the texture using the calculated coordinates */
2340 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2341 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2342 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2343 tex_mx->current_row = 0;
2346 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2348 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2349 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2350 char dst_name[50];
2351 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2352 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2354 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2355 * which is essentially an input, is the destination register because it is the first
2356 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2357 * here(writemasks/swizzles are not valid on texdepth)
2359 shader_arb_get_dst_param(ins, dst, dst_name);
2361 /* According to the msdn, the source register(must be r5) is unusable after
2362 * the texdepth instruction, so we're free to modify it
2364 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2366 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2367 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2368 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2370 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2371 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2372 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2373 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2376 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2377 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2378 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2379 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2381 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2382 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2383 char src0[50];
2384 char dst_str[50];
2386 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2387 shader_addline(buffer, "MOV TB, 0.0;\n");
2388 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2390 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2391 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2394 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2395 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2396 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2398 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2399 char src0[50];
2400 char dst_str[50];
2401 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2403 /* Handle output register */
2404 shader_arb_get_dst_param(ins, dst, dst_str);
2405 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2406 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2409 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2410 * Perform the 3rd row of a 3x3 matrix multiply */
2411 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2413 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2414 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2415 char dst_str[50], dst_name[50];
2416 char src0[50];
2417 BOOL is_color;
2419 shader_arb_get_dst_param(ins, dst, dst_str);
2420 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2421 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2422 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2423 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2426 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2427 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2428 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2429 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2431 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2433 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2434 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2435 char src0[50], dst_name[50];
2436 BOOL is_color;
2437 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2438 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2440 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2441 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2442 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2444 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2445 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2446 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2448 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2449 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2450 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2451 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2454 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2455 Vertex/Pixel shaders to ARB_vertex_program codes */
2456 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2458 int i;
2459 int nComponents = 0;
2460 struct wined3d_shader_dst_param tmp_dst = {{0}};
2461 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2462 struct wined3d_shader_instruction tmp_ins;
2464 memset(&tmp_ins, 0, sizeof(tmp_ins));
2466 /* Set constants for the temporary argument */
2467 tmp_ins.ctx = ins->ctx;
2468 tmp_ins.dst_count = 1;
2469 tmp_ins.dst = &tmp_dst;
2470 tmp_ins.src_count = 2;
2471 tmp_ins.src = tmp_src;
2473 switch(ins->handler_idx)
2475 case WINED3DSIH_M4x4:
2476 nComponents = 4;
2477 tmp_ins.handler_idx = WINED3DSIH_DP4;
2478 break;
2479 case WINED3DSIH_M4x3:
2480 nComponents = 3;
2481 tmp_ins.handler_idx = WINED3DSIH_DP4;
2482 break;
2483 case WINED3DSIH_M3x4:
2484 nComponents = 4;
2485 tmp_ins.handler_idx = WINED3DSIH_DP3;
2486 break;
2487 case WINED3DSIH_M3x3:
2488 nComponents = 3;
2489 tmp_ins.handler_idx = WINED3DSIH_DP3;
2490 break;
2491 case WINED3DSIH_M3x2:
2492 nComponents = 2;
2493 tmp_ins.handler_idx = WINED3DSIH_DP3;
2494 break;
2495 default:
2496 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2497 break;
2500 tmp_dst = ins->dst[0];
2501 tmp_src[0] = ins->src[0];
2502 tmp_src[1] = ins->src[1];
2503 for (i = 0; i < nComponents; ++i)
2505 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2506 shader_hw_map2gl(&tmp_ins);
2507 ++tmp_src[1].reg.idx[0].offset;
2511 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2513 *need_abs = FALSE;
2515 switch(mod)
2517 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2518 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2519 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2520 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2521 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2522 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2523 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2524 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2525 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2526 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2527 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2528 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2529 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2531 FIXME("Unknown modifier %u\n", mod);
2532 return mod;
2535 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2537 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2538 const char *instruction;
2539 struct wined3d_shader_src_param src0_copy = ins->src[0];
2540 BOOL need_abs = FALSE;
2542 char dst[50];
2543 char src[50];
2545 switch(ins->handler_idx)
2547 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2548 case WINED3DSIH_RCP: instruction = "RCP"; break;
2549 case WINED3DSIH_EXPP:
2550 if (ins->ctx->reg_maps->shader_version.major < 2)
2552 instruction = "EXP";
2553 break;
2555 /* Drop through. */
2556 case WINED3DSIH_EXP:
2557 instruction = "EX2";
2558 break;
2559 case WINED3DSIH_LOG:
2560 case WINED3DSIH_LOGP:
2561 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2562 * instruction, but notice that the output of those instructions is
2563 * different. */
2564 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2565 instruction = "LG2";
2566 break;
2567 default: instruction = "";
2568 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2569 break;
2572 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2573 * .w is used. */
2574 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2576 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2577 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2579 if(need_abs)
2581 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2582 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2584 else
2586 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2591 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2593 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2594 char dst_name[50];
2595 char src_name[50];
2596 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2597 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2598 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2600 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2601 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2603 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2604 * otherwise NRM or RSQ would return NaN */
2605 if(pshader && priv->target_version >= NV3)
2607 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2609 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2611 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2612 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2613 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2615 else if(priv->target_version >= NV2)
2617 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2618 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2619 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2620 src_name);
2622 else
2624 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2626 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2627 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2628 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2630 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2631 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2633 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2634 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2635 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2636 src_name);
2640 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2642 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2643 char dst_name[50];
2644 char src_name[3][50];
2646 /* ARB_fragment_program has a convenient LRP instruction */
2647 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2648 shader_hw_map2gl(ins);
2649 return;
2652 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2653 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2654 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2655 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2657 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2658 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2659 dst_name, src_name[0], src_name[2]);
2662 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2664 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2665 * must contain fixed constants. So we need a separate function to filter those constants and
2666 * can't use map2gl
2668 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2669 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2670 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2671 char dst_name[50];
2672 char src_name0[50], src_name1[50], src_name2[50];
2673 BOOL is_color;
2675 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2676 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2677 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2678 /* No modifiers are supported on SCS */
2679 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2681 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2683 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2684 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2686 } else if(priv->target_version >= NV2) {
2687 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2689 /* Sincos writemask must be .x, .y or .xy */
2690 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2691 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2692 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2693 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2694 } else {
2695 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2696 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2698 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2699 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2701 * The constants we get are:
2703 * +1 +1, -1 -1 +1 +1 -1 -1
2704 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2705 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2707 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2709 * (x/2)^2 = x^2 / 4
2710 * (x/2)^3 = x^3 / 8
2711 * (x/2)^4 = x^4 / 16
2712 * (x/2)^5 = x^5 / 32
2713 * etc
2715 * To get the final result:
2716 * sin(x) = 2 * sin(x/2) * cos(x/2)
2717 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2718 * (from sin(x+y) and cos(x+y) rules)
2720 * As per MSDN, dst.z is undefined after the operation, and so is
2721 * dst.x and dst.y if they're masked out by the writemask. Ie
2722 * sincos dst.y, src1, c0, c1
2723 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2724 * vsa.exe also stops with an error if the dest register is the same register as the source
2725 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2726 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2728 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2729 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2730 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2732 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2733 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2734 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2735 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2736 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2737 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2739 /* sin(x/2)
2741 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2742 * properly merge that with MULs in the code above?
2743 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2744 * we can merge the sine and cosine MAD rows to calculate them together.
2746 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2747 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2748 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2749 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2751 /* cos(x/2) */
2752 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2753 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2754 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2756 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2757 /* cos x */
2758 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2759 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2761 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2762 /* sin x */
2763 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2764 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2769 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2771 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2772 char dst_name[50];
2773 char src_name[50];
2774 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2776 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2777 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2779 /* SGN is only valid in vertex shaders */
2780 if(ctx->target_version >= NV2) {
2781 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2782 return;
2785 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2786 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2788 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2789 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2790 } else {
2791 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2792 * Then use TA, and calculate the final result
2794 * Not reading from TA? Store the first result in TA to avoid overwriting the
2795 * destination if src reg = dst reg
2797 if(strstr(src_name, "TA"))
2799 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2800 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2801 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2803 else
2805 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2806 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2807 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2812 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2814 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2815 char src[50];
2816 char dst[50];
2817 char dst_name[50];
2818 BOOL is_color;
2820 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2821 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2822 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2824 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2825 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2828 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2830 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2831 char src0[50], src1[50], dst[50];
2832 struct wined3d_shader_src_param src0_copy = ins->src[0];
2833 BOOL need_abs = FALSE;
2834 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2835 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2837 /* POW operates on the absolute value of the input */
2838 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2840 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2841 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2842 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2844 if (need_abs)
2845 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2846 else
2847 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2849 if (priv->target_version >= NV2)
2851 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2852 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2853 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2855 else
2857 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2858 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2860 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2861 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2862 /* Possibly add flt_eps to avoid getting float special values */
2863 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2864 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2865 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2866 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2870 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2872 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2873 char src_name[50];
2874 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2876 /* src0 is aL */
2877 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2879 if(vshader)
2881 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2882 struct list *e = list_head(&priv->control_frames);
2883 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2885 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2886 /* The constant loader makes sure to load -1 into iX.w */
2887 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2888 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2889 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2891 else
2893 shader_addline(buffer, "LOOP %s;\n", src_name);
2897 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2899 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2900 char src_name[50];
2901 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2903 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2905 /* The constant loader makes sure to load -1 into iX.w */
2906 if(vshader)
2908 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2909 struct list *e = list_head(&priv->control_frames);
2910 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2912 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2914 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2915 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2916 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2918 else
2920 shader_addline(buffer, "REP %s;\n", src_name);
2924 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2926 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2927 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2929 if(vshader)
2931 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2932 struct list *e = list_head(&priv->control_frames);
2933 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2935 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2936 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2937 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2939 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2941 else
2943 shader_addline(buffer, "ENDLOOP;\n");
2947 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2949 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2950 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2952 if(vshader)
2954 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2955 struct list *e = list_head(&priv->control_frames);
2956 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2958 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2959 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2960 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2962 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2964 else
2966 shader_addline(buffer, "ENDREP;\n");
2970 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2972 struct control_frame *control_frame;
2974 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2976 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2978 ERR("Could not find loop for break\n");
2979 return NULL;
2982 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2984 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2985 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2986 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2988 if(vshader)
2990 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2992 else
2994 shader_addline(buffer, "BRK;\n");
2998 static const char *get_compare(enum wined3d_shader_rel_op op)
3000 switch (op)
3002 case WINED3D_SHADER_REL_OP_GT: return "GT";
3003 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3004 case WINED3D_SHADER_REL_OP_GE: return "GE";
3005 case WINED3D_SHADER_REL_OP_LT: return "LT";
3006 case WINED3D_SHADER_REL_OP_NE: return "NE";
3007 case WINED3D_SHADER_REL_OP_LE: return "LE";
3008 default:
3009 FIXME("Unrecognized operator %#x.\n", op);
3010 return "(\?\?)";
3014 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3016 switch (op)
3018 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3019 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3020 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3021 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3022 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3023 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3024 default:
3025 FIXME("Unrecognized operator %#x.\n", op);
3026 return -1;
3030 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3032 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3033 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3034 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3035 char src_name0[50];
3036 char src_name1[50];
3037 const char *comp = get_compare(ins->flags);
3039 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3040 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3042 if(vshader)
3044 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3045 * away the subtraction result
3047 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3048 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3050 else
3052 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3053 shader_addline(buffer, "BRK (%s.x);\n", comp);
3057 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3059 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3060 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3061 struct list *e = list_head(&priv->control_frames);
3062 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3063 const char *comp;
3064 char src_name0[50];
3065 char src_name1[50];
3066 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3068 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3069 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3071 if(vshader)
3073 /* Invert the flag. We jump to the else label if the condition is NOT true */
3074 comp = get_compare(invert_compare(ins->flags));
3075 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3076 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3078 else
3080 comp = get_compare(ins->flags);
3081 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3082 shader_addline(buffer, "IF %s.x;\n", comp);
3086 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3088 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3089 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3090 struct list *e = list_head(&priv->control_frames);
3091 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3092 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3094 if(vshader)
3096 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3097 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3098 control_frame->had_else = TRUE;
3100 else
3102 shader_addline(buffer, "ELSE;\n");
3106 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3108 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3109 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3110 struct list *e = list_head(&priv->control_frames);
3111 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3112 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3114 if(vshader)
3116 if(control_frame->had_else)
3118 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3120 else
3122 shader_addline(buffer, "#No else branch. else is endif\n");
3123 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3126 else
3128 shader_addline(buffer, "ENDIF;\n");
3132 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3134 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3135 char reg_dest[40];
3136 char reg_src[3][40];
3137 WORD flags = TEX_DERIV;
3139 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3140 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3141 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3142 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3144 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3145 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3147 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3150 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3152 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3153 char reg_dest[40];
3154 char reg_coord[40];
3155 WORD flags = TEX_LOD;
3157 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3158 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3160 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3161 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3163 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3166 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3168 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3169 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3171 priv->in_main_func = FALSE;
3172 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3173 * subroutine, don't generate a label that will make GL complain
3175 if(priv->target_version == ARB) return;
3177 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3180 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3181 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3182 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3183 struct wined3d_string_buffer *buffer)
3185 unsigned int i;
3187 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3188 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3189 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3190 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3192 if (args->super.fog_src == VS_FOG_Z)
3194 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3196 else
3198 if (!reg_maps->fog)
3200 /* posFixup.x is always 1.0, so we can safely use it */
3201 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3203 else
3205 /* Clamp fogcoord */
3206 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3207 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3209 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3210 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3214 /* Clipplanes are always stored without y inversion */
3215 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3217 if (args->super.clip_enabled)
3219 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3221 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3225 else if (args->clip.boolclip.clip_texcoord)
3227 static const char component[4] = {'x', 'y', 'z', 'w'};
3228 unsigned int cur_clip = 0;
3229 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3231 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3233 if (args->clip.boolclip.clipplane_mask & (1u << i))
3235 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3236 component[cur_clip++], i);
3239 switch (cur_clip)
3241 case 0:
3242 shader_addline(buffer, "MOV TA, %s;\n", zero);
3243 break;
3244 case 1:
3245 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3246 break;
3247 case 2:
3248 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3249 break;
3250 case 3:
3251 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3252 break;
3254 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3255 args->clip.boolclip.clip_texcoord - 1);
3258 /* Write the final position.
