wined3d: Don't clamp texture lookups in the ARB fixed function fragment pipe.
[wine.git] / dlls / wined3d / arb_program_shader.c
blob9f02d2184119f7e3e52b5b79d35fb0e21af67471
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 /* sRGB correction constants */
43 static const float srgb_cmp = 0.0031308f;
44 static const float srgb_mul_low = 12.92f;
45 static const float srgb_pow = 0.41666f;
46 static const float srgb_mul_high = 1.055f;
47 static const float srgb_sub_high = 0.055f;
49 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
51 return type == WINED3D_SHADER_TYPE_PIXEL;
54 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
56 return type == WINED3D_SHADER_TYPE_VERTEX;
59 /* Extract a line. Note that this modifies the source string. */
60 static char *get_line(char **ptr)
62 char *p, *q;
64 p = *ptr;
65 if (!(q = strstr(p, "\n")))
67 if (!*p) return NULL;
68 *ptr += strlen(p);
69 return p;
71 *q = '\0';
72 *ptr = q + 1;
74 return p;
77 static void shader_arb_dump_program_source(const char *source)
79 ULONG source_size;
80 char *ptr, *line, *tmp;
82 source_size = strlen(source) + 1;
83 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
84 if (!tmp)
86 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
87 return;
89 memcpy(tmp, source, source_size);
91 ptr = tmp;
92 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
93 FIXME("\n");
95 HeapFree(GetProcessHeap(), 0, tmp);
98 enum arb_helper_value
100 ARB_ZERO,
101 ARB_ONE,
102 ARB_TWO,
103 ARB_0001,
104 ARB_EPS,
106 ARB_VS_REL_OFFSET
109 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
111 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
113 ERR("Geometry shaders are unsupported\n");
114 return "bad";
117 if (shader == WINED3D_SHADER_TYPE_PIXEL)
119 switch (value)
121 case ARB_ZERO: return "ps_helper_const.x";
122 case ARB_ONE: return "ps_helper_const.y";
123 case ARB_TWO: return "coefmul.x";
124 case ARB_0001: return "ps_helper_const.xxxy";
125 case ARB_EPS: return "ps_helper_const.z";
126 default: break;
129 else
131 switch (value)
133 case ARB_ZERO: return "helper_const.x";
134 case ARB_ONE: return "helper_const.y";
135 case ARB_TWO: return "helper_const.z";
136 case ARB_EPS: return "helper_const.w";
137 case ARB_0001: return "helper_const.xxxy";
138 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
141 FIXME("Unmanaged %s shader helper constant requested: %u\n",
142 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
143 switch (value)
145 case ARB_ZERO: return "0.0";
146 case ARB_ONE: return "1.0";
147 case ARB_TWO: return "2.0";
148 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
149 case ARB_EPS: return "1e-8";
150 default: return "bad";
154 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
156 return state->lowest_disabled_stage < 7;
159 /* ARB_program_shader private data */
161 struct control_frame
163 struct list entry;
164 enum
167 IFC,
168 LOOP,
170 } type;
171 BOOL muting;
172 BOOL outer_loop;
173 union
175 unsigned int loop;
176 unsigned int ifc;
177 } no;
178 struct wined3d_shader_loop_control loop_control;
179 BOOL had_else;
182 struct arb_ps_np2fixup_info
184 struct ps_np2fixup_info super;
185 /* For ARB we need a offset value:
186 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
187 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
188 * array we need an offset to the index inside the program local parameter array. */
189 UINT offset;
192 struct arb_ps_compile_args
194 struct ps_compile_args super;
195 WORD bools;
196 WORD clip; /* only a boolean, use a WORD for alignment */
197 unsigned char loop_ctrl[MAX_CONST_I][3];
200 struct stb_const_desc
202 unsigned char texunit;
203 UINT const_num;
206 struct arb_ps_compiled_shader
208 struct arb_ps_compile_args args;
209 struct arb_ps_np2fixup_info np2fixup_info;
210 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
211 struct stb_const_desc luminanceconst[MAX_TEXTURES];
212 UINT int_consts[MAX_CONST_I];
213 GLuint prgId;
214 UINT ycorrection;
215 unsigned char numbumpenvmatconsts;
216 char num_int_consts;
219 struct arb_vs_compile_args
221 struct vs_compile_args super;
222 union
224 struct
226 WORD bools;
227 unsigned char clip_texcoord;
228 unsigned char clipplane_mask;
229 } boolclip;
230 DWORD boolclip_compare;
231 } clip;
232 DWORD ps_signature;
233 union
235 unsigned char samplers[4];
236 DWORD samplers_compare;
237 } vertex;
238 unsigned char loop_ctrl[MAX_CONST_I][3];
241 struct arb_vs_compiled_shader
243 struct arb_vs_compile_args args;
244 GLuint prgId;
245 UINT int_consts[MAX_CONST_I];
246 char num_int_consts;
247 char need_color_unclamp;
248 UINT pos_fixup;
251 struct recorded_instruction
253 struct wined3d_shader_instruction ins;
254 struct list entry;
257 struct shader_arb_ctx_priv
259 char addr_reg[20];
260 enum
262 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
263 ARB,
264 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
265 NV2,
266 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
268 } target_version;
270 const struct arb_vs_compile_args *cur_vs_args;
271 const struct arb_ps_compile_args *cur_ps_args;
272 const struct arb_ps_compiled_shader *compiled_fprog;
273 const struct arb_vs_compiled_shader *compiled_vprog;
274 struct arb_ps_np2fixup_info *cur_np2fixup_info;
275 struct list control_frames;
276 struct list record;
277 BOOL recording;
278 BOOL muted;
279 unsigned int num_loops, loop_depth, num_ifcs;
280 int aL;
281 BOOL ps_post_process;
283 unsigned int vs_clipplanes;
284 BOOL footer_written;
285 BOOL in_main_func;
287 /* For 3.0 vertex shaders */
288 const char *vs_output[MAX_REG_OUTPUT];
289 /* For 2.x and earlier vertex shaders */
290 const char *texcrd_output[8], *color_output[2], *fog_output;
292 /* 3.0 pshader input for compatibility with fixed function */
293 const char *ps_input[MAX_REG_INPUT];
296 struct ps_signature
298 struct wined3d_shader_signature_element *sig;
299 DWORD idx;
300 struct wine_rb_entry entry;
303 struct arb_pshader_private {
304 struct arb_ps_compiled_shader *gl_shaders;
305 UINT num_gl_shaders, shader_array_size;
306 DWORD input_signature_idx;
307 DWORD clipplane_emulation;
308 BOOL clamp_consts;
311 struct arb_vshader_private {
312 struct arb_vs_compiled_shader *gl_shaders;
313 UINT num_gl_shaders, shader_array_size;
314 UINT rel_offset;
317 struct shader_arb_priv
319 GLuint current_vprogram_id;
320 GLuint current_fprogram_id;
321 const struct arb_ps_compiled_shader *compiled_fprog;
322 const struct arb_vs_compiled_shader *compiled_vprog;
323 GLuint depth_blt_vprogram_id;
324 GLuint depth_blt_fprogram_id_full[tex_type_count];
325 GLuint depth_blt_fprogram_id_masked[tex_type_count];
326 BOOL use_arbfp_fixed_func;
327 struct wine_rb_tree fragment_shaders;
328 BOOL last_ps_const_clamped;
329 BOOL last_vs_color_unclamp;
331 struct wine_rb_tree signature_tree;
332 DWORD ps_sig_number;
334 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
335 char *vshader_const_dirty, *pshader_const_dirty;
336 const struct wined3d_context *last_context;
338 const struct wined3d_vertex_pipe_ops *vertex_pipe;
339 const struct fragment_pipeline *fragment_pipe;
340 BOOL ffp_proj_control;
343 /* Context activation for state handlers is done by the caller. */
345 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
346 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
348 if (shader_data->rel_offset) return TRUE;
349 if (!reg_maps->usesmova) return FALSE;
350 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
353 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
354 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
356 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
357 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
360 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
361 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
363 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
364 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
365 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
366 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
367 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
368 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
369 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
370 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
371 return FALSE;
374 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
375 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
377 unsigned int ret = 1;
378 /* We use one PARAM for the pos fixup, and in some cases one to load
379 * some immediate values into the shader. */
380 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
381 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
382 return ret;
385 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
386 * When constant_list == NULL, it will load all the constants.
388 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
389 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
391 /* Context activation is done by the caller. */
392 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
393 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
394 const float *constants, char *dirty_consts)
396 struct wined3d_shader_lconst *lconst;
397 DWORD i, j;
398 unsigned int ret;
400 if (TRACE_ON(d3d_constants))
402 for(i = 0; i < max_constants; i++) {
403 if(!dirty_consts[i]) continue;
404 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
405 constants[i * 4 + 0], constants[i * 4 + 1],
406 constants[i * 4 + 2], constants[i * 4 + 3]);
410 i = 0;
412 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
413 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
415 float lcl_const[4];
416 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
417 * shaders, the first 8 constants are marked dirty for reload
419 for(; i < min(8, max_constants); i++) {
420 if(!dirty_consts[i]) continue;
421 dirty_consts[i] = 0;
423 j = 4 * i;
424 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
425 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
426 else lcl_const[0] = constants[j + 0];
428 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
429 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
430 else lcl_const[1] = constants[j + 1];
432 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
433 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
434 else lcl_const[2] = constants[j + 2];
436 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
437 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
438 else lcl_const[3] = constants[j + 3];
440 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
443 /* If further constants are dirty, reload them without clamping.
445 * The alternative is not to touch them, but then we cannot reset the dirty constant count
446 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
447 * above would always re-check the first 8 constants since max_constant remains at the init
448 * value
452 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
454 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
455 * or just reloading *all* constants at once
457 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
459 for(; i < max_constants; i++) {
460 if(!dirty_consts[i]) continue;
462 /* Find the next block of dirty constants */
463 dirty_consts[i] = 0;
464 j = i;
465 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
466 dirty_consts[i] = 0;
469 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
471 } else {
472 for(; i < max_constants; i++) {
473 if(dirty_consts[i]) {
474 dirty_consts[i] = 0;
475 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
479 checkGLcall("glProgramEnvParameter4fvARB()");
481 /* Load immediate constants */
482 if (shader->load_local_constsF)
484 if (TRACE_ON(d3d_shader))
486 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
488 GLfloat* values = (GLfloat*)lconst->value;
489 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
490 values[0], values[1], values[2], values[3]);
493 /* Immediate constants are clamped for 1.X shaders at loading times */
494 ret = 0;
495 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
497 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
498 ret = max(ret, lconst->idx + 1);
499 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
501 checkGLcall("glProgramEnvParameter4fvARB()");
502 return ret; /* The loaded immediate constants need reloading for the next shader */
503 } else {
504 return 0; /* No constants are dirty now */
508 /* Loads the texture dimensions for NP2 fixup into the currently set
509 * ARB_[vertex/fragment]_programs. */
510 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
511 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
513 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
514 WORD active = fixup->super.active;
515 UINT i;
517 if (!active)
518 return;
520 for (i = 0; active; active >>= 1, ++i)
522 const struct wined3d_texture *tex = state->textures[i];
523 unsigned char idx = fixup->super.idx[i];
524 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
526 if (!(active & 1))
527 continue;
529 if (!tex)
531 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
532 continue;
535 if (idx % 2)
537 tex_dim[2] = tex->pow2_matrix[0];
538 tex_dim[3] = tex->pow2_matrix[5];
540 else
542 tex_dim[0] = tex->pow2_matrix[0];
543 tex_dim[1] = tex->pow2_matrix[5];
547 for (i = 0; i < fixup->super.num_consts; ++i)
549 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
550 fixup->offset + i, &np2fixup_constants[i * 4]));
554 /* Context activation is done by the caller. */
555 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
556 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
558 const struct wined3d_gl_info *gl_info = context->gl_info;
559 unsigned char i;
561 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
563 int texunit = gl_shader->bumpenvmatconst[i].texunit;
565 /* The state manager takes care that this function is always called if the bump env matrix changes */
566 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
567 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
568 gl_shader->bumpenvmatconst[i].const_num, data));
570 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
572 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
573 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
574 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