3260 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3261 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3262 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3263 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3265 if (!gl_info->supported[ARB_CLIP_CONTROL])
3267 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3268 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3269 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3271 /* Z coord [0;1]->[-1;1] mapping, see comment in
3272 * get_projection_matrix() in utils.c. */
3273 if (need_helper_const(shader_data, reg_maps, gl_info))
3275 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3276 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3278 else
3280 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3281 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3285 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3287 priv_ctx->footer_written = TRUE;
3290 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3292 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3293 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3294 const struct wined3d_shader *shader = ins->ctx->shader;
3295 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3297 if(priv->target_version == ARB) return;
3299 if(vshader)
3301 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3302 priv->cur_vs_args, ins->ctx->reg_maps, priv->gl_info, buffer);
3305 shader_addline(buffer, "RET;\n");
3308 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3310 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3311 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3314 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3316 const char *ptr, *line;
3317 GLint native, pos;
3319 if (TRACE_ON(d3d_shader))
3321 ptr = src;
3322 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3325 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3326 checkGLcall("glProgramStringARB()");
3328 if (FIXME_ON(d3d_shader))
3330 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3331 if (pos != -1)
3333 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3334 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3335 ptr = src;
3336 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3337 FIXME_(d3d_shader)("\n");
3339 return FALSE;
3343 if (WARN_ON(d3d_perf))
3345 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3346 checkGLcall("glGetProgramivARB()");
3347 if (!native)
3348 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3351 return TRUE;
3354 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3355 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3357 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3359 if(condcode)
3361 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3362 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3363 /* Calculate the > 0.0031308 case */
3364 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3365 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3366 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3367 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3368 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3369 /* Calculate the < case */
3370 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3372 else
3374 /* Calculate the > 0.0031308 case */
3375 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3376 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3377 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3378 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3379 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3380 /* Calculate the < case */
3381 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3382 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3383 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3384 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3385 /* Store the components > 0.0031308 in the destination */
3386 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3387 /* Add the components that are < 0.0031308 */
3388 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3389 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3390 * result.color writes(.rgb first, then .a), or handle overwriting already written
3391 * components. The assembler uses a temporary register in this case, which is usually
3392 * not allocated from one of our registers that were used earlier.
3395 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3398 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3400 const struct wined3d_shader_lconst *constant;
3402 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3404 if (constant->idx == idx)
3406 return constant->value;
3409 return NULL;
3412 static void init_ps_input(const struct wined3d_shader *shader,
3413 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3415 static const char * const texcoords[8] =
3417 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3418 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3420 unsigned int i;
3421 const struct wined3d_shader_signature_element *input;
3422 const char *semantic_name;
3423 DWORD semantic_idx;
3425 if (args->super.vp_mode == WINED3D_VP_MODE_SHADER)
3427 /* That one is easy. The vertex shaders provide v0-v7 in
3428 * fragment.texcoord and v8 and v9 in fragment.color. */
3429 for (i = 0; i < 8; ++i)
3431 priv->ps_input[i] = texcoords[i];
3433 priv->ps_input[8] = "fragment.color.primary";
3434 priv->ps_input[9] = "fragment.color.secondary";
3435 return;
3438 /* The fragment shader has to collect the varyings on its own. In any case
3439 * properly load color0 and color1. In the case of pre-transformed
3440 * vertices also load texture coordinates. Set other attributes to 0.0.
3442 * For fixed-function this behavior is correct, according to the tests.
3443 * For pre-transformed we'd either need a replacement shader that can load
3444 * other attributes like BINORMAL, or load the texture coordinate
3445 * attribute pointers to match the fragment shader signature. */
3446 for (i = 0; i < shader->input_signature.element_count; ++i)
3448 input = &shader->input_signature.elements[i];
3449 if (!(semantic_name = input->semantic_name))
3450 continue;
3451 semantic_idx = input->semantic_idx;
3453 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3455 if (!semantic_idx)
3456 priv->ps_input[input->register_idx] = "fragment.color.primary";
3457 else if (semantic_idx == 1)
3458 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3459 else
3460 priv->ps_input[input->register_idx] = "0.0";
3462 else if (args->super.vp_mode == WINED3D_VP_MODE_FF)
3464 priv->ps_input[input->register_idx] = "0.0";
3466 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3468 if (semantic_idx < 8)
3469 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3470 else
3471 priv->ps_input[input->register_idx] = "0.0";
3473 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3475 if (!semantic_idx)
3476 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3477 else
3478 priv->ps_input[input->register_idx] = "0.0";
3480 else
3482 priv->ps_input[input->register_idx] = "0.0";
3485 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3486 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3490 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3491 const char *fragcolor, const char *tmp)
3493 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3494 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3495 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3498 /* Context activation is done by the caller. */
3499 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3500 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3501 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3503 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3504 GLuint retval;
3505 char fragcolor[16];
3506 DWORD next_local = 0;
3507 struct shader_arb_ctx_priv priv_ctx;
3508 BOOL dcl_td = FALSE;
3509 BOOL want_nv_prog = FALSE;
3510 struct arb_pshader_private *shader_priv = shader->backend_data;
3511 DWORD map;
3512 BOOL custom_linear_fog = FALSE;
3514 char srgbtmp[4][4];
3515 char ftoa_tmp[17];
3516 unsigned int i, found = 0;
3518 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3520 if (!(map & 1)
3521 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3522 || (reg_maps->shader_version.major < 2 && !i))
3523 continue;
3525 sprintf(srgbtmp[found], "R%u", i);
3526 ++found;
3527 if (found == 4) break;
3530 switch(found) {
3531 case 0:
3532 sprintf(srgbtmp[0], "TA");
3533 sprintf(srgbtmp[1], "TB");
3534 sprintf(srgbtmp[2], "TC");
3535 sprintf(srgbtmp[3], "TD");
3536 dcl_td = TRUE;
3537 break;
3538 case 1:
3539 sprintf(srgbtmp[1], "TA");
3540 sprintf(srgbtmp[2], "TB");
3541 sprintf(srgbtmp[3], "TC");
3542 break;
3543 case 2:
3544 sprintf(srgbtmp[2], "TA");
3545 sprintf(srgbtmp[3], "TB");
3546 break;
3547 case 3:
3548 sprintf(srgbtmp[3], "TA");
3549 break;
3550 case 4:
3551 break;
3554 /* Create the hw ARB shader */
3555 memset(&priv_ctx, 0, sizeof(priv_ctx));
3556 priv_ctx.gl_info = gl_info;
3557 priv_ctx.cur_ps_args = args;
3558 priv_ctx.compiled_fprog = compiled;
3559 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3560 init_ps_input(shader, args, &priv_ctx);
3561 list_init(&priv_ctx.control_frames);
3562 priv_ctx.ps_post_process = args->super.srgb_correction;
3564 /* Avoid enabling NV_fragment_program* if we do not need it.
3566 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3567 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3568 * is faster than what we gain from using higher native instructions. There are some things though
3569 * that cannot be emulated. In that case enable the extensions.
3570 * If the extension is enabled, instruction handlers that support both ways will use it.
3572 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3573 * So enable the best we can get.
3575 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3576 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3578 want_nv_prog = TRUE;
3581 shader_addline(buffer, "!!ARBfp1.0\n");
3582 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3584 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3585 priv_ctx.target_version = NV3;
3587 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3589 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3590 priv_ctx.target_version = NV2;
3591 } else {
3592 if(want_nv_prog)
3594 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3595 * limits properly
3597 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3598 ERR("Try GLSL\n");
3600 priv_ctx.target_version = ARB;
3603 if (reg_maps->rt_mask > 1)
3605 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3608 if (reg_maps->shader_version.major < 3)
3610 switch (args->super.fog)
3612 case WINED3D_FFP_PS_FOG_OFF:
3613 break;
3614 case WINED3D_FFP_PS_FOG_LINEAR:
3615 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3617 custom_linear_fog = TRUE;
3618 priv_ctx.ps_post_process = TRUE;
3619 break;
3621 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3622 break;
3623 case WINED3D_FFP_PS_FOG_EXP:
3624 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3625 break;
3626 case WINED3D_FFP_PS_FOG_EXP2:
3627 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3628 break;
3632 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3633 * unused temps away(but occupies them for the whole shader if they're used once). Always
3634 * declaring them avoids tricky bookkeeping work
3636 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3637 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3638 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3639 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3640 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3641 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3642 wined3d_ftoa(eps, ftoa_tmp);
3643 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3645 if (reg_maps->shader_version.major < 2)
3647 strcpy(fragcolor, "R0");
3649 else
3651 if (priv_ctx.ps_post_process)
3653 if (shader->u.ps.color0_mov)
3655 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3657 else
3659 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3660 strcpy(fragcolor, "TMP_COLOR");
3662 } else {
3663 strcpy(fragcolor, "result.color");
3667 if (args->super.srgb_correction)
3669 shader_addline(buffer, "PARAM srgb_consts0 = ");
3670 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[0].x);
3671 shader_addline(buffer, ";\n");
3672 shader_addline(buffer, "PARAM srgb_consts1 = ");
3673 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[1].x);
3674 shader_addline(buffer, ";\n");
3677 /* Base Declarations */
3678 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3680 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3682 unsigned char bump_const;
3684 if (!(map & 1)) continue;
3686 bump_const = compiled->numbumpenvmatconsts;
3687 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3688 compiled->bumpenvmatconst[bump_const].texunit = i;
3689 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3690 compiled->luminanceconst[bump_const].texunit = i;
3692 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3693 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3694 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3695 * textures due to conditional NP2 restrictions)
3697 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3698 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3699 * their location is shader dependent anyway and they cannot be loaded globally.
3701 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3702 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3703 i, compiled->bumpenvmatconst[bump_const].const_num);
3704 compiled->numbumpenvmatconsts = bump_const + 1;
3706 if (!(reg_maps->luminanceparams & (1u << i)))
3707 continue;
3709 compiled->luminanceconst[bump_const].const_num = next_local++;
3710 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3711 i, compiled->luminanceconst[bump_const].const_num);
3714 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3716 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3717 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3719 const DWORD *control_values = find_loop_control_values(shader, i);
3721 if(control_values)
3723 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3724 control_values[0], control_values[1], control_values[2]);
3726 else
3728 compiled->int_consts[i] = next_local;
3729 compiled->num_int_consts++;
3730 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3735 if(reg_maps->vpos || reg_maps->usesdsy)
3737 compiled->ycorrection = next_local;
3738 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3740 if(reg_maps->vpos)
3742 shader_addline(buffer, "TEMP vpos;\n");
3743 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3744 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3745 * ycorrection.z: 1.0
3746 * ycorrection.w: 0.0
3748 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3749 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3752 else
3754 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3757 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3758 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3759 * at most 8 (WINED3D_MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3760 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3761 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3762 * shader compilation errors and the subsequent errors when drawing with this shader. */
3763 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3764 unsigned char cur_fixup_sampler = 0;
3766 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3767 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3768 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3770 fixup->offset = next_local;
3771 fixup->super.active = 0;
3773 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3775 if (!(map & (1u << i)))
3776 continue;
3778 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3780 fixup->super.active |= (1u << i);
3781 fixup->super.idx[i] = cur_fixup_sampler++;
3783 else
3785 FIXME("No free constant found to load NP2 fixup data into shader. "
3786 "Sampling from this texture will probably look wrong.\n");
3787 break;
3791 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3792 if (fixup->super.num_consts) {
3793 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3794 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3798 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3800 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3803 /* Base Shader Body */
3804 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3805 return 0;
3807 if(args->super.srgb_correction) {
3808 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3809 priv_ctx.target_version >= NV2);
3812 if (custom_linear_fog)
3813 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3815 if(strcmp(fragcolor, "result.color")) {
3816 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3818 shader_addline(buffer, "END\n");
3820 /* TODO: change to resource.glObjectHandle or something like that */
3821 GL_EXTCALL(glGenProgramsARB(1, &retval));
3823 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3824 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3826 TRACE("Created hw pixel shader, prg=%d\n", retval);
3827 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3828 return 0;
3830 return retval;
3833 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3835 unsigned int i;
3836 int ret;
3838 if (sig1->element_count != sig2->element_count)
3839 return sig1->element_count < sig2->element_count ? -1 : 1;
3841 for (i = 0; i < sig1->element_count; ++i)
3843 const struct wined3d_shader_signature_element *e1, *e2;
3845 e1 = &sig1->elements[i];
3846 e2 = &sig2->elements[i];
3848 if (!e1->semantic_name || !e2->semantic_name)
3850 /* Compare pointers, not contents. One string is NULL (element
3851 * does not exist), the other one is not NULL. */
3852 if (e1->semantic_name != e2->semantic_name)
3853 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3854 continue;
3857 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3858 return ret;
3859 if (e1->semantic_idx != e2->semantic_idx)
3860 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3861 if (e1->sysval_semantic != e2->sysval_semantic)
3862 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3863 if (e1->component_type != e2->component_type)
3864 return e1->component_type < e2->component_type ? -1 : 1;
3865 if (e1->register_idx != e2->register_idx)
3866 return e1->register_idx < e2->register_idx ? -1 : 1;
3867 if (e1->mask != e2->mask)
3868 return e1->mask < e2->mask ? -1 : 1;
3870 return 0;
3873 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3875 unsigned int i;
3876 char *name;
3878 new->element_count = sig->element_count;
3879 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3880 for (i = 0; i < sig->element_count; ++i)
3882 new->elements[i] = sig->elements[i];
3884 if (!new->elements[i].semantic_name)
3885 continue;
3887 /* Clone the semantic string */
3888 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3889 strcpy(name, sig->elements[i].semantic_name);
3890 new->elements[i].semantic_name = name;
3894 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3896 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3897 struct ps_signature *found_sig;
3899 if (entry)
3901 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3902 TRACE("Found existing signature %u\n", found_sig->idx);
3903 return found_sig->idx;
3905 found_sig = heap_alloc_zero(sizeof(*found_sig));
3906 clone_sig(&found_sig->sig, sig);
3907 found_sig->idx = priv->ps_sig_number++;
3908 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3909 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3911 ERR("Failed to insert program entry.\n");
3913 return found_sig->idx;
3916 static void init_output_registers(const struct wined3d_shader *shader,
3917 const struct wined3d_shader_signature *ps_input_sig,
3918 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3920 unsigned int i, j;
3921 static const char * const texcoords[8] =
3923 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3924 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3926 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3927 * and varying 9 to result.color.secondary
3929 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3931 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3932 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3933 "result.color.primary", "result.color.secondary"
3936 if (!ps_input_sig)
3938 TRACE("Pixel shader uses builtin varyings\n");
3939 /* Map builtins to builtins */
3940 for(i = 0; i < 8; i++)
3942 priv_ctx->texcrd_output[i] = texcoords[i];
3944 priv_ctx->color_output[0] = "result.color.primary";
3945 priv_ctx->color_output[1] = "result.color.secondary";
3946 priv_ctx->fog_output = "TMP_FOGCOORD";
3948 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3949 for (i = 0; i < shader->output_signature.element_count; ++i)
3951 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3953 if (!output->semantic_name)
3954 continue;
3956 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3958 TRACE("o%u is TMP_OUT\n", output->register_idx);
3959 if (!output->semantic_idx)
3960 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3961 else
3962 priv_ctx->vs_output[output->register_idx] = "TA";
3964 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3966 TRACE("o%u is result.pointsize\n", output->register_idx);
3967 if (!output->semantic_idx)
3968 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3969 else
3970 priv_ctx->vs_output[output->register_idx] = "TA";
3972 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3974 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3975 if (!output->semantic_idx)
3976 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3977 else if (output->semantic_idx == 1)
3978 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3979 else priv_ctx->vs_output[output->register_idx] = "TA";
3981 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3983 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3984 if (output->semantic_idx >= 8)
3985 priv_ctx->vs_output[output->register_idx] = "TA";
3986 else
3987 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3989 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3991 TRACE("o%u is result.fogcoord\n", output->register_idx);
3992 if (output->semantic_idx > 0)
3993 priv_ctx->vs_output[output->register_idx] = "TA";
3994 else
3995 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
3997 else
3999 priv_ctx->vs_output[output->register_idx] = "TA";
4002 return;
4005 TRACE("Pixel shader uses declared varyings\n");
4007 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4008 for(i = 0; i < 8; i++)
4010 priv_ctx->texcrd_output[i] = "TA";
4012 priv_ctx->color_output[0] = "TA";
4013 priv_ctx->color_output[1] = "TA";
4014 priv_ctx->fog_output = "TA";
4016 for (i = 0; i < ps_input_sig->element_count; ++i)
4018 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4020 if (!input->semantic_name)
4021 continue;
4023 /* If a declared input register is not written by builtin arguments, don't write to it.