575 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
577 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
578 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
579 gl_shader->luminanceconst[i].const_num, scale));
582 checkGLcall("Load bumpmap consts");
584 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
586 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
587 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
588 * ycorrection.z: 1.0
589 * ycorrection.w: 0.0
591 float val[4];
592 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
593 val[1] = context->render_offscreen ? 1.0f : -1.0f;
594 val[2] = 1.0f;
595 val[3] = 0.0f;
596 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
597 checkGLcall("y correction loading");
600 if (!gl_shader->num_int_consts) return;
602 for(i = 0; i < MAX_CONST_I; i++)
604 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
606 float val[4];
607 val[0] = (float)state->ps_consts_i[4 * i];
608 val[1] = (float)state->ps_consts_i[4 * i + 1];
609 val[2] = (float)state->ps_consts_i[4 * i + 2];
610 val[3] = -1.0f;
612 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
615 checkGLcall("Load ps int consts");
618 /* Context activation is done by the caller. */
619 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
620 const struct wined3d_context *context, const struct wined3d_state *state)
622 const struct wined3d_gl_info *gl_info = context->gl_info;
623 float position_fixup[4];
624 unsigned char i;
626 /* Upload the position fixup */
627 shader_get_position_fixup(context, state, position_fixup);
628 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
630 if (!gl_shader->num_int_consts) return;
632 for(i = 0; i < MAX_CONST_I; i++)
634 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
636 float val[4];
637 val[0] = (float)state->vs_consts_i[4 * i];
638 val[1] = (float)state->vs_consts_i[4 * i + 1];
639 val[2] = (float)state->vs_consts_i[4 * i + 2];
640 val[3] = -1.0f;
642 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
645 checkGLcall("Load vs int consts");
648 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
649 const struct wined3d_state *state);
652 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
654 * We only support float constants in ARB at the moment, so don't
655 * worry about the Integers or Booleans
657 /* Context activation is done by the caller (state handler). */
658 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
659 struct wined3d_context *context, const struct wined3d_state *state,
660 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
662 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
663 const struct wined3d_gl_info *gl_info = context->gl_info;
665 if (!from_shader_select)
667 const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
668 if (vshader
669 && (vshader->reg_maps.boolean_constants
670 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
671 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
673 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
674 shader_arb_select(priv, context, state);
676 else if (pshader
677 && (pshader->reg_maps.boolean_constants
678 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
679 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
681 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
682 shader_arb_select(priv, context, state);
686 if (context != priv->last_context)
688 memset(priv->vshader_const_dirty, 1,
689 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
690 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
692 memset(priv->pshader_const_dirty, 1,
693 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
694 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
696 priv->last_context = context;
699 if (useVertexShader)
701 struct wined3d_shader *vshader = state->vertex_shader;
702 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
704 /* Load DirectX 9 float constants for vertex shader */
705 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
706 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
707 shader_arb_vs_local_constants(gl_shader, context, state);
710 if (usePixelShader)
712 struct wined3d_shader *pshader = state->pixel_shader;
713 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
714 UINT rt_height = state->fb->render_targets[0]->resource.height;
716 /* Load DirectX 9 float constants for pixel shader */
717 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
718 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
719 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
721 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
722 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
726 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
727 const struct wined3d_state *state)
729 BOOL vs = use_vs(state);
730 BOOL ps = use_ps(state);
732 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
735 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
737 struct wined3d_context *context = context_get_current();
738 struct shader_arb_priv *priv = device->shader_priv;
739 unsigned int i;
741 for (i = 0; i < device->context_count; ++i)
743 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
746 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
747 * context. On a context switch the old context will be fully dirtified */
748 if (!context || context->swapchain->device != device) return;
750 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
751 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
754 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
756 struct wined3d_context *context = context_get_current();
757 struct shader_arb_priv *priv = device->shader_priv;
758 unsigned int i;
760 for (i = 0; i < device->context_count; ++i)
762 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
765 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
766 * context. On a context switch the old context will be fully dirtified */
767 if (!context || context->swapchain->device != device) return;
769 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
770 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
773 /* Generate the variable & register declarations for the ARB_vertex_program output target */
774 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
775 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
776 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
777 const struct shader_arb_ctx_priv *ctx)
779 DWORD i;
780 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
781 const struct wined3d_shader_lconst *lconst;
782 unsigned max_constantsF;
783 DWORD map;
785 /* In pixel shaders, all private constants are program local, we don't need anything
786 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
787 * If we need a private constant the GL implementation will squeeze it in somewhere
789 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
790 * immediate values. The posFixup is loaded using program.env for now, so always
791 * subtract one from the number of constants. If the shader uses indirect addressing,
792 * account for the helper const too because we have to declare all available d3d constants
793 * and don't know which are actually used.