4024 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4026 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4027 * to TMP_OUT in any case
4029 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4031 if (input->semantic_idx < 8)
4032 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4034 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4036 if (input->semantic_idx < 2)
4037 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4039 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4041 if (!input->semantic_idx)
4042 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4044 else
4046 continue;
4049 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4050 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4052 compiled->need_color_unclamp = TRUE;
4056 /* Map declared to declared */
4057 for (i = 0; i < shader->output_signature.element_count; ++i)
4059 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4061 /* Write unread output to TA to throw them away */
4062 priv_ctx->vs_output[output->register_idx] = "TA";
4064 if (!output->semantic_name)
4065 continue;
4067 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4069 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4070 continue;
4072 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4074 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4075 continue;
4078 for (j = 0; j < ps_input_sig->element_count; ++j)
4080 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4082 if (!input->semantic_name)
4083 continue;
4085 if (!strcmp(input->semantic_name, output->semantic_name)
4086 && input->semantic_idx == output->semantic_idx)
4088 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4090 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4091 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4093 compiled->need_color_unclamp = TRUE;
4100 /* Context activation is done by the caller. */
4101 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4102 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4103 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4104 const struct wined3d_shader_signature *ps_input_sig)
4106 const struct arb_vshader_private *shader_data = shader->backend_data;
4107 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4108 GLuint ret;
4109 DWORD next_local = 0;
4110 struct shader_arb_ctx_priv priv_ctx;
4111 unsigned int i;
4113 memset(&priv_ctx, 0, sizeof(priv_ctx));
4114 priv_ctx.gl_info = gl_info;
4115 priv_ctx.cur_vs_args = args;
4116 list_init(&priv_ctx.control_frames);
4117 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4119 /* Create the hw ARB shader */
4120 shader_addline(buffer, "!!ARBvp1.0\n");
4122 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4123 * mesurable performance penalty, and we can always make use of it for clipplanes.
4125 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4127 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4128 priv_ctx.target_version = NV3;
4129 shader_addline(buffer, "ADDRESS aL;\n");
4131 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4133 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4134 priv_ctx.target_version = NV2;
4135 shader_addline(buffer, "ADDRESS aL;\n");
4136 } else {
4137 priv_ctx.target_version = ARB;
4140 shader_addline(buffer, "TEMP TMP_OUT;\n");
4141 if (reg_maps->fog)
4142 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4143 if (need_helper_const(shader_data, reg_maps, gl_info))
4145 char ftoa_tmp[17];
4146 wined3d_ftoa(eps, ftoa_tmp);
4147 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4149 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4151 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4152 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4155 shader_addline(buffer, "TEMP TA;\n");
4156 shader_addline(buffer, "TEMP TB;\n");
4158 /* Base Declarations */
4159 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4160 &priv_ctx.vs_clipplanes, &priv_ctx);
4162 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4164 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4165 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4167 const DWORD *control_values = find_loop_control_values(shader, i);
4169 if(control_values)
4171 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4172 control_values[0], control_values[1], control_values[2]);
4174 else
4176 compiled->int_consts[i] = next_local;
4177 compiled->num_int_consts++;
4178 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4183 /* We need a constant to fixup the final position */
4184 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4185 compiled->pos_fixup = next_local++;
4187 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4188 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4189 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4190 * a replacement shader depend on the texcoord.w being set properly.
4192 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4193 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4194 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4195 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4196 * this can eat a number of instructions, so skip it unless this cap is set as well
4198 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4200 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4201 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4204 /* The shader starts with the main function */
4205 priv_ctx.in_main_func = TRUE;
4206 /* Base Shader Body */
4207 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4208 return -1;
4210 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4211 shader_data, args, reg_maps, gl_info, buffer);
4213 shader_addline(buffer, "END\n");
4215 /* TODO: change to resource.glObjectHandle or something like that */
4216 GL_EXTCALL(glGenProgramsARB(1, &ret));
4218 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4219 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4221 TRACE("Created hw vertex shader, prg=%d\n", ret);
4222 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4223 return -1;
4225 return ret;
4228 /* Context activation is done by the caller. */
4229 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context_gl *context_gl,
4230 struct wined3d_shader *shader, const struct arb_ps_compile_args *args)
4232 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4233 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4234 struct wined3d_device *device = shader->device;
4235 UINT i;
4236 DWORD new_size;
4237 struct arb_ps_compiled_shader *new_array;
4238 struct wined3d_string_buffer buffer;
4239 struct arb_pshader_private *shader_data;
4240 GLuint ret;
4242 if (!shader->backend_data)
4244 struct shader_arb_priv *priv = device->shader_priv;
4246 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4247 shader_data = shader->backend_data;
4248 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4250 if (shader->reg_maps.shader_version.major < 3)
4251 shader_data->input_signature_idx = ~0U;
4252 else
4253 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4255 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4257 if (!d3d_info->vs_clipping)
4258 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4259 d3d_info->limits.ffp_blend_stages - 1);
4260 else
4261 shader_data->clipplane_emulation = ~0U;
4263 shader_data = shader->backend_data;
4265 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4266 * so a linear search is more performant than a hashmap or a binary search
4267 * (cache coherency etc)
4269 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4271 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4272 return &shader_data->gl_shaders[i];
4275 TRACE("No matching GL shader found, compiling a new shader\n");
4276 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4277 if (shader_data->num_gl_shaders)
4279 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4280 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4281 new_size * sizeof(*shader_data->gl_shaders));
4283 else
4285 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4286 new_size = 1;
4289 if(!new_array) {
4290 ERR("Out of memory\n");
4291 return 0;
4293 shader_data->gl_shaders = new_array;
4294 shader_data->shader_array_size = new_size;
4297 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4299 if (!string_buffer_init(&buffer))
4301 ERR("Failed to initialize shader buffer.\n");
4302 return 0;
4305 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4306 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4307 string_buffer_free(&buffer);
4308 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4310 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4313 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4314 const DWORD use_map, BOOL skip_int) {
4315 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4316 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4317 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4318 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4319 if(stored->ps_signature != new->ps_signature) return FALSE;
4320 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4321 if(skip_int) return TRUE;
4323 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4326 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4327 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4328 const struct wined3d_shader_signature *ps_input_sig)
4330 UINT i;
4331 DWORD new_size;
4332 struct arb_vs_compiled_shader *new_array;
4333 struct wined3d_string_buffer buffer;
4334 struct arb_vshader_private *shader_data;
4335 GLuint ret;
4337 if (!shader->backend_data)
4339 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4341 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4342 shader_data = shader->backend_data;
4344 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4345 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4347 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4349 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4350 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4351 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4353 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4354 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4355 else if (reg_maps->max_rel_offset > 63)
4356 shader_data->rel_offset = reg_maps->min_rel_offset;
4359 shader_data = shader->backend_data;
4361 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4362 * so a linear search is more performant than a hashmap or a binary search
4363 * (cache coherency etc)
4365 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4366 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4367 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4369 return &shader_data->gl_shaders[i];
4373 TRACE("No matching GL shader found, compiling a new shader\n");
4375 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4376 if (shader_data->num_gl_shaders)
4378 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4379 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4380 new_size * sizeof(*shader_data->gl_shaders));
4382 else
4384 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4385 new_size = 1;
4388 if(!new_array) {
4389 ERR("Out of memory\n");
4390 return 0;
4392 shader_data->gl_shaders = new_array;
4393 shader_data->shader_array_size = new_size;
4396 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4398 if (!string_buffer_init(&buffer))
4400 ERR("Failed to initialize shader buffer.\n");
4401 return 0;
4404 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4405 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4406 ps_input_sig);
4407 string_buffer_free(&buffer);
4408 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4410 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4413 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4414 const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4415 struct arb_ps_compile_args *args)
4417 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4418 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4419 int i;
4420 WORD int_skip;
4422 find_ps_compile_args(state, shader, context_gl->c.stream_info.position_transformed, &args->super, &context_gl->c);
4424 /* This forces all local boolean constants to 1 to make them stateblock independent */
4425 args->bools = shader->reg_maps.local_bool_consts;
4427 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4429 if (state->ps_consts_b[i])
4430 args->bools |= ( 1u << i);
4433 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4434 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4435 * duplicate the shader than have a no-op KIL instruction in every shader
4437 if (!d3d_info->vs_clipping && use_vs(state)
4438 && state->render_states[WINED3D_RS_CLIPPING]
4439 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4440 args->clip = 1;
4441 else
4442 args->clip = 0;
4444 /* Skip if unused or local, or supported natively */
4445 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4446 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4448 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4449 return;
4452 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4454 if (int_skip & (1u << i))
4456 args->loop_ctrl[i][0] = 0;
4457 args->loop_ctrl[i][1] = 0;
4458 args->loop_ctrl[i][2] = 0;
4460 else
4462 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4463 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4464 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4469 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4470 const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4471 struct arb_vs_compile_args *args)
4473 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4474 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4475 const struct wined3d_device *device = shader->device;
4476 const struct wined3d_adapter *adapter = device->adapter;
4477 int i;
4478 WORD int_skip;
4480 find_vs_compile_args(state, shader, &args->super, &context_gl->c);
4482 args->clip.boolclip_compare = 0;
4483 if (use_ps(state))
4485 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4486 const struct arb_pshader_private *shader_priv = ps->backend_data;
4487 args->ps_signature = shader_priv->input_signature_idx;
4489 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4491 else
4493 args->ps_signature = ~0;
4494 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4495 args->clip.boolclip.clip_texcoord = ffp_clip_emul(&context_gl->c) ? d3d_info->limits.ffp_blend_stages : 0;
4496 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4499 if (args->clip.boolclip.clip_texcoord)
4501 if (state->render_states[WINED3D_RS_CLIPPING])
4502 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4503 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4506 /* This forces all local boolean constants to 1 to make them stateblock independent */
4507 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4508 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4509 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4511 if (state->vs_consts_b[i])
4512 args->clip.boolclip.bools |= (1u << i);
4515 args->vertex.samplers[0] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0];
4516 args->vertex.samplers[1] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1];
4517 args->vertex.samplers[2] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2];
4518 args->vertex.samplers[3] = 0;
4520 /* Skip if unused or local */
4521 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4522 /* This is about flow control, not clipping. */
4523 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4525 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4526 return;
4529 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4531 if (int_skip & (1u << i))
4533 args->loop_ctrl[i][0] = 0;
4534 args->loop_ctrl[i][1] = 0;
4535 args->loop_ctrl[i][2] = 0;
4537 else
4539 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4540 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4541 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4546 /* Context activation is done by the caller. */
4547 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4548 const struct wined3d_state *state)
4550 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4551 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4552 struct shader_arb_priv *priv = shader_priv;
4553 int i;
4555 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4556 if (use_ps(state))
4558 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4559 struct arb_ps_compile_args compile_args;
4560 struct arb_ps_compiled_shader *compiled;
4562 TRACE("Using pixel shader %p.\n", ps);
4563 find_arb_ps_compile_args(state, context_gl, ps, &compile_args);
4564 compiled = find_arb_pshader(context_gl, ps, &compile_args);
4565 priv->current_fprogram_id = compiled->prgId;
4566 priv->compiled_fprog = compiled;
4568 /* Bind the fragment program */
4569 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4570 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4572 if (!priv->use_arbfp_fixed_func)
4573 priv->fragment_pipe->fp_enable(context, FALSE);
4575 /* Enable OpenGL fragment programs. */
4576 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4577 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4579 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4581 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4582 * a 1.x and newer shader, reload the first 8 constants
4584 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4586 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4587 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4588 for(i = 0; i < 8; i++)
4590 priv->pshader_const_dirty[i] = 1;
4592 /* Also takes care of loading local constants */
4593 shader_arb_load_constants_internal(shader_priv, context_gl, state, TRUE, FALSE, TRUE);
4595 else
4597 UINT rt_height = state->fb.render_targets[0]->height;
4598 shader_arb_ps_local_constants(compiled, context_gl, state, rt_height);
4601 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4602 if (compiled->np2fixup_info.super.active)
4603 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4605 if (ps->load_local_constsF)
4606 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4608 else
4610 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4612 /* Disable only if we're not using arbfp fixed function fragment
4613 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4614 * enabled, and the fixed function pipeline will bind the fixed
4615 * function replacement shader. */
4616 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4617 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4618 priv->current_fprogram_id = 0;
4620 priv->fragment_pipe->fp_enable(context, TRUE);
4623 if (use_vs(state))
4625 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4626 struct arb_vs_compile_args compile_args;
4627 struct arb_vs_compiled_shader *compiled;
4628 const struct wined3d_shader_signature *ps_input_sig;
4630 TRACE("Using vertex shader %p\n", vs);
4631 find_arb_vs_compile_args(state, context_gl, vs, &compile_args);
4633 /* Instead of searching for the signature in the signature list, read the one from the
4634 * current pixel shader. It's maybe not the shader where the signature came from, but it
4635 * is the same signature and faster to find. */
4636 if (compile_args.ps_signature == ~0U)
4637 ps_input_sig = NULL;
4638 else
4639 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4641 compiled = find_arb_vshader(vs, gl_info, context->stream_info.use_map,