795 if (pshader)
797 max_constantsF = gl_info->limits.arb_ps_native_constants;
798 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
799 if (max_constantsF < 24)
800 max_constantsF = gl_info->limits.arb_ps_float_constants;
802 else
804 const struct arb_vshader_private *shader_data = shader->backend_data;
805 max_constantsF = gl_info->limits.arb_vs_native_constants;
806 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
807 * Also prevents max_constantsF from becoming less than 0 and
808 * wrapping . */
809 if (max_constantsF < 96)
810 max_constantsF = gl_info->limits.arb_vs_float_constants;
812 if (reg_maps->usesrelconstF)
814 DWORD highest_constf = 0, clip_limit;
816 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
817 max_constantsF -= count_bits(reg_maps->integer_constants);
818 max_constantsF -= gl_info->reserved_arb_constants;
820 for (i = 0; i < shader->limits.constant_float; ++i)
822 DWORD idx = i >> 5;
823 DWORD shift = i & 0x1f;
824 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
827 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
829 if(ctx->cur_vs_args->super.clip_enabled)
830 clip_limit = gl_info->limits.clipplanes;
831 else
832 clip_limit = 0;
834 else
836 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
837 clip_limit = min(count_bits(mask), 4);
839 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
840 max_constantsF -= *num_clipplanes;
841 if(*num_clipplanes < clip_limit)
843 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
846 else
848 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
849 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
853 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
855 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
858 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
860 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
863 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
865 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
867 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
871 if (!shader->load_local_constsF)
873 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
875 const float *value;
876 value = (const float *)lconst->value;
877 shader_addline(buffer, "PARAM C%u = {%.8e, %.8e, %.8e, %.8e};\n", lconst->idx,
878 value[0], value[1], value[2], value[3]);
882 /* After subtracting privately used constants from the hardware limit(they are loaded as
883 * local constants), make sure the shader doesn't violate the env constant limit
885 if(pshader)
887 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
889 else
891 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
894 /* Avoid declaring more constants than needed */
895 max_constantsF = min(max_constantsF, shader->limits.constant_float);
897 /* we use the array-based constants array if the local constants are marked for loading,
898 * because then we use indirect addressing, or when the local constant list is empty,
899 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
900 * local constants do not declare the loaded constants as an array because ARB compilers usually
901 * do not optimize unused constants away
903 if (reg_maps->usesrelconstF)
905 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
906 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
907 max_constantsF, max_constantsF - 1);
908 } else {
909 for(i = 0; i < max_constantsF; i++) {
910 DWORD idx, mask;
911 idx = i >> 5;
912 mask = 1 << (i & 0x1f);
913 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
915 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
921 static const char * const shift_tab[] = {
922 "dummy", /* 0 (none) */
923 "coefmul.x", /* 1 (x2) */
924 "coefmul.y", /* 2 (x4) */
925 "coefmul.z", /* 3 (x8) */
926 "coefmul.w", /* 4 (x16) */
927 "dummy", /* 5 (x32) */
928 "dummy", /* 6 (x64) */
929 "dummy", /* 7 (x128) */
930 "dummy", /* 8 (d256) */
931 "dummy", /* 9 (d128) */
932 "dummy", /* 10 (d64) */
933 "dummy", /* 11 (d32) */
934 "coefdiv.w", /* 12 (d16) */
935 "coefdiv.z", /* 13 (d8) */
936 "coefdiv.y", /* 14 (d4) */
937 "coefdiv.x" /* 15 (d2) */
940 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
941 const struct wined3d_shader_dst_param *dst, char *write_mask)
943 char *ptr = write_mask;
945 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
947 *ptr++ = '.';
948 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
949 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
950 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
951 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
954 *ptr = '\0';
957 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
959 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
960 * but addressed as "rgba". To fix this we need to swap the register's x
961 * and z components. */
962 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
963 char *ptr = swizzle_str;
965 /* swizzle bits fields: wwzzyyxx */
966 DWORD swizzle = param->swizzle;
967 DWORD swizzle_x = swizzle & 0x03;
968 DWORD swizzle_y = (swizzle >> 2) & 0x03;
969 DWORD swizzle_z = (swizzle >> 4) & 0x03;
970 DWORD swizzle_w = (swizzle >> 6) & 0x03;
972 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
973 * generate a swizzle string. Unless we need to our own swizzling. */
974 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
976 *ptr++ = '.';
977 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
978 *ptr++ = swizzle_chars[swizzle_x];
979 } else {
980 *ptr++ = swizzle_chars[swizzle_x];
981 *ptr++ = swizzle_chars[swizzle_y];
982 *ptr++ = swizzle_chars[swizzle_z];
983 *ptr++ = swizzle_chars[swizzle_w];
987 *ptr = '\0';
990 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
992 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
993 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
995 if (!strcmp(priv->addr_reg, src)) return;
997 strcpy(priv->addr_reg, src);
998 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1001 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1002 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1004 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1005 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1007 /* oPos, oFog and oPts in D3D */
1008 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1009 const struct wined3d_shader *shader = ins->ctx->shader;
1010 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1011 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1012 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1014 *is_color = FALSE;
1016 switch (reg->type)
1018 case WINED3DSPR_TEMP:
1019 sprintf(register_name, "R%u", reg->idx[0].offset);
1020 break;
1022 case WINED3DSPR_INPUT:
1023 if (pshader)
1025 if (reg_maps->shader_version.major < 3)
1027 if (!reg->idx[0].offset)
1028 strcpy(register_name, "fragment.color.primary");
1029 else
1030 strcpy(register_name, "fragment.color.secondary");
1032 else
1034 if (reg->idx[0].rel_addr)
1036 char rel_reg[50];
1037 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1039 if (!strcmp(rel_reg, "**aL_emul**"))
1041 DWORD idx = ctx->aL + reg->idx[0].offset;
1042 if(idx < MAX_REG_INPUT)
1044 strcpy(register_name, ctx->ps_input[idx]);
1046 else
1048 ERR("Pixel shader input register out of bounds: %u\n", idx);
1049 sprintf(register_name, "out_of_bounds_%u", idx);
1052 else if (reg_maps->input_registers & 0x0300)
1054 /* There are two ways basically:
1056 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1057 * That means trouble if the loop also contains a breakc or if the control values
1058 * aren't local constants.