4642 &compile_args, ps_input_sig);
4643 priv->current_vprogram_id = compiled->prgId;
4644 priv->compiled_vprog = compiled;
4646 /* Bind the vertex program */
4647 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4648 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4650 priv->vertex_pipe->vp_enable(context, FALSE);
4652 /* Enable OpenGL vertex programs */
4653 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4654 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4655 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4656 shader_arb_vs_local_constants(compiled, context_gl, state);
4658 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4659 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4661 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4663 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4664 checkGLcall("glClampColorARB");
4665 } else {
4666 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4670 if (vs->load_local_constsF)
4671 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4673 else
4675 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4677 priv->current_vprogram_id = 0;
4678 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4679 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4681 priv->vertex_pipe->vp_enable(context, TRUE);
4685 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4686 const struct wined3d_state *state)
4688 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4691 /* Context activation is done by the caller. */
4692 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4694 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4695 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4696 struct shader_arb_priv *priv = shader_priv;
4698 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4700 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4701 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4702 priv->current_fprogram_id = 0;
4704 priv->fragment_pipe->fp_enable(context, FALSE);
4706 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4708 priv->current_vprogram_id = 0;
4709 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4710 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4712 priv->vertex_pipe->vp_enable(context, FALSE);
4714 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4716 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4717 checkGLcall("glClampColorARB");
4718 priv->last_vs_color_unclamp = FALSE;
4721 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4722 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4723 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4724 | (1u << WINED3D_SHADER_TYPE_HULL)
4725 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4726 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4729 static void shader_arb_destroy(struct wined3d_shader *shader)
4731 struct wined3d_device *device = shader->device;
4732 const struct wined3d_gl_info *gl_info;
4733 struct wined3d_context *context;
4734 unsigned int i;
4736 /* This can happen if a shader was never compiled */
4737 if (!shader->backend_data)
4738 return;
4740 context = context_acquire(device, NULL, 0);
4741 gl_info = wined3d_context_gl(context)->gl_info;
4743 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4745 struct arb_pshader_private *shader_data = shader->backend_data;
4747 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4748 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4750 heap_free(shader_data->gl_shaders);
4752 else
4754 struct arb_vshader_private *shader_data = shader->backend_data;
4756 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4757 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4759 heap_free(shader_data->gl_shaders);
4762 checkGLcall("delete programs");
4764 context_release(context);
4766 heap_free(shader->backend_data);
4767 shader->backend_data = NULL;
4770 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4772 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4773 return compare_sig(key, &e->sig);
4776 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4777 const struct wined3d_fragment_pipe_ops *fragment_pipe)
4779 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4780 struct fragment_caps fragment_caps;
4781 void *vertex_priv, *fragment_priv;
4782 struct shader_arb_priv *priv;
4784 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4785 return E_OUTOFMEMORY;
4787 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4789 ERR("Failed to initialize vertex pipe.\n");
4790 heap_free(priv);
4791 return E_FAIL;
4794 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4796 ERR("Failed to initialize fragment pipe.\n");
4797 vertex_pipe->vp_free(device, NULL);
4798 heap_free(priv);
4799 return E_FAIL;
4802 memset(priv->vshader_const_dirty, 1,
4803 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4804 memset(priv->pshader_const_dirty, 1,
4805 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4807 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4809 priv->vertex_pipe = vertex_pipe;
4810 priv->fragment_pipe = fragment_pipe;
4811 fragment_pipe->get_caps(device->adapter, &fragment_caps);
4812 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4814 device->vertex_priv = vertex_priv;
4815 device->fragment_priv = fragment_priv;
4816 device->shader_priv = priv;
4818 return WINED3D_OK;
4821 static void release_signature(struct wine_rb_entry *entry, void *context)
4823 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4824 unsigned int i;
4826 for (i = 0; i < sig->sig.element_count; ++i)
4828 heap_free((char *)sig->sig.elements[i].semantic_name);
4830 heap_free(sig->sig.elements);
4831 heap_free(sig);
4834 /* Context activation is done by the caller. */
4835 static void shader_arb_free(struct wined3d_device *device, struct wined3d_context *context)
4837 struct shader_arb_priv *priv = device->shader_priv;
4839 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4840 priv->fragment_pipe->free_private(device, context);
4841 priv->vertex_pipe->vp_free(device, context);
4842 heap_free(device->shader_priv);
4845 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4847 return TRUE;
4850 static void shader_arb_free_context_data(struct wined3d_context *context)
4852 struct shader_arb_priv *priv;
4854 priv = context->device->shader_priv;
4855 if (priv->last_context == context)
4856 priv->last_context = NULL;
4859 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4861 static void shader_arb_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
4863 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4865 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4867 DWORD vs_consts;
4868 UINT vs_version;
4870 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4871 * for vertex programs. If the native limit is less than that it's
4872 * not very useful, and e.g. Mesa swrast returns 0, probably to
4873 * indicate it's a software implementation. */
4874 if (gl_info->limits.arb_vs_native_constants < 96)
4875 vs_consts = gl_info->limits.arb_vs_float_constants;
4876 else
4877 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4879 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4881 vs_version = 3;
4882 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4884 else if (vs_consts >= 256)
4886 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4887 vs_version = 2;
4888 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4890 else
4892 vs_version = 1;
4893 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4895 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4896 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4898 else
4900 caps->vs_version = 0;
4901 caps->vs_uniform_count = 0;
4904 caps->hs_version = 0;
4905 caps->ds_version = 0;
4906 caps->gs_version = 0;
4907 caps->cs_version = 0;
4909 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4911 DWORD ps_consts;
4912 UINT ps_version;
4914 /* Similar as above for vertex programs, but the minimum for fragment
4915 * programs is 24. */
4916 if (gl_info->limits.arb_ps_native_constants < 24)
4917 ps_consts = gl_info->limits.arb_ps_float_constants;
4918 else
4919 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4921 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4923 ps_version = 3;
4924 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4926 else if (ps_consts >= 32)
4928 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4929 ps_version = 2;
4930 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4932 else
4934 ps_version = 1;
4935 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4937 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4938 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4939 caps->ps_1x_max_value = 8.0f;
4941 else
4943 caps->ps_version = 0;
4944 caps->ps_uniform_count = 0;
4945 caps->ps_1x_max_value = 0.0f;
4948 caps->varying_count = 0;
4949 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4950 if (use_nv_clip(gl_info))
4951 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4954 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4956 /* We support everything except complex conversions. */
4957 return !is_complex_fixup(fixup);
4960 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4961 DWORD shift;
4962 char write_mask[20], regstr[50];
4963 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4964 BOOL is_color = FALSE;
4965 const struct wined3d_shader_dst_param *dst;
4967 if (!ins->dst_count) return;
4969 dst = &ins->dst[0];
4970 shift = dst->shift;
4971 if (!shift) return; /* Saturate alone is handled by the instructions */
4973 shader_arb_get_write_mask(ins, dst, write_mask);
4974 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4976 /* Generate a line that does the output modifier computation
4977 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4978 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4980 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4981 regstr, write_mask, regstr, shift_tab[shift]);
4984 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4986 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4987 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4988 /* WINED3DSIH_AND */ NULL,
4989 /* WINED3DSIH_ATOMIC_AND */ NULL,
4990 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
4991 /* WINED3DSIH_ATOMIC_IADD */ NULL,
4992 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
4993 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
4994 /* WINED3DSIH_ATOMIC_OR */ NULL,
4995 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
4996 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
4997 /* WINED3DSIH_ATOMIC_XOR */ NULL,
4998 /* WINED3DSIH_BEM */ pshader_hw_bem,
4999 /* WINED3DSIH_BFI */ NULL,
5000 /* WINED3DSIH_BFREV */ NULL,
5001 /* WINED3DSIH_BREAK */ shader_hw_break,
5002 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5003 /* WINED3DSIH_BREAKP */ NULL,
5004 /* WINED3DSIH_BUFINFO */ NULL,
5005 /* WINED3DSIH_CALL */ shader_hw_call,
5006 /* WINED3DSIH_CALLNZ */ NULL,
5007 /* WINED3DSIH_CASE */ NULL,
5008 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5009 /* WINED3DSIH_CND */ pshader_hw_cnd,
5010 /* WINED3DSIH_CONTINUE */ NULL,
5011 /* WINED3DSIH_CONTINUEP */ NULL,
5012 /* WINED3DSIH_COUNTBITS */ NULL,
5013 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5014 /* WINED3DSIH_CUT */ NULL,
5015 /* WINED3DSIH_CUT_STREAM */ NULL,
5016 /* WINED3DSIH_DCL */ shader_hw_nop,
5017 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5018 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5019 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5020 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5021 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5022 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5023 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5024 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5025 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5026 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5027 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5028 /* WINED3DSIH_DCL_INPUT */ NULL,
5029 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5030 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5031 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5032 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5033 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5034 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5035 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5036 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5037 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5038 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5039 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5040 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5041 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5042 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5043 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5044 /* WINED3DSIH_DCL_STREAM */ NULL,
5045 /* WINED3DSIH_DCL_TEMPS */ NULL,
5046 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5047 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5048 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5049 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5050 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5051 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5052 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5053 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5054 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5055 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5056 /* WINED3DSIH_DEF */ shader_hw_nop,
5057 /* WINED3DSIH_DEFAULT */ NULL,
5058 /* WINED3DSIH_DEFB */ shader_hw_nop,
5059 /* WINED3DSIH_DEFI */ shader_hw_nop,
5060 /* WINED3DSIH_DIV */ NULL,
5061 /* WINED3DSIH_DP2 */ NULL,
5062 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5063 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5064 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5065 /* WINED3DSIH_DST */ shader_hw_map2gl,
5066 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5067 /* WINED3DSIH_DSX_COARSE */ NULL,
5068 /* WINED3DSIH_DSX_FINE */ NULL,
5069 /* WINED3DSIH_DSY */ shader_hw_dsy,
5070 /* WINED3DSIH_DSY_COARSE */ NULL,
5071 /* WINED3DSIH_DSY_FINE */ NULL,
5072 /* WINED3DSIH_ELSE */ shader_hw_else,
5073 /* WINED3DSIH_EMIT */ NULL,
5074 /* WINED3DSIH_EMIT_STREAM */ NULL,
5075 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5076 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5077 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5078 /* WINED3DSIH_ENDSWITCH */ NULL,
5079 /* WINED3DSIH_EQ */ NULL,
5080 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5081 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5082 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5083 /* WINED3DSIH_F16TOF32 */ NULL,
5084 /* WINED3DSIH_F32TOF16 */ NULL,
5085 /* WINED3DSIH_FCALL */ NULL,
5086 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5087 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5088 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5089 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5090 /* WINED3DSIH_FTOI */ NULL,
5091 /* WINED3DSIH_FTOU */ NULL,
5092 /* WINED3DSIH_GATHER4 */ NULL,
5093 /* WINED3DSIH_GATHER4_C */ NULL,
5094 /* WINED3DSIH_GATHER4_PO */ NULL,
5095 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5096 /* WINED3DSIH_GE */ NULL,
5097 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5098 /* WINED3DSIH_HS_DECLS */ NULL,
5099 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5100 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5101 /* WINED3DSIH_IADD */ NULL,
5102 /* WINED3DSIH_IBFE */ NULL,
5103 /* WINED3DSIH_IEQ */ NULL,
5104 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5105 /* WINED3DSIH_IFC */ shader_hw_ifc,
5106 /* WINED3DSIH_IGE */ NULL,
5107 /* WINED3DSIH_ILT */ NULL,
5108 /* WINED3DSIH_IMAD */ NULL,
5109 /* WINED3DSIH_IMAX */ NULL,
5110 /* WINED3DSIH_IMIN */ NULL,
5111 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5112 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5113 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5114 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5115 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5116 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5117 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5118 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5119 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5120 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5121 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5122 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5123 /* WINED3DSIH_IMUL */ NULL,
5124 /* WINED3DSIH_INE */ NULL,
5125 /* WINED3DSIH_INEG */ NULL,
5126 /* WINED3DSIH_ISHL */ NULL,
5127 /* WINED3DSIH_ISHR */ NULL,
5128 /* WINED3DSIH_ITOF */ NULL,
5129 /* WINED3DSIH_LABEL */ shader_hw_label,
5130 /* WINED3DSIH_LD */ NULL,
5131 /* WINED3DSIH_LD2DMS */ NULL,
5132 /* WINED3DSIH_LD_RAW */ NULL,
5133 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5134 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5135 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5136 /* WINED3DSIH_LOD */ NULL,
5137 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5138 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5139 /* WINED3DSIH_LOOP */ shader_hw_loop,
5140 /* WINED3DSIH_LRP */ shader_hw_lrp,
5141 /* WINED3DSIH_LT */ NULL,
5142 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5143 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5144 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5145 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5146 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5147 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5148 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5149 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5150 /* WINED3DSIH_MOV */ shader_hw_mov,
5151 /* WINED3DSIH_MOVA */ shader_hw_mov,
5152 /* WINED3DSIH_MOVC */ NULL,
5153 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5154 /* WINED3DSIH_NE */ NULL,
5155 /* WINED3DSIH_NOP */ shader_hw_nop,
5156 /* WINED3DSIH_NOT */ NULL,
5157 /* WINED3DSIH_NRM */ shader_hw_nrm,
5158 /* WINED3DSIH_OR */ NULL,
5159 /* WINED3DSIH_PHASE */ shader_hw_nop,
5160 /* WINED3DSIH_POW */ shader_hw_pow,
5161 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5162 /* WINED3DSIH_REP */ shader_hw_rep,
5163 /* WINED3DSIH_RESINFO */ NULL,
5164 /* WINED3DSIH_RET */ shader_hw_ret,
5165 /* WINED3DSIH_RETP */ NULL,
5166 /* WINED3DSIH_ROUND_NE */ NULL,
5167 /* WINED3DSIH_ROUND_NI */ NULL,
5168 /* WINED3DSIH_ROUND_PI */ NULL,
5169 /* WINED3DSIH_ROUND_Z */ NULL,
5170 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5171 /* WINED3DSIH_SAMPLE */ NULL,
5172 /* WINED3DSIH_SAMPLE_B */ NULL,
5173 /* WINED3DSIH_SAMPLE_C */ NULL,
5174 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5175 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5176 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5177 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5178 /* WINED3DSIH_SAMPLE_POS */ NULL,
5179 /* WINED3DSIH_SETP */ NULL,
5180 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5181 /* WINED3DSIH_SGN */ shader_hw_sgn,
5182 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5183 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5184 /* WINED3DSIH_SQRT */ NULL,
5185 /* WINED3DSIH_STORE_RAW */ NULL,
5186 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5187 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5188 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5189 /* WINED3DSIH_SWAPC */ NULL,
5190 /* WINED3DSIH_SWITCH */ NULL,
5191 /* WINED3DSIH_SYNC */ NULL,
5192 /* WINED3DSIH_TEX */ pshader_hw_tex,
5193 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5194 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5195 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5196 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5197 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5198 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5199 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5200 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5201 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5202 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5203 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5204 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5205 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5206 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5207 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5208 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5209 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5210 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5211 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5212 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5213 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5214 /* WINED3DSIH_UBFE */ NULL,
5215 /* WINED3DSIH_UDIV */ NULL,
5216 /* WINED3DSIH_UGE */ NULL,
5217 /* WINED3DSIH_ULT */ NULL,
5218 /* WINED3DSIH_UMAX */ NULL,
5219 /* WINED3DSIH_UMIN */ NULL,
5220 /* WINED3DSIH_UMUL */ NULL,
5221 /* WINED3DSIH_USHR */ NULL,
5222 /* WINED3DSIH_UTOF */ NULL,
5223 /* WINED3DSIH_XOR */ NULL,
5226 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5227 const struct wined3d_shader *shader, DWORD idx)
5229 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5230 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5231 const struct wined3d_shader_lconst *constant;
5232 WORD bools = 0;
5233 WORD flag = (1u << idx);
5234 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5236 if (reg_maps->local_bool_consts & flag)
5238 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5239 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5241 if (constant->idx == idx)
5243 return constant->value[0];
5246 ERR("Local constant not found\n");
5247 return FALSE;
5249 else
5251 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5252 else bools = priv->cur_ps_args->bools;
5253 return bools & flag;
5257 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5258 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5260 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5261 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5263 /* Integer constants can either be a local constant, or they can be stored in the shader
5264 * type specific compile args. */
5265 if (reg_maps->local_int_consts & (1u << idx))
5267 const struct wined3d_shader_lconst *constant;
5269 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5271 if (constant->idx == idx)
5273 loop_control->count = constant->value[0];
5274 loop_control->start = constant->value[1];
5275 /* Step is signed. */
5276 loop_control->step = (int)constant->value[2];
5277 return;
5280 /* If this happens the flag was set incorrectly */
5281 ERR("Local constant not found\n");
5282 loop_control->count = 0;
5283 loop_control->start = 0;
5284 loop_control->step = 0;
5285 return;
5288 switch (reg_maps->shader_version.type)
5290 case WINED3D_SHADER_TYPE_VERTEX:
5291 /* Count and aL start value are unsigned */
5292 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5293 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5294 /* Step is signed. */
5295 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5296 break;
5298 case WINED3D_SHADER_TYPE_PIXEL:
5299 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5300 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5301 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5302 break;
5304 default:
5305 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5306 break;
5310 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5312 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5313 struct wined3d_shader_dst_param *dst_param;
5314 struct recorded_instruction *rec;
5315 unsigned int i;
5317 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5319 ERR("Out of memory\n");
5320 return;
5323 rec->ins = *ins;
5324 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5325 goto free;
5326 *dst_param = *ins->dst;
5327 if (ins->dst->reg.idx[0].rel_addr)
5329 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5330 goto free;
5331 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5332 dst_param->reg.idx[0].rel_addr = rel_addr;
5334 rec->ins.dst = dst_param;
5336 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5337 goto free;
5338 for (i = 0; i < ins->src_count; ++i)
5340 src_param[i] = ins->src[i];
5341 if (ins->src[i].reg.idx[0].rel_addr)
5343 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5344 goto free;
5345 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5346 src_param[i].reg.idx[0].rel_addr = rel_addr;
5349 rec->ins.src = src_param;
5350 list_add_tail(list, &rec->entry);
5351 return;
5353 free:
5354 ERR("Out of memory\n");
5355 if (dst_param)
5357 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5358 heap_free(dst_param);
5360 if (src_param)
5362 for (i = 0; i < ins->src_count; ++i)
5364 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5366 heap_free(src_param);
5368 heap_free(rec);
5371 static void free_recorded_instruction(struct list *list)
5373 struct recorded_instruction *rec_ins, *entry2;
5374 unsigned int i;
5376 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5378 list_remove(&rec_ins->entry);
5379 if (rec_ins->ins.dst)
5381 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5382 heap_free((void *)rec_ins->ins.dst);
5384 if (rec_ins->ins.src)
5386 for (i = 0; i < rec_ins->ins.src_count; ++i)
5388 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5390 heap_free((void *)rec_ins->ins.src);
5392 heap_free(rec_ins);
5396 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5398 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5399 struct control_frame *control_frame;
5401 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5403 struct list *e = list_head(&priv->control_frames);
5404 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5405 list_remove(&control_frame->entry);
5406 heap_free(control_frame);
5407 priv->loop_depth--;
5409 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5411 /* Non-ifc ENDIFs were already handled previously. */
5412 struct list *e = list_head(&priv->control_frames);
5413 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5414 list_remove(&control_frame->entry);
5415 heap_free(control_frame);
5419 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5420 SHADER_HANDLER hw_fct;
5421 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5422 const struct wined3d_shader *shader = ins->ctx->shader;
5423 struct control_frame *control_frame;
5424 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5425 BOOL bool_const;
5427 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5429 control_frame = heap_alloc_zero(sizeof(*control_frame));
5430 list_add_head(&priv->control_frames, &control_frame->entry);
5432 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5433 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5435 if(priv->target_version >= NV2)
5437 control_frame->no.loop = priv->num_loops++;
5438 priv->loop_depth++;
5440 else
5442 /* Don't bother recording when we're in a not used if branch */
5443 if(priv->muted)
5445 return;
5448 if(!priv->recording)
5450 list_init(&priv->record);
5451 priv->recording = TRUE;
5452 control_frame->outer_loop = TRUE;
5453 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5454 return; /* Instruction is handled */
5456 /* Record this loop in the outer loop's recording */
5459 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5461 if(priv->target_version >= NV2)
5463 /* Nothing to do. The control frame is popped after the HW instr handler */
5465 else
5467 struct list *e = list_head(&priv->control_frames);
5468 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5469 list_remove(&control_frame->entry);
5471 if(control_frame->outer_loop)
5473 unsigned int iteration;
5474 int aL = 0;
5475 struct list copy;
5477 /* Turn off recording before playback */
5478 priv->recording = FALSE;
5480 /* Move the recorded instructions to a separate list and get them out of the private data
5481 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5482 * be recorded again, thus priv->record might be overwritten
5484 list_init(&copy);
5485 list_move_tail(&copy, &priv->record);
5486 list_init(&priv->record);
5488 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5490 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5491 control_frame->loop_control.count, control_frame->loop_control.start,
5492 control_frame->loop_control.step);
5493 aL = control_frame->loop_control.start;
5495 else
5497 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5500 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5502 struct recorded_instruction *rec_ins;
5503 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5505 priv->aL = aL;
5506 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5508 else
5510 shader_addline(buffer, "#Iteration %u\n", iteration);
5513 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5515 shader_arb_handle_instruction(&rec_ins->ins);
5518 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5520 aL += control_frame->loop_control.step;
5523 shader_addline(buffer, "#end loop/rep\n");
5525 free_recorded_instruction(&copy);
5526 heap_free(control_frame);
5527 return; /* Instruction is handled */
5529 else
5531 /* This is a nested loop. Proceed to the normal recording function */
5532 heap_free(control_frame);
5537 if(priv->recording)
5539 record_instruction(&priv->record, ins);
5540 return;
5543 /* boolean if */
5544 if(ins->handler_idx == WINED3DSIH_IF)
5546 control_frame = heap_alloc_zero(sizeof(*control_frame));
5547 list_add_head(&priv->control_frames, &control_frame->entry);
5548 control_frame->type = IF;
5550 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5551 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5552 bool_const = !bool_const;
5553 if (!priv->muted && !bool_const)
5555 shader_addline(buffer, "#if(FALSE){\n");
5556 priv->muted = TRUE;
5557 control_frame->muting = TRUE;
5559 else shader_addline(buffer, "#if(TRUE) {\n");
5561 return; /* Instruction is handled */
5563 else if(ins->handler_idx == WINED3DSIH_IFC)
5565 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5566 control_frame = heap_alloc_zero(sizeof(*control_frame));
5567 control_frame->type = IFC;
5568 control_frame->no.ifc = priv->num_ifcs++;
5569 list_add_head(&priv->control_frames, &control_frame->entry);
5571 else if(ins->handler_idx == WINED3DSIH_ELSE)
5573 struct list *e = list_head(&priv->control_frames);
5574 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5576 if(control_frame->type == IF)
5578 shader_addline(buffer, "#} else {\n");
5579 if(!priv->muted && !control_frame->muting)
5581 priv->muted = TRUE;
5582 control_frame->muting = TRUE;
5584 else if(control_frame->muting) priv->muted = FALSE;
5585 return; /* Instruction is handled. */
5587 /* In case of an ifc, generate a HW shader instruction */
5588 if (control_frame->type != IFC)
5589 ERR("Control frame does not match.\n");
5591 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5593 struct list *e = list_head(&priv->control_frames);
5594 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5596 if(control_frame->type == IF)
5598 shader_addline(buffer, "#} endif\n");
5599 if(control_frame->muting) priv->muted = FALSE;
5600 list_remove(&control_frame->entry);
5601 heap_free(control_frame);
5602 return; /* Instruction is handled */
5604 /* In case of an ifc, generate a HW shader instruction */
5605 if (control_frame->type != IFC)
5606 ERR("Control frame does not match.\n");
5609 if(priv->muted)
5611 pop_control_frame(ins);
5612 return;
5615 /* Select handler */
5616 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5618 /* Unhandled opcode */
5619 if (!hw_fct)
5621 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5622 return;
5624 hw_fct(ins);
5626 pop_control_frame(ins);
5628 shader_arb_add_instruction_modifiers(ins);
5631 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5633 struct shader_arb_priv *priv = shader_priv;
5635 return priv->ffp_proj_control;
5638 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5640 static uint64_t shader_arb_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
5641 enum wined3d_shader_type shader_type)
5643 ERR("Not implemented.\n");
5644 return 0;
5647 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5649 shader_arb_handle_instruction,
5650 shader_arb_precompile,
5651 shader_arb_select,
5652 shader_arb_select_compute,
5653 shader_arb_disable,
5654 shader_arb_update_float_vertex_constants,
5655 shader_arb_update_float_pixel_constants,
5656 shader_arb_load_constants,
5657 shader_arb_destroy,
5658 shader_arb_alloc,
5659 shader_arb_free,
5660 shader_arb_allocate_context_data,
5661 shader_arb_free_context_data,
5662 shader_arb_init_context_state,
5663 shader_arb_get_caps,
5664 shader_arb_color_fixup_supported,
5665 shader_arb_has_ffp_proj_control,
5666 shader_arb_shader_compile,
5669 /* ARB_fragment_program fixed function pipeline replacement definitions */
5670 #define ARB_FFP_CONST_TFACTOR 0
5671 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5672 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5673 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5674 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5675 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5676 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5678 struct arbfp_ffp_desc
5680 struct ffp_frag_desc parent;
5681 GLuint shader;
5684 /* Context activation is done by the caller. */
5685 static void arbfp_enable(const struct wined3d_context *context, BOOL enable)
5687 const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
5689 if (enable)
5691 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5692 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5694 else
5696 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5697 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5701 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5703 struct shader_arb_priv *priv;
5705 /* Share private data between the shader backend and the pipeline
5706 * replacement, if both are the arb implementation. This is needed to
5707 * figure out whether ARBfp should be disabled if no pixel shader is bound
5708 * or not. */
5709 if (shader_backend == &arb_program_shader_backend)
5710 priv = shader_priv;
5711 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5712 return NULL;
5714 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5715 priv->use_arbfp_fixed_func = TRUE;
5717 return priv;
5720 /* Context activation is done by the caller. */
5721 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *param)
5723 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5724 struct wined3d_context_gl *context_gl = param;
5725 const struct wined3d_gl_info *gl_info;
5727 gl_info = context_gl->gl_info;
5728 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5729 checkGLcall("delete ffp program");
5730 heap_free(entry_arb);
5733 /* Context activation is done by the caller. */
5734 static void arbfp_free(struct wined3d_device *device, struct wined3d_context *context)
5736 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5737 struct shader_arb_priv *priv = device->fragment_priv;
5739 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, context_gl);
5740 priv->use_arbfp_fixed_func = FALSE;
5742 if (device->shader_backend != &arb_program_shader_backend)
5743 heap_free(device->fragment_priv);
5746 static void arbfp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5748 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5750 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5751 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5752 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5753 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5754 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5755 WINED3DTEXOPCAPS_SELECTARG1 |
5756 WINED3DTEXOPCAPS_SELECTARG2 |
5757 WINED3DTEXOPCAPS_MODULATE4X |
5758 WINED3DTEXOPCAPS_MODULATE2X |
5759 WINED3DTEXOPCAPS_MODULATE |
5760 WINED3DTEXOPCAPS_ADDSIGNED2X |
5761 WINED3DTEXOPCAPS_ADDSIGNED |
5762 WINED3DTEXOPCAPS_ADD |
5763 WINED3DTEXOPCAPS_SUBTRACT |
5764 WINED3DTEXOPCAPS_ADDSMOOTH |
5765 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5766 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5767 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5768 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5769 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5770 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5771 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5772 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5773 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5774 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5775 WINED3DTEXOPCAPS_MULTIPLYADD |
5776 WINED3DTEXOPCAPS_LERP |
5777 WINED3DTEXOPCAPS_BUMPENVMAP |
5778 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5780 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5782 caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES;
5783 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES);
5786 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5788 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5791 static void state_texfactor_arbfp(struct wined3d_context *context,
5792 const struct wined3d_state *state, DWORD state_id)
5794 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5795 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5796 struct wined3d_device *device = context->device;
5797 struct wined3d_color color;
5799 if (device->shader_backend == &arb_program_shader_backend)
5801 struct shader_arb_priv *priv;
5803 /* Don't load the parameter if we're using an arbfp pixel shader,
5804 * otherwise we'll overwrite application provided constants. */
5805 if (use_ps(state))
5806 return;
5808 priv = device->shader_priv;
5809 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5810 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5813 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5814 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5815 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5818 static void state_tss_constant_arbfp(struct wined3d_context *context,
5819 const struct wined3d_state *state, DWORD state_id)
5821 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5822 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5823 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5824 struct wined3d_device *device = context->device;
5825 struct wined3d_color color;
5827 if (device->shader_backend == &arb_program_shader_backend)
5829 struct shader_arb_priv *priv;
5831 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5832 * application provided constants.