1059 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1060 * source dynamically. The trouble is that we cannot simply read aL.y because it
1061 * is an ADDRESS register. We could however push it, load .zw with a value and use
1062 * ADAC to load the condition code register and pop it again afterwards
1064 FIXME("Relative input register addressing with more than 8 registers\n");
1066 /* This is better than nothing for now */
1067 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1069 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1071 /* This is problematic because we'd have to consult the ctx->ps_input strings
1072 * for where to find the varying. Some may be "0.0", others can be texcoords or
1073 * colors. This needs either a pipeline replacement to make the vertex shader feed
1074 * proper varyings, or loop unrolling
1076 * For now use the texcoords and hope for the best
1078 FIXME("Non-vertex shader varying input with indirect addressing\n");
1079 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1081 else
1083 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1084 * pulls GL_NV_fragment_program2 in
1086 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1089 else
1091 if (reg->idx[0].offset < MAX_REG_INPUT)
1093 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1095 else
1097 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1098 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1103 else
1105 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1106 *is_color = TRUE;
1107 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1109 break;
1111 case WINED3DSPR_CONST:
1112 if (!pshader && reg->idx[0].rel_addr)
1114 const struct arb_vshader_private *shader_data = shader->backend_data;
1115 UINT rel_offset = shader_data->rel_offset;
1116 BOOL aL = FALSE;
1117 char rel_reg[50];
1118 if (reg_maps->shader_version.major < 2)
1120 sprintf(rel_reg, "A0.x");
1122 else
1124 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1125 if (ctx->target_version == ARB)
1127 if (!strcmp(rel_reg, "**aL_emul**"))
1129 aL = TRUE;
1130 } else {
1131 shader_arb_request_a0(ins, rel_reg);
1132 sprintf(rel_reg, "A0.x");
1136 if (aL)
1137 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1138 else if (reg->idx[0].offset >= rel_offset)
1139 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1140 else
1141 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1143 else
1145 if (reg_maps->usesrelconstF)
1146 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1147 else
1148 sprintf(register_name, "C%u", reg->idx[0].offset);
1150 break;
1152 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1153 if (pshader)
1155 if (reg_maps->shader_version.major == 1
1156 && reg_maps->shader_version.minor <= 3)
1157 /* In ps <= 1.3, Tx is a temporary register as destination
1158 * to all instructions, and as source to most instructions.
1159 * For some instructions it is the texcoord input. Those
1160 * instructions know about the special use. */
1161 sprintf(register_name, "T%u", reg->idx[0].offset);
1162 else
1163 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1164 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1166 else
1168 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1169 sprintf(register_name, "A%u", reg->idx[0].offset);
1170 else
1171 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1173 break;
1175 case WINED3DSPR_COLOROUT:
1176 if (ctx->ps_post_process && !reg->idx[0].offset)
1178 strcpy(register_name, "TMP_COLOR");
1180 else
1182 if (ctx->cur_ps_args->super.srgb_correction)
1183 FIXME("sRGB correction on higher render targets.\n");
1184 if (reg_maps->rt_mask > 1)
1185 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1186 else
1187 strcpy(register_name, "result.color");
1189 break;
1191 case WINED3DSPR_RASTOUT:
1192 if (reg->idx[0].offset == 1)
1193 sprintf(register_name, "%s", ctx->fog_output);
1194 else
1195 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1196 break;
1198 case WINED3DSPR_DEPTHOUT:
1199 strcpy(register_name, "result.depth");
1200 break;
1202 case WINED3DSPR_ATTROUT:
1203 /* case WINED3DSPR_OUTPUT: */
1204 if (pshader)
1205 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1206 else
1207 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1208 break;
1210 case WINED3DSPR_TEXCRDOUT:
1211 if (pshader)
1212 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1213 else if (reg_maps->shader_version.major < 3)
1214 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1215 else
1216 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1217 break;
1219 case WINED3DSPR_LOOP:
1220 if(ctx->target_version >= NV2)
1222 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1223 if(pshader) sprintf(register_name, "A0.x");
1224 else sprintf(register_name, "aL.y");
1226 else
1228 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1229 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1230 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1231 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1232 * indexing
1234 sprintf(register_name, "**aL_emul**");
1237 break;
1239 case WINED3DSPR_CONSTINT:
1240 sprintf(register_name, "I%u", reg->idx[0].offset);
1241 break;
1243 case WINED3DSPR_MISCTYPE:
1244 if (!reg->idx[0].offset)
1245 sprintf(register_name, "vpos");
1246 else if (reg->idx[0].offset == 1)
1247 sprintf(register_name, "fragment.facing.x");
1248 else
1249 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1250 break;
1252 default:
1253 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1254 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1255 break;
1259 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1260 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1262 char register_name[255];
1263 char write_mask[6];
1264 BOOL is_color;
1266 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1267 strcpy(str, register_name);
1269 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1270 strcat(str, write_mask);
1273 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1275 switch(channel_source)
1277 case CHANNEL_SOURCE_ZERO: return "0";
1278 case CHANNEL_SOURCE_ONE: return "1";
1279 case CHANNEL_SOURCE_X: return "x";
1280 case CHANNEL_SOURCE_Y: return "y";
1281 case CHANNEL_SOURCE_Z: return "z";
1282 case CHANNEL_SOURCE_W: return "w";
1283 default:
1284 FIXME("Unhandled channel source %#x\n", channel_source);
1285 return "undefined";
1289 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1290 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1292 DWORD mask;
1294 if (is_complex_fixup(fixup))
1296 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1297 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1298 return;
1301 mask = 0;
1302 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1303 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1304 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1305 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1306 mask &= dst_mask;
1308 if (mask)
1310 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1311 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1312 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1315 mask = 0;
1316 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1317 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1318 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1319 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1320 mask &= dst_mask;
1322 if (mask)
1324 char reg_mask[6];
1325 char *ptr = reg_mask;
1327 if (mask != WINED3DSP_WRITEMASK_ALL)
1329 *ptr++ = '.';