5834 if (use_ps(state))
5835 return;
5837 priv = device->shader_priv;
5838 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5839 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5842 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5843 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5844 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5847 static void state_arb_specularenable(struct wined3d_context *context,
5848 const struct wined3d_state *state, DWORD state_id)
5850 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5851 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5852 struct wined3d_device *device = context->device;
5853 float col[4];
5855 if (device->shader_backend == &arb_program_shader_backend)
5857 struct shader_arb_priv *priv;
5859 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5860 * application provided constants.
5862 if (use_ps(state))
5863 return;
5865 priv = device->shader_priv;
5866 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5867 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5870 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5872 /* The specular color has no alpha */
5873 col[0] = 1.0f; col[1] = 1.0f;
5874 col[2] = 1.0f; col[3] = 0.0f;
5875 } else {
5876 col[0] = 0.0f; col[1] = 0.0f;
5877 col[2] = 0.0f; col[3] = 0.0f;
5879 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5880 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5883 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5885 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5886 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5887 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5888 struct wined3d_device *device = context->device;
5889 float mat[2][2];
5891 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5893 if (device->shader_backend == &arb_program_shader_backend)
5895 struct shader_arb_priv *priv = device->shader_priv;
5897 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5898 if (use_ps(state))
5899 return;
5901 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5902 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5905 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5906 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5907 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5908 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5910 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5911 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5914 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5915 const struct wined3d_state *state, DWORD state_id)
5917 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5918 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5919 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5920 struct wined3d_device *device = context->device;
5921 float param[4];
5923 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5925 if (device->shader_backend == &arb_program_shader_backend)
5927 struct shader_arb_priv *priv = device->shader_priv;
5929 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5930 if (use_ps(state))
5931 return;
5933 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5934 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5937 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5938 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5939 param[2] = 0.0f;
5940 param[3] = 0.0f;
5942 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5943 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5946 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5948 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5949 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5950 int glParm;
5951 float ref;
5953 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5955 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5957 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5958 checkGLcall("glEnable GL_ALPHA_TEST");
5960 else
5962 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5963 checkGLcall("glDisable GL_ALPHA_TEST");
5964 return;
5967 ref = wined3d_alpha_ref(state);
5968 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5970 if (glParm)
5972 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5973 checkGLcall("glAlphaFunc");
5977 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5979 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5980 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5981 const struct wined3d_texture *texture = state->textures[0];
5982 struct wined3d_device *device = context->device;
5983 struct wined3d_color float_key[2];
5985 if (!texture)
5986 return;
5988 if (device->shader_backend == &arb_program_shader_backend)
5990 struct shader_arb_priv *priv;
5992 /* Don't load the parameter if we're using an arbfp pixel shader,
5993 * otherwise we'll overwrite application provided constants. */
5994 if (use_ps(state))
5995 return;
5997 priv = device->shader_priv;
5998 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
5999 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
6000 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6003 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6005 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6006 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6007 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6008 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6011 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6013 const char *ret;
6015 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6017 switch(arg & WINED3DTA_SELECTMASK) {
6018 case WINED3DTA_DIFFUSE:
6019 ret = "fragment.color.primary"; break;
6021 case WINED3DTA_CURRENT:
6022 ret = "ret";
6023 break;
6025 case WINED3DTA_TEXTURE:
6026 switch(stage) {
6027 case 0: ret = "tex0"; break;
6028 case 1: ret = "tex1"; break;
6029 case 2: ret = "tex2"; break;
6030 case 3: ret = "tex3"; break;
6031 case 4: ret = "tex4"; break;
6032 case 5: ret = "tex5"; break;
6033 case 6: ret = "tex6"; break;
6034 case 7: ret = "tex7"; break;
6035 default: ret = "unknown texture";
6037 break;
6039 case WINED3DTA_TFACTOR:
6040 ret = "tfactor"; break;
6042 case WINED3DTA_SPECULAR:
6043 ret = "fragment.color.secondary"; break;
6045 case WINED3DTA_TEMP:
6046 ret = "tempreg"; break;
6048 case WINED3DTA_CONSTANT:
6049 switch(stage) {
6050 case 0: ret = "const0"; break;
6051 case 1: ret = "const1"; break;
6052 case 2: ret = "const2"; break;
6053 case 3: ret = "const3"; break;
6054 case 4: ret = "const4"; break;
6055 case 5: ret = "const5"; break;
6056 case 6: ret = "const6"; break;
6057 case 7: ret = "const7"; break;
6058 default: ret = "unknown constant";
6060 break;
6062 default:
6063 return "unknown";
6066 if(arg & WINED3DTA_COMPLEMENT) {
6067 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6068 if(argnum == 0) ret = "arg0";
6069 if(argnum == 1) ret = "arg1";
6070 if(argnum == 2) ret = "arg2";
6072 if(arg & WINED3DTA_ALPHAREPLICATE) {
6073 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6074 if(argnum == 0) ret = "arg0";
6075 if(argnum == 1) ret = "arg1";
6076 if(argnum == 2) ret = "arg2";
6078 return ret;
6081 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6082 BOOL alpha, BOOL tmp_dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6084 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6085 unsigned int mul = 1;
6087 if (color && alpha)
6088 dstmask = "";
6089 else if (color)
6090 dstmask = ".xyz";
6091 else
6092 dstmask = ".w";
6094 dstreg = tmp_dst ? "tempreg" : "ret";
6096 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6097 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6098 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6100 switch (op)
6102 case WINED3D_TOP_DISABLE:
6103 break;
6105 case WINED3D_TOP_SELECT_ARG2:
6106 arg1 = arg2;
6107 /* FALLTHROUGH */
6108 case WINED3D_TOP_SELECT_ARG1:
6109 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6110 break;
6112 case WINED3D_TOP_MODULATE_4X:
6113 mul = 2;
6114 /* FALLTHROUGH */
6115 case WINED3D_TOP_MODULATE_2X:
6116 mul *= 2;
6117 /* FALLTHROUGH */
6118 case WINED3D_TOP_MODULATE:
6119 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6120 break;
6122 case WINED3D_TOP_ADD_SIGNED_2X:
6123 mul = 2;
6124 /* FALLTHROUGH */
6125 case WINED3D_TOP_ADD_SIGNED:
6126 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6127 arg2 = "arg2";
6128 /* FALLTHROUGH */
6129 case WINED3D_TOP_ADD:
6130 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6131 break;
6133 case WINED3D_TOP_SUBTRACT:
6134 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6135 break;
6137 case WINED3D_TOP_ADD_SMOOTH:
6138 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6139 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6140 break;
6142 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6143 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6144 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6145 break;
6146 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6147 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6148 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6149 break;
6150 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6151 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6152 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6153 break;
6154 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6155 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6156 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6157 break;
6159 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6160 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6161 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6162 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6163 break;
6165 /* D3DTOP_PREMODULATE ???? */
6167 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6168 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6169 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6170 break;
6171 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6172 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6173 break;
6174 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6175 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6176 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6177 break;
6178 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6179 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6180 break;
6182 case WINED3D_TOP_DOTPRODUCT3:
6183 mul = 4;
6184 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6185 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6186 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6187 break;
6189 case WINED3D_TOP_MULTIPLY_ADD:
6190 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6191 break;
6193 case WINED3D_TOP_LERP:
6194 /* The msdn is not quite right here */
6195 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6196 break;
6198 case WINED3D_TOP_BUMPENVMAP:
6199 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6200 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6201 break;
6203 default:
6204 FIXME("Unhandled texture op %08x\n", op);
6207 if (mul == 2)
6208 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6209 else if (mul == 4)
6210 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6213 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6215 switch(type)
6217 case WINED3D_GL_RES_TYPE_TEX_1D:
6218 return "1D";
6219 case WINED3D_GL_RES_TYPE_TEX_2D:
6220 return "2D";
6221 case WINED3D_GL_RES_TYPE_TEX_3D:
6222 return "3D";
6223 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6224 return "CUBE";
6225 case WINED3D_GL_RES_TYPE_TEX_RECT:
6226 return "RECT";
6227 default:
6228 return "unexpected_resource_type";
6232 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6234 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6235 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6236 unsigned int stage, lowest_disabled_stage;
6237 struct wined3d_string_buffer buffer;
6238 struct color_fixup_masks masks;
6239 BOOL custom_linear_fog = FALSE;
6240 const char *textype, *instr;
6241 DWORD arg0, arg1, arg2;
6242 char colorcor_dst[8];
6243 BOOL op_equal;
6244 GLuint ret;
6246 if (!string_buffer_init(&buffer))
6248 ERR("Failed to initialize shader buffer.\n");
6249 return 0;
6252 shader_addline(&buffer, "!!ARBfp1.0\n");
6254 if (settings->color_key_enabled)
6256 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6257 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6258 tex_read |= 1;
6261 /* Find out which textures are read */
6262 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6264 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6265 break;
6267 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6268 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6269 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6271 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6272 tex_read |= 1u << stage;
6273 if (settings->op[stage].tmp_dst)
6274 tempreg_used = TRUE;
6275 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6276 tempreg_used = TRUE;
6277 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6278 tfactor_used = TRUE;
6279 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6280 constant_used |= 1u << stage;
6282 switch (settings->op[stage].cop)
6284 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6285 luminance_used |= 1u << stage;
6286 /* fall through */
6287 case WINED3D_TOP_BUMPENVMAP:
6288 bump_used |= 1u << stage;
6289 /* fall through */
6290 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6291 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6292 tex_read |= 1u << stage;
6293 break;
6295 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6296 tfactor_used = TRUE;
6297 break;
6299 default:
6300 break;
6303 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6304 continue;
6306 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6307 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6308 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6310 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6311 tex_read |= 1u << stage;
6312 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6313 tempreg_used = TRUE;
6314 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6315 tfactor_used = TRUE;
6316 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6317 constant_used |= 1u << stage;
6319 lowest_disabled_stage = stage;
6321 switch (settings->fog)
6323 case WINED3D_FFP_PS_FOG_OFF: break;
6324 case WINED3D_FFP_PS_FOG_LINEAR:
6325 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6327 custom_linear_fog = TRUE;
6328 break;
6330 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6331 break;
6333 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6334 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6335 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6338 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6339 shader_addline(&buffer, "TEMP TMP;\n");
6340 shader_addline(&buffer, "TEMP ret;\n");
6341 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6342 shader_addline(&buffer, "TEMP arg0;\n");
6343 shader_addline(&buffer, "TEMP arg1;\n");
6344 shader_addline(&buffer, "TEMP arg2;\n");
6345 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6347 if (constant_used & (1u << stage))
6348 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6350 if (!(tex_read & (1u << stage)))
6351 continue;
6353 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6355 if (!(bump_used & (1u << stage)))
6356 continue;
6357 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6359 if (!(luminance_used & (1u << stage)))
6360 continue;
6361 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6363 if (tfactor_used)
6364 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6365 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6367 if (settings->sRGB_write)
6369 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6370 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[0].x);
6371 shader_addline(&buffer, ";\n");
6372 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6373 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[1].x);
6374 shader_addline(&buffer, ";\n");
6377 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6378 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6380 if (tempreg_used || settings->sRGB_write)
6381 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6383 /* Generate texture sampling instructions */
6384 for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6386 if (!(tex_read & (1u << stage)))
6387 continue;
6389 textype = arbfp_texture_target(settings->op[stage].tex_type);
6391 if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
6393 instr = "TEX";
6395 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
6396 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6398 instr = "TXP";
6400 else
6402 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6403 instr = "TXP";
6406 if (stage > 0
6407 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6408 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6410 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6411 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6412 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6413 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6415 /* With projective textures, texbem only divides the static
6416 * texture coordinate, not the displacement, so multiply the
6417 * displacement with the dividing parameter before passing it to
6418 * TXP. */
6419 if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
6421 if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
6423 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6424 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n",
6425 stage, stage);
6427 else
6429 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6430 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n",
6431 stage, stage);
6434 else
6436 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6439 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6440 instr, stage, stage, textype);
6441 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6443 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6444 stage - 1, stage - 1, stage - 1);
6445 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6448 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6450 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6451 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6452 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6453 instr, stage, stage, textype);
6455 else
6457 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6458 instr, stage, stage, stage, textype);
6461 sprintf(colorcor_dst, "tex%u", stage);
6462 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6463 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6464 settings->op[stage].color_fixup, masks);
6467 if (settings->color_key_enabled)
6469 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6470 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6471 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6472 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6473 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6474 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6477 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6479 /* Generate the main shader */
6480 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6482 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6483 break;
6485 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6486 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6487 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6488 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6489 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6490 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6491 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6492 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6493 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6494 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6495 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6496 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6497 else
6498 op_equal = settings->op[stage].aop == settings->op[stage].cop
6499 && settings->op[stage].carg0 == settings->op[stage].aarg0
6500 && settings->op[stage].carg1 == settings->op[stage].aarg1
6501 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6503 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6505 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6506 settings->op[stage].cop, settings->op[stage].carg0,
6507 settings->op[stage].carg1, settings->op[stage].carg2);
6509 else if (op_equal)
6511 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
6512 settings->op[stage].cop, settings->op[stage].carg0,
6513 settings->op[stage].carg1, settings->op[stage].carg2);
6515 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6516 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6518 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6519 settings->op[stage].cop, settings->op[stage].carg0,
6520 settings->op[stage].carg1, settings->op[stage].carg2);
6521 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst,
6522 settings->op[stage].aop, settings->op[stage].aarg0,
6523 settings->op[stage].aarg1, settings->op[stage].aarg2);
6527 if (settings->sRGB_write || custom_linear_fog)
6529 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6530 if (settings->sRGB_write)
6531 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6532 if (custom_linear_fog)
6533 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6534 shader_addline(&buffer, "MOV result.color, ret;\n");
6536 else
6538 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6541 /* Footer */
6542 shader_addline(&buffer, "END\n");
6544 /* Generate the shader */
6545 GL_EXTCALL(glGenProgramsARB(1, &ret));
6546 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6547 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6549 string_buffer_free(&buffer);
6550 return ret;
6553 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6555 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6556 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6557 const struct wined3d_device *device = context->device;
6558 struct shader_arb_priv *priv = device->fragment_priv;
6559 BOOL use_pshader = use_ps(state);
6560 struct ffp_frag_settings settings;
6561 const struct arbfp_ffp_desc *desc;
6562 unsigned int i;
6564 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6566 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6568 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6570 /* Reload fixed function constants since they collide with the
6571 * pixel shader constants. */
6572 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6574 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6575 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6577 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6578 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6579 color_key_arbfp(context, state, STATE_COLOR_KEY);
6581 else if (use_pshader)
6583 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6585 return;
6588 if (!use_pshader)
6590 /* Find or create a shader implementing the fixed function pipeline
6591 * settings, then activate it. */
6592 wined3d_ffp_get_fs_settings(context, state, &settings, FALSE);
6593 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6594 if (!desc)
6596 struct arbfp_ffp_desc *new_desc;
6598 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6600 ERR("Out of memory\n");
6601 return;
6604 new_desc->parent.settings = settings;
6605 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6606 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6607 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6608 desc = new_desc;
6611 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6612 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6613 * deactivate it.
6615 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6616 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6617 priv->current_fprogram_id = desc->shader;
6619 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6621 /* Reload fixed function constants since they collide with the
6622 * pixel shader constants. */
6623 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6625 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6626 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6628 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6629 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6630 color_key_arbfp(context, state, STATE_COLOR_KEY);
6632 context->last_was_pshader = FALSE;
6634 else if (!context->last_was_pshader)
6636 if (device->shader_backend == &arb_program_shader_backend)
6637 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6638 context->last_was_pshader = TRUE;
6641 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6644 /* We can't link the fog states to the fragment state directly since the
6645 * vertex pipeline links them to FOGENABLE. A different linking in different
6646 * pipeline parts can't be expressed in the combined state table, so we need
6647 * to handle that with a forwarding function. The other invisible side effect
6648 * is that changing the fog start and fog end (which links to FOGENABLE in
6649 * vertex) results in the fragment_prog_arbfp function being called because
6650 * FOGENABLE is dirty, which calls this function here. */
6651 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6653 enum fogsource new_source;
6654 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6655 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6657 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6659 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6660 fragment_prog_arbfp(context, state, state_id);
6662 if (!state->render_states[WINED3D_RS_FOGENABLE])
6663 return;
6665 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6667 if (use_vs(state))
6669 new_source = FOGSOURCE_VS;
6671 else
6673 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6674 new_source = FOGSOURCE_COORD;
6675 else
6676 new_source = FOGSOURCE_FFP;
6679 else
6681 new_source = FOGSOURCE_FFP;
6684 if (new_source != context->fog_source || fogstart == fogend)
6686 context->fog_source = new_source;
6687 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6691 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6693 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6694 fragment_prog_arbfp(context, state, state_id);
6697 static const struct wined3d_state_entry_template arbfp_fragmentstate_template[] =
6699 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6814 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6815 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6816 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6817 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6818 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6819 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6820 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6821 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6822 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6823 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6824 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6825 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6826 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6827 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6828 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6829 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6830 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6831 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6832 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6833 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6834 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6835 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6836 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6837 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6838 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6839 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6843 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6844 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6845 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6846 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6847 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6848 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6849 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6850 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6851 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6852 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6853 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6856 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6858 return TRUE;
6861 static void arbfp_free_context_data(struct wined3d_context *context)
6865 const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline =
6867 arbfp_enable,
6868 arbfp_get_caps,
6869 arbfp_get_emul_mask,
6870 arbfp_alloc,
6871 arbfp_free,
6872 arbfp_alloc_context_data,
6873 arbfp_free_context_data,
6874 shader_arb_color_fixup_supported,
6875 arbfp_fragmentstate_template,
6878 struct arbfp_blit_type
6880 enum complex_fixup fixup : 4;
6881 enum wined3d_gl_resource_type res_type : 3;
6882 DWORD use_color_key : 1;
6883 DWORD padding : 24;
6886 struct arbfp_blit_desc
6888 GLuint shader;
6889 struct arbfp_blit_type type;
6890 struct wine_rb_entry entry;
6893 #define ARBFP_BLIT_PARAM_SIZE 0
6894 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6895 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6897 struct wined3d_arbfp_blitter
6899 struct wined3d_blitter blitter;
6900 struct wine_rb_tree shaders;
6901 GLuint palette_texture;
6904 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6906 const struct arbfp_blit_type *ka = key;
6907 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6909 return memcmp(ka, kb, sizeof(*ka));
6912 /* Context activation is done by the caller. */
6913 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6915 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6916 const struct wined3d_gl_info *gl_info;
6917 struct wined3d_context_gl *context_gl;
6919 context_gl = ctx;
6920 gl_info = context_gl->gl_info;
6922 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6923 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6924 heap_free(entry_arb);
6927 /* Context activation is done by the caller. */
6928 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6930 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6931 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6932 struct wined3d_arbfp_blitter *arbfp_blitter;
6933 struct wined3d_blitter *next;
6935 if ((next = blitter->next))
6936 next->ops->blitter_destroy(next, &context_gl->c);
6938 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6940 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context_gl);
6941 checkGLcall("Delete blit programs");
6943 if (arbfp_blitter->palette_texture)
6944 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6946 heap_free(arbfp_blitter);
6949 static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
6950 const struct arbfp_blit_type *type, char *luminance)
6952 char chroma;
6953 const char *tex, *texinstr = "TXP";
6955 if (type->fixup == COMPLEX_FIXUP_UYVY)
6957 chroma = 'x';
6958 *luminance = 'w';
6960 else
6962 chroma = 'w';
6963 *luminance = 'x';
6966 tex = arbfp_texture_target(type->res_type);
6967 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6968 texinstr = "TEX";
6970 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6971 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6972 * filtering when we sample the texture.
6974 * These are the rules for reading the chroma:
6976 * Even pixel: Cr
6977 * Even pixel: U
6978 * Odd pixel: V
6980 * So we have to get the sampling x position in non-normalized coordinates in integers
6982 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6984 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6985 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6987 else
6989 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6991 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6992 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6993 * 0.5, so add 0.5.
6995 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6996 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6998 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
6999 * and 0.75 for the even and odd pixels respectively. */
7000 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
7001 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
7003 /* Sample Pixel 1. */
7004 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7006 /* Put the value into either of the chroma values */
7007 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7008 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7009 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7010 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7012 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7013 * the pixel right to the current one. Otherwise, sample the left pixel.
7014 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7016 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7017 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7018 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7020 /* Put the value into the other chroma */
7021 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7022 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7023 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7024 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7026 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7027 * the current one and lerp the two U and V values
7030 /* This gives the correctly filtered luminance value */
7031 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7034 static void gen_yv12_read(struct wined3d_string_buffer *buffer,
7035 const struct arbfp_blit_type *type, char *luminance)
7037 const char *tex;
7038 static const float yv12_coef[]
7039 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7041 tex = arbfp_texture_target(type->res_type);
7043 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7044 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7045 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7046 * pitch of the luminance plane, the packing into the gl texture is a bit
7047 * unfortunate. If the whole texture is interpreted as luminance data it looks
7048 * approximately like this:
7050 * +----------------------------------+----
7051 * | |
7052 * | |
7053 * | |
7054 * | |
7055 * | | 2
7056 * | LUMINANCE | -
7057 * | | 3
7058 * | |
7059 * | |
7060 * | |
7061 * | |
7062 * +----------------+-----------------+----
7063 * | | |
7064 * | V even rows | V odd rows |
7065 * | | | 1
7066 * +----------------+------------------ -
7067 * | | | 3
7068 * | U even rows | U odd rows |
7069 * | | |
7070 * +----------------+-----------------+----
7071 * | | |
7072 * | 0.5 | 0.5 |
7074 * So it appears as if there are 4 chroma images, but in fact the odd rows
7075 * in the chroma images are in the same row as the even ones. So it is
7076 * kinda tricky to read
7078 * When reading from rectangle textures, keep in mind that the input y coordinates
7079 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7081 shader_addline(buffer, "PARAM yv12_coef = ");
7082 shader_arb_append_imm_vec4(buffer, yv12_coef);
7083 shader_addline(buffer, ";\n");
7085 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7086 /* the chroma planes have only half the width */
7087 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7089 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7090 * the coordinate. Also read the right side of the image when reading odd lines
7092 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7093 * bleeding
7095 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7097 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7099 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7101 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7102 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7104 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7105 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7106 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7107 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7108 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7110 /* clamp, keep the half pixel origin in mind */
7111 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7112 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7113 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7114 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7116 else
7118 /* The y coordinate for V is in the range [size, size + size / 4). */
7119 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7120 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7122 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7123 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7124 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7125 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7126 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7127 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7129 /* Make sure to read exactly from the pixel center */
7130 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7131 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7133 /* Clamp */
7134 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7135 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7136 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7137 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7138 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7140 /* Read the texture, put the result into the output register */
7141 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7142 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7144 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7145 * No need to clamp because we're just reusing the already clamped value from above
7147 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7148 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7149 else
7150 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7151 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7152 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7154 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7155 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7156 * values due to filtering
7158 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7159 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7161 /* Multiply the y coordinate by 2/3 and clamp it */
7162 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7163 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7164 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7165 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7167 else
7169 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7170 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7171 * is bigger
7173 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7174 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7175 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7177 *luminance = 'a';
7180 static void gen_nv12_read(struct wined3d_string_buffer *buffer,
7181 const struct arbfp_blit_type *type, char *luminance)
7183 const char *tex;
7184 static const float nv12_coef[]
7185 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7187 tex = arbfp_texture_target(type->res_type);
7189 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7190 * sized plane where each component is an UV pair. So the effective
7191 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7192 * data it looks approximately like this:
7194 * +----------------------------------+----
7195 * | |
7196 * | |
7197 * | |
7198 * | |
7199 * | | 2
7200 * | LUMINANCE | -
7201 * | | 3
7202 * | |
7203 * | |
7204 * | |
7205 * | |
7206 * +----------------------------------+----
7207 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7208 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7209 * | | 1
7210 * | | -
7211 * | | 3
7212 * | |
7213 * | |
7214 * +----------------------------------+----
7216 * When reading from rectangle textures, keep in mind that the input y coordinates
7217 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7219 shader_addline(buffer, "PARAM nv12_coef = ");
7220 shader_arb_append_imm_vec4(buffer, nv12_coef);
7221 shader_addline(buffer, ";\n");
7223 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7224 /* We only have half the number of chroma pixels. */
7225 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7227 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7229 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7230 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7232 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7234 /* We must not allow filtering horizontally, this would mix U and V.
7235 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7236 * 0.5, so add 0.5. */
7238 /* Convert to non-normalized coordinates so we can find the
7239 * individual pixel. */
7240 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7241 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7242 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7243 * add 0.5 to hit the center of the pixel. */
7244 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7246 /* Convert back to normalized coordinates. */
7247 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7249 /* Clamp, keep the half pixel origin in mind. */
7250 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7251 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7252 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7253 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7255 else
7257 /* The y coordinate for chroma is in the range [size, size + size / 2). */
7258 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7260 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7261 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7262 * add 0.5 to hit the center of the pixel. */
7263 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7265 /* Clamp */
7266 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7267 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7268 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7269 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7270 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7272 /* Read the texture, put the result into the output register. */
7273 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7274 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7276 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7278 /* Add 1/size.x */
7279 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7281 else
7283 /* Add 1 */
7284 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7286 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7287 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7289 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7290 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7291 * values due to filtering. */
7292 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7293 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7295 /* Multiply the y coordinate by 2/3 and clamp it */
7296 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7297 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7298 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7299 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7301 else
7303 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7304 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7305 * is bigger
7307 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7308 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7309 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7311 *luminance = 'a';
7314 /* Context activation is done by the caller. */
7315 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7317 GLuint shader;
7318 struct wined3d_string_buffer buffer;
7319 const char *tex_target = arbfp_texture_target(type->res_type);
7321 /* This should not happen because we only use this conversion for
7322 * present blits which don't use color keying. */
7323 if (type->use_color_key)
7324 FIXME("Implement P8 color keying.\n");
7326 /* Shader header */
7327 if (!string_buffer_init(&buffer))
7329 ERR("Failed to initialize shader buffer.\n");
7330 return 0;
7333 GL_EXTCALL(glGenProgramsARB(1, &shader));
7334 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7335 if (!shader)
7337 string_buffer_free(&buffer);
7338 return 0;
7341 shader_addline(&buffer, "!!ARBfp1.0\n");
7342 shader_addline(&buffer, "TEMP index;\n");
7344 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7345 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7347 /* The alpha-component contains the palette index */
7348 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7350 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7351 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7353 /* Use the alpha-component as an index in the palette to get the final color */
7354 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7355 shader_addline(&buffer, "END\n");
7357 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7359 string_buffer_free(&buffer);
7361 return shader;
7364 /* Context activation is done by the caller. */
7365 static void arbfp_blitter_upload_palette(struct wined3d_arbfp_blitter *blitter,
7366 const struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl)
7368 const struct wined3d_palette *palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL;
7369 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7371 if (!blitter->palette_texture)
7372 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7374 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7375 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7377 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7379 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7380 /* Make sure we have discrete color levels. */
7381 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7382 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7383 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7384 if (palette)
7386 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7387 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7389 else
7391 static const DWORD black;
7392 FIXME("P8 surface loaded without a palette.\n");
7393 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7394 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7397 /* Switch back to unit 0 in which the 2D texture will be stored. */
7398 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
7401 /* Context activation is done by the caller. */
7402 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7404 GLuint shader;
7405 struct wined3d_string_buffer buffer;
7406 char luminance_component;
7408 if (type->use_color_key)
7409 FIXME("Implement YUV color keying.\n");
7411 /* Shader header */
7412 if (!string_buffer_init(&buffer))
7414 ERR("Failed to initialize shader buffer.\n");
7415 return 0;
7418 GL_EXTCALL(glGenProgramsARB(1, &shader));
7419 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7420 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7421 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7422 if (!shader)
7424 string_buffer_free(&buffer);
7425 return 0;
7428 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7429 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7430 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7431 * each single pixel it contains, and one U and one V value shared between both
7432 * pixels.