1330 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1331 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1332 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1333 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1335 *ptr = '\0';
1337 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1341 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1343 DWORD mod;
1344 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1345 if (!ins->dst_count) return "";
1347 mod = ins->dst[0].modifiers;
1349 /* Silently ignore PARTIALPRECISION if its not supported */
1350 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1352 if(mod & WINED3DSPDM_MSAMPCENTROID)
1354 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1355 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1358 switch(mod)
1360 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1361 return "H_SAT";
1363 case WINED3DSPDM_SATURATE:
1364 return "_SAT";
1366 case WINED3DSPDM_PARTIALPRECISION:
1367 return "H";
1369 case 0:
1370 return "";
1372 default:
1373 FIXME("Unknown modifiers 0x%08x\n", mod);
1374 return "";
1378 #define TEX_PROJ 0x1
1379 #define TEX_BIAS 0x2
1380 #define TEX_LOD 0x4
1381 #define TEX_DERIV 0x10
1383 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1384 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1386 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1387 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1388 const char *tex_type;
1389 BOOL np2_fixup = FALSE;
1390 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1391 const char *mod;
1392 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1393 const struct wined3d_shader *shader;
1394 const struct wined3d_device *device;
1395 const struct wined3d_gl_info *gl_info;
1397 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1398 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1400 switch(sampler_type) {
1401 case WINED3DSTT_1D:
1402 tex_type = "1D";
1403 break;
1405 case WINED3DSTT_2D:
1406 shader = ins->ctx->shader;
1407 device = shader->device;
1408 gl_info = &device->adapter->gl_info;
1410 if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
1411 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1412 tex_type = "RECT";
1413 else
1414 tex_type = "2D";
1415 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1417 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1419 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1420 else np2_fixup = TRUE;
1423 break;
1425 case WINED3DSTT_VOLUME:
1426 tex_type = "3D";
1427 break;
1429 case WINED3DSTT_CUBE:
1430 tex_type = "CUBE";
1431 break;
1433 default:
1434 ERR("Unexpected texture type %d\n", sampler_type);
1435 tex_type = "";
1438 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1439 * so don't use shader_arb_get_modifier
1441 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1442 else mod = "";
1444 /* Fragment samplers always have indentity mapping */
1445 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1447 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1450 if (flags & TEX_DERIV)
1452 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1453 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1454 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1455 dsx, dsy,sampler_idx, tex_type);
1457 else if(flags & TEX_LOD)
1459 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1460 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1461 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1462 sampler_idx, tex_type);
1464 else if (flags & TEX_BIAS)
1466 /* Shouldn't be possible, but let's check for it */
1467 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1468 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1469 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1471 else if (flags & TEX_PROJ)
1473 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1475 else
1477 if (np2_fixup)
1479 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1480 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1481 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1483 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1485 else
1486 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1489 if (pshader)
1491 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1492 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1493 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1494 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1498 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1499 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1501 /* Generate a line that does the input modifier computation and return the input register to use */
1502 BOOL is_color = FALSE;
1503 char regstr[256];
1504 char swzstr[20];
1505 int insert_line;
1506 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1507 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1508 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1509 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1511 /* Assume a new line will be added */
1512 insert_line = 1;
1514 /* Get register name */
1515 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1516 shader_arb_get_swizzle(src, is_color, swzstr);
1518 switch (src->modifiers)
1520 case WINED3DSPSM_NONE:
1521 sprintf(outregstr, "%s%s", regstr, swzstr);
1522 insert_line = 0;
1523 break;
1524 case WINED3DSPSM_NEG:
1525 sprintf(outregstr, "-%s%s", regstr, swzstr);
1526 insert_line = 0;
1527 break;
1528 case WINED3DSPSM_BIAS:
1529 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1530 break;
1531 case WINED3DSPSM_BIASNEG:
1532 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1533 break;
1534 case WINED3DSPSM_SIGN:
1535 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1536 break;
1537 case WINED3DSPSM_SIGNNEG:
1538 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1539 break;
1540 case WINED3DSPSM_COMP:
1541 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1542 break;
1543 case WINED3DSPSM_X2:
1544 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1545 break;
1546 case WINED3DSPSM_X2NEG:
1547 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1548 break;
1549 case WINED3DSPSM_DZ:
1550 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1551 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1552 break;
1553 case WINED3DSPSM_DW:
1554 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1555 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1556 break;
1557 case WINED3DSPSM_ABS:
1558 if(ctx->target_version >= NV2) {
1559 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1560 insert_line = 0;
1561 } else {
1562 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1564 break;
1565 case WINED3DSPSM_ABSNEG:
1566 if(ctx->target_version >= NV2) {
1567 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1568 } else {
1569 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1570 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1572 insert_line = 0;
1573 break;
1574 default:
1575 sprintf(outregstr, "%s%s", regstr, swzstr);
1576 insert_line = 0;
1579 /* Return modified or original register, with swizzle */
1580 if (insert_line)
1581 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1584 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1586 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1587 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1588 DWORD sampler_code = dst->reg.idx[0].offset;
1589 char dst_name[50];
1590 char src_name[2][50];
1592 shader_arb_get_dst_param(ins, dst, dst_name);
1594 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1596 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1597 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1598 * temps is done.
1600 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1601 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1602 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1603 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1604 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1606 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1607 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1610 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1612 *extra_char = ' ';
1613 switch(mod)
1615 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1616 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1617 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1618 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1619 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1620 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1621 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1622 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1623 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1624 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1625 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1626 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1627 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1629 FIXME("Unknown modifier %u\n", mod);
1630 return mod;
1633 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1635 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1636 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1637 char dst_name[50];
1638 char src_name[3][50];
1639 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1640 ins->ctx->reg_maps->shader_version.minor);
1642 shader_arb_get_dst_param(ins, dst, dst_name);
1643 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1645 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1646 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1648 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1650 else
1652 struct wined3d_shader_src_param src0_copy = ins->src[0];
1653 char extra_neg;
1655 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1656 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1658 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1659 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1660 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1661 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1662 dst_name, src_name[1], src_name[2]);
1666 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1668 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1669 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1670 char dst_name[50];
1671 char src_name[3][50];
1673 shader_arb_get_dst_param(ins, dst, dst_name);
1675 /* Generate input register names (with modifiers) */
1676 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1677 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1678 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1680 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1681 dst_name, src_name[0], src_name[2], src_name[1]);
1684 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1685 * dst = dot2(src0, src1) + src2 */
1686 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1688 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1689 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1690 char dst_name[50];
1691 char src_name[3][50];
1692 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1694 shader_arb_get_dst_param(ins, dst, dst_name);
1695 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1696 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1698 if(ctx->target_version >= NV3)
1700 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1701 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1702 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1703 dst_name, src_name[0], src_name[1], src_name[2]);
1705 else if(ctx->target_version >= NV2)
1707 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1708 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1709 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1710 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1712 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1714 * .xyxy and other swizzles that we could get with this are not valid in
1715 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1717 struct wined3d_shader_src_param tmp_param = ins->src[1];
1718 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1719 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1721 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1723 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1724 dst_name, src_name[2], src_name[0], src_name[1]);
1726 else
1728 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1729 /* 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]
1730 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1732 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1733 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1734 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1735 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1739 /* Map the opcode 1-to-1 to the GL code */
1740 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1742 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1743 const char *instruction;
1744 char arguments[256], dst_str[50];
1745 unsigned int i;
1746 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1748 switch (ins->handler_idx)
1750 case WINED3DSIH_ABS: instruction = "ABS"; break;
1751 case WINED3DSIH_ADD: instruction = "ADD"; break;
1752 case WINED3DSIH_CRS: instruction = "XPD"; break;
1753 case WINED3DSIH_DP3: instruction = "DP3"; break;
1754 case WINED3DSIH_DP4: instruction = "DP4"; break;
1755 case WINED3DSIH_DST: instruction = "DST"; break;
1756 case WINED3DSIH_FRC: instruction = "FRC"; break;
1757 case WINED3DSIH_LIT: instruction = "LIT"; break;
1758 case WINED3DSIH_LRP: instruction = "LRP"; break;
1759 case WINED3DSIH_MAD: instruction = "MAD"; break;
1760 case WINED3DSIH_MAX: instruction = "MAX"; break;
1761 case WINED3DSIH_MIN: instruction = "MIN"; break;
1762 case WINED3DSIH_MOV: instruction = "MOV"; break;
1763 case WINED3DSIH_MUL: instruction = "MUL"; break;
1764 case WINED3DSIH_SGE: instruction = "SGE"; break;
1765 case WINED3DSIH_SLT: instruction = "SLT"; break;
1766 case WINED3DSIH_SUB: instruction = "SUB"; break;
1767 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1768 case WINED3DSIH_DSX: instruction = "DDX"; break;
1769 default: instruction = "";
1770 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1771 break;
1774 /* Note that shader_arb_add_dst_param() adds spaces. */
1775 arguments[0] = '\0';
1776 shader_arb_get_dst_param(ins, dst, dst_str);
1777 for (i = 0; i < ins->src_count; ++i)
1779 char operand[100];
1780 strcat(arguments, ", ");
1781 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1782 strcat(arguments, operand);
1784 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1787 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1789 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1791 const struct wined3d_shader *shader = ins->ctx->shader;
1792 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1793 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1794 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1795 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1796 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1797 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1799 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1800 char src0_param[256];
1802 if (ins->handler_idx == WINED3DSIH_MOVA)
1804 const struct arb_vshader_private *shader_data = shader->backend_data;
1805 char write_mask[6];
1806 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1808 if(ctx->target_version >= NV2) {
1809 shader_hw_map2gl(ins);
1810 return;
1812 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1813 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1815 /* This implements the mova formula used in GLSL. The first two instructions
1816 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1817 * in this case:
1818 * mova A0.x, 0.0
1820 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1822 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1823 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1825 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1826 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1828 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1829 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1830 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1831 if (shader_data->rel_offset)
1833 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1835 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1837 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1839 else if (reg_maps->shader_version.major == 1
1840 && !shader_is_pshader_version(reg_maps->shader_version.type)
1841 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1843 const struct arb_vshader_private *shader_data = shader->backend_data;
1844 src0_param[0] = '\0';
1846 if (shader_data->rel_offset)
1848 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1849 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1850 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1851 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1853 else
1855 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1856 * with more than one component. Thus replicate the first source argument over all
1857 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1858 struct wined3d_shader_src_param tmp_src = ins->src[0];
1859 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1860 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1861 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1864 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1866 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1868 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1869 return;
1871 shader_hw_map2gl(ins);
1873 else
1875 shader_hw_map2gl(ins);
1879 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1881 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1882 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1883 char reg_dest[40];