7434 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7435 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7436 * take the format into account when generating the read swizzles
7438 * Reading the Y value is straightforward - just sample the texture. The hardware
7439 * takes care of filtering in the horizontal and vertical direction.
7441 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7442 * because that would mix the U and V values of one pixel or two adjacent pixels.
7443 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7444 * regardless of the filtering setting. Vertical filtering works automatically
7445 * though - the U and V values of two rows are mixed nicely.
7447 * Apart of avoiding filtering issues, the code has to know which value it just
7448 * read, and where it can find the other one. To determine this, it checks if
7449 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7451 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7452 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7454 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7455 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7456 * in an unfiltered situation. Finding the luminance on the other hand requires
7457 * finding out if it is an odd or even pixel. The real drawback of this approach
7458 * is filtering. This would have to be emulated completely in the shader, reading
7459 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7460 * vertically. Beyond that it would require adjustments to the texture handling
7461 * code to deal with the width scaling
7463 shader_addline(&buffer, "!!ARBfp1.0\n");
7464 shader_addline(&buffer, "TEMP luminance;\n");
7465 shader_addline(&buffer, "TEMP temp;\n");
7466 shader_addline(&buffer, "TEMP chroma;\n");
7467 shader_addline(&buffer, "TEMP texcrd;\n");
7468 shader_addline(&buffer, "TEMP texcrd2;\n");
7469 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7470 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7471 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7473 switch (type->fixup)
7475 case COMPLEX_FIXUP_UYVY:
7476 case COMPLEX_FIXUP_YUY2:
7477 gen_packed_yuv_read(&buffer, type, &luminance_component);
7478 break;
7480 case COMPLEX_FIXUP_YV12:
7481 gen_yv12_read(&buffer, type, &luminance_component);
7482 break;
7484 case COMPLEX_FIXUP_NV12:
7485 gen_nv12_read(&buffer, type, &luminance_component);
7486 break;
7488 default:
7489 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7490 string_buffer_free(&buffer);
7491 return 0;
7494 /* Calculate the final result. Formula is taken from
7495 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7496 * ranges from -0.5 to 0.5
7498 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7500 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7501 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7502 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7503 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7504 shader_addline(&buffer, "END\n");
7506 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7508 string_buffer_free(&buffer);
7510 return shader;
7513 /* Context activation is done by the caller. */
7514 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7516 GLuint shader;
7517 struct wined3d_string_buffer buffer;
7518 const char *tex_target = arbfp_texture_target(type->res_type);
7520 /* Shader header */
7521 if (!string_buffer_init(&buffer))
7523 ERR("Failed to initialize shader buffer.\n");
7524 return 0;
7527 GL_EXTCALL(glGenProgramsARB(1, &shader));
7528 if (!shader)
7530 string_buffer_free(&buffer);
7531 return 0;
7533 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7535 shader_addline(&buffer, "!!ARBfp1.0\n");
7537 if (type->use_color_key)
7539 shader_addline(&buffer, "TEMP color;\n");
7540 shader_addline(&buffer, "TEMP less, greater;\n");
7541 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7542 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7543 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7544 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7545 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7546 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7547 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7548 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7549 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7550 shader_addline(&buffer, "MOV result.color, color;\n");
7552 else
7554 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7557 shader_addline(&buffer, "END\n");
7559 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7561 string_buffer_free(&buffer);
7563 return shader;
7566 /* Context activation is done by the caller. */
7567 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context_gl *context_gl,
7568 const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
7569 const struct wined3d_color_key *color_key)
7571 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7572 enum complex_fixup fixup;
7573 struct wine_rb_entry *entry;
7574 struct arbfp_blit_type type;
7575 struct arbfp_blit_desc *desc;
7576 struct wined3d_color float_color_key[2];
7577 struct wined3d_vec4 size;
7578 unsigned int level;
7579 GLuint shader;
7581 level = sub_resource_idx % texture_gl->t.level_count;
7582 size.x = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
7583 size.y = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
7584 size.z = 1.0f;
7585 size.w = 1.0f;
7587 if (is_complex_fixup(texture_gl->t.resource.format->color_fixup))
7588 fixup = get_complex_fixup(texture_gl->t.resource.format->color_fixup);
7589 else
7590 fixup = COMPLEX_FIXUP_NONE;
7592 switch (texture_gl->target)
7594 case GL_TEXTURE_1D:
7595 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7596 break;
7598 case GL_TEXTURE_2D:
7599 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7600 break;
7602 case GL_TEXTURE_3D:
7603 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7604 break;
7606 case GL_TEXTURE_CUBE_MAP_ARB:
7607 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7608 break;
7610 case GL_TEXTURE_RECTANGLE_ARB:
7611 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7612 break;
7614 default:
7615 ERR("Unexpected GL texture type %#x.\n", texture_gl->target);
7616 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7618 type.fixup = fixup;
7619 type.use_color_key = !!color_key;
7620 type.padding = 0;
7622 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7624 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7625 shader = desc->shader;
7627 else
7629 switch (fixup)
7631 case COMPLEX_FIXUP_NONE:
7632 if (!is_identity_fixup(texture_gl->t.resource.format->color_fixup))
7633 FIXME("Implement support for sign or swizzle fixups.\n");
7634 shader = arbfp_gen_plain_shader(gl_info, &type);
7635 break;
7637 case COMPLEX_FIXUP_P8:
7638 shader = gen_p8_shader(gl_info, &type);
7639 break;
7641 case COMPLEX_FIXUP_YUY2:
7642 case COMPLEX_FIXUP_UYVY:
7643 case COMPLEX_FIXUP_YV12:
7644 case COMPLEX_FIXUP_NV12:
7645 shader = gen_yuv_shader(gl_info, &type);
7646 break;
7648 default:
7649 FIXME("Unsupported fixup %#x.\n", fixup);
7650 return E_NOTIMPL;
7653 if (!shader)
7655 ERR("Failed to get shader for fixup %#x.\n", fixup);
7656 return E_NOTIMPL;
7659 if (!(desc = heap_alloc(sizeof(*desc))))
7660 goto err_out;
7662 desc->type = type;
7663 desc->shader = shader;
7664 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7666 err_out:
7667 ERR("Out of memory\n");
7668 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7669 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7670 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7671 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7672 heap_free(desc);
7673 return E_OUTOFMEMORY;
7677 if (fixup == COMPLEX_FIXUP_P8)
7678 arbfp_blitter_upload_palette(blitter, texture_gl, context_gl);
7680 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7681 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7682 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7683 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7684 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7685 checkGLcall("glProgramLocalParameter4fvARB");
7686 if (type.use_color_key)
7688 wined3d_format_get_float_color_key(texture_gl->t.resource.format, color_key, float_color_key);
7689 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7690 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7691 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7692 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7693 checkGLcall("glProgramLocalParameter4fvARB");
7696 return WINED3D_OK;
7699 /* Context activation is done by the caller. */
7700 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7702 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7703 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7706 static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
7707 const struct wined3d_resource *src_resource, DWORD src_location,
7708 const struct wined3d_resource *dst_resource, DWORD dst_location)
7710 const struct wined3d_format *src_format = src_resource->format;
7711 const struct wined3d_format *dst_format = dst_resource->format;
7712 enum complex_fixup src_fixup;
7713 BOOL decompress;
7715 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
7716 return FALSE;
7718 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7720 if (dst_format->depth_size || dst_format->stencil_size)
7721 blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
7722 else
7723 blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
7726 switch (blit_op)
7728 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7729 if (!context->d3d_info->shader_color_key)
7731 /* The conversion modifies the alpha channel so the color key might no longer match. */
7732 TRACE("Color keying not supported with converted textures.\n");
7733 return FALSE;
7735 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7736 case WINED3D_BLIT_OP_COLOR_BLIT:
7737 break;
7739 default:
7740 TRACE("Unsupported blit_op=%d\n", blit_op);
7741 return FALSE;
7744 decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
7745 && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
7746 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7747 return FALSE;
7749 src_fixup = get_complex_fixup(src_format->color_fixup);
7750 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7752 TRACE("Checking support for fixup:\n");
7753 dump_color_fixup_desc(src_format->color_fixup);
7756 if (!is_identity_fixup(dst_format->color_fixup)
7757 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7759 TRACE("Destination fixups are not supported\n");
7760 return FALSE;
7763 if (is_identity_fixup(src_format->color_fixup))
7765 TRACE("[OK]\n");
7766 return TRUE;
7769 /* We only support YUV conversions. */
7770 if (!is_complex_fixup(src_format->color_fixup))
7772 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7774 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7775 return TRUE;
7778 TRACE("[FAILED]\n");
7779 return FALSE;
7782 switch(src_fixup)
7784 case COMPLEX_FIXUP_YUY2:
7785 case COMPLEX_FIXUP_UYVY:
7786 case COMPLEX_FIXUP_YV12:
7787 case COMPLEX_FIXUP_NV12:
7788 case COMPLEX_FIXUP_P8:
7789 TRACE("[OK]\n");
7790 return TRUE;
7792 default:
7793 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7794 TRACE("[FAILED]\n");
7795 return FALSE;
7799 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7800 struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
7801 DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
7802 unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
7803 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter,
7804 const struct wined3d_format *resolve_format)
7806 struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
7807 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
7808 struct wined3d_device *device = dst_texture->resource.device;
7809 struct wined3d_texture *staging_texture = NULL;
7810 struct wined3d_arbfp_blitter *arbfp_blitter;
7811 struct wined3d_color_key alpha_test_key;
7812 struct wined3d_blitter *next;
7813 unsigned int src_level;
7814 RECT s, d;
7816 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
7817 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
7818 "colour_key %p, filter %s, resolve format %p.\n",
7819 blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
7820 wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
7821 wine_dbgstr_rect(dst_rect), color_key, debug_d3dtexturefiltertype(filter), resolve_format);
7823 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7824 &dst_texture->resource, dst_location))
7826 if (!(next = blitter->next))
7828 ERR("No blitter to handle blit op %#x.\n", op);
7829 return dst_location;
7832 TRACE("Forwarding to blitter %p.\n", next);
7833 return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
7834 src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter, resolve_format);
7837 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7839 if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
7841 struct wined3d_resource_desc desc;
7842 struct wined3d_box upload_box;
7843 HRESULT hr;
7845 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
7847 src_level = src_sub_resource_idx % src_texture->level_count;
7848 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
7849 desc.format = src_texture->resource.format->id;
7850 desc.multisample_type = src_texture->resource.multisample_type;
7851 desc.multisample_quality = src_texture->resource.multisample_quality;
7852 desc.usage = WINED3DUSAGE_PRIVATE;
7853 desc.bind_flags = 0;
7854 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
7855 desc.width = wined3d_texture_get_level_width(src_texture, src_level);
7856 desc.height = wined3d_texture_get_level_height(src_texture, src_level);
7857 desc.depth = 1;
7858 desc.size = 0;
7860 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
7861 NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
7863 ERR("Failed to create staging texture, hr %#x.\n", hr);
7864 return dst_location;
7867 wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
7868 wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
7869 src_texture, src_sub_resource_idx, &upload_box);
7871 src_texture = staging_texture;
7872 src_texture_gl = wined3d_texture_gl(src_texture);
7873 src_sub_resource_idx = 0;
7875 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7876 && (src_texture->sub_resources[src_sub_resource_idx].locations
7877 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
7878 && !wined3d_resource_is_offscreen(&src_texture->resource))
7881 /* Without FBO blits transferring from the drawable to the texture is
7882 * expensive, because we have to flip the data in sysmem. Since we can
7883 * flip in the blitter, we don't actually need that flip anyway. So we
7884 * use the surface's texture as scratch texture, and flip the source
7885 * rectangle instead. */
7886 texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
7888 s = *src_rect;
7889 src_level = src_sub_resource_idx % src_texture->level_count;
7890 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7891 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7892 src_rect = &s;
7894 else
7896 wined3d_texture_load(src_texture, context, FALSE);
7899 wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
7901 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7903 d = *dst_rect;
7904 wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
7905 dst_rect = &d;
7908 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
7910 GLenum buffer;
7912 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7914 TRACE("Destination texture %p is onscreen.\n", dst_texture);
7915 buffer = wined3d_texture_get_gl_buffer(dst_texture);
7917 else
7919 TRACE("Destination texture %p is offscreen.\n", dst_texture);
7920 buffer = GL_COLOR_ATTACHMENT0;
7922 wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
7923 &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
7924 wined3d_context_gl_set_draw_buffer(context_gl, buffer);
7925 wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
7926 context_invalidate_state(context, STATE_FRAMEBUFFER);
7929 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7931 const struct wined3d_format *fmt = src_texture->resource.format;
7932 alpha_test_key.color_space_low_value = 0;
7933 alpha_test_key.color_space_high_value = ~(wined3d_mask_from_size(fmt->alpha_size) << fmt->alpha_offset);
7934 color_key = &alpha_test_key;
7937 arbfp_blit_set(arbfp_blitter, context_gl, src_texture_gl, src_sub_resource_idx, color_key);
7939 /* Draw a textured quad */
7940 wined3d_context_gl_draw_textured_quad(context_gl, src_texture_gl,
7941 src_sub_resource_idx, src_rect, dst_rect, filter);
7943 /* Leave the opengl state valid for blitting */
7944 arbfp_blit_unset(context_gl->gl_info);
7946 if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
7947 context_gl->gl_info->gl_ops.gl.p_glFlush();
7949 if (staging_texture)
7950 wined3d_texture_decref(staging_texture);
7952 return dst_location;
7955 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7956 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7957 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
7959 struct wined3d_blitter *next;
7961 if ((next = blitter->next))
7962 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7963 clear_rects, draw_rect, flags, colour, depth, stencil);
7966 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7968 arbfp_blitter_destroy,
7969 arbfp_blitter_clear,
7970 arbfp_blitter_blit,
7973 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7975 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7976 struct wined3d_arbfp_blitter *blitter;
7978 if (device->shader_backend != &arb_program_shader_backend
7979 && device->shader_backend != &glsl_shader_backend)
7980 return;
7982 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7983 return;
7985 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7986 return;
7988 if (!(blitter = heap_alloc(sizeof(*blitter))))
7990 ERR("Failed to allocate blitter.\n");
7991 return;
7994 TRACE("Created blitter %p.\n", blitter);
7996 blitter->blitter.ops = &arbfp_blitter_ops;
7997 blitter->blitter.next = *next;
7998 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7999 blitter->palette_texture = 0;
8000 *next = &blitter->blitter;