1885 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1886 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1888 shader_arb_get_dst_param(ins, dst, reg_dest);
1890 if (ins->ctx->reg_maps->shader_version.major >= 2)
1892 const char *kilsrc = "TA";
1893 BOOL is_color;
1895 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1896 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1898 kilsrc = reg_dest;
1900 else
1902 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1903 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1904 * masked out components to 0(won't kill)
1906 char x = '0', y = '0', z = '0', w = '0';
1907 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1908 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1909 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1910 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1911 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1913 shader_addline(buffer, "KIL %s;\n", kilsrc);
1915 else
1917 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1918 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1920 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1921 * or pass in any temporary register(in shader phase 2)
1923 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1924 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1925 else
1926 shader_arb_get_dst_param(ins, dst, reg_dest);
1927 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1928 shader_addline(buffer, "KIL TA;\n");
1932 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1934 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1935 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1936 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1937 ins->ctx->reg_maps->shader_version.minor);
1938 struct wined3d_shader_src_param src;
1940 char reg_dest[40];
1941 char reg_coord[40];
1942 DWORD reg_sampler_code;
1943 WORD myflags = 0;
1944 BOOL swizzle_coord = FALSE;
1946 /* All versions have a destination register */
1947 shader_arb_get_dst_param(ins, dst, reg_dest);
1949 /* 1.0-1.4: Use destination register number as texture code.
1950 2.0+: Use provided sampler number as texure code. */
1951 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1952 reg_sampler_code = dst->reg.idx[0].offset;
1953 else
1954 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1956 /* 1.0-1.3: Use the texcoord varying.
1957 1.4+: Use provided coordinate source register. */
1958 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1959 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1960 else {
1961 /* TEX is the only instruction that can handle DW and DZ natively */
1962 src = ins->src[0];
1963 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1964 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1965 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1968 /* projection flag:
1969 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1970 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1971 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1973 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1975 DWORD flags = 0;
1976 if (reg_sampler_code < MAX_TEXTURES)
1977 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1978 if (flags & WINED3D_PSARGS_PROJECTED)
1980 myflags |= TEX_PROJ;
1981 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1982 swizzle_coord = TRUE;
1985 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1987 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1988 if (src_mod == WINED3DSPSM_DZ)
1990 swizzle_coord = TRUE;
1991 myflags |= TEX_PROJ;
1992 } else if(src_mod == WINED3DSPSM_DW) {
1993 myflags |= TEX_PROJ;
1995 } else {
1996 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1997 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2000 if (swizzle_coord)
2002 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2003 * reg_coord is a read-only varying register, so we need a temp reg */
2004 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2005 strcpy(reg_coord, "TA");
2008 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2011 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2013 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2014 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2015 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2016 ins->ctx->reg_maps->shader_version.minor);
2017 char dst_str[50];
2019 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2021 DWORD reg = dst->reg.idx[0].offset;
2023 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2024 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2025 } else {
2026 char reg_src[40];
2028 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2029 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2030 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2034 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2036 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2037 DWORD flags = 0;
2039 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2040 char dst_str[50];
2041 char src_str[50];
2043 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2044 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2045 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2046 /* Move .x first in case src_str is "TA" */
2047 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2048 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2049 if (reg1 < MAX_TEXTURES)
2051 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2052 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2054 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2057 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2059 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2061 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2062 char dst_str[50];
2063 char src_str[50];
2065 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2066 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2067 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2068 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2069 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2070 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2073 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2075 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2076 char dst_str[50];
2077 char src_str[50];
2079 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2080 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2081 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2082 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2085 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2087 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2088 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2089 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2090 char reg_coord[40], dst_reg[50], src_reg[50];
2091 DWORD reg_dest_code;
2093 /* All versions have a destination register. The Tx where the texture coordinates come
2094 * from is the varying incarnation of the texture register
2096 reg_dest_code = dst->reg.idx[0].offset;
2097 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2098 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2099 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2101 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2102 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2104 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2105 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2107 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2108 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2109 * extension.
2111 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2112 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2113 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2114 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2116 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2117 * so we can't let the GL handle this.
2119 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2120 & WINED3D_PSARGS_PROJECTED)
2122 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2123 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2124 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2125 } else {
2126 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2129 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2131 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2133 /* No src swizzles are allowed, so this is ok */
2134 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2135 src_reg, reg_dest_code, reg_dest_code);
2136 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2140 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2142 DWORD reg = ins->dst[0].reg.idx[0].offset;
2143 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2144 char src0_name[50], dst_name[50];
2145 BOOL is_color;
2146 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2148 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2149 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2150 * T<reg+1> register. Use this register to store the calculated vector
2152 tmp_reg.idx[0].offset = reg + 1;
2153 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2154 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2157 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2159 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2160 DWORD flags;
2161 DWORD reg = ins->dst[0].reg.idx[0].offset;
2162 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2163 char dst_str[50];
2164 char src0_name[50];
2165 char dst_reg[50];
2166 BOOL is_color;
2168 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2169 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2171 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2172 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2173 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2174 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2175 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2178 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2180 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2181 DWORD reg = ins->dst[0].reg.idx[0].offset;
2182 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2183 char src0_name[50], dst_name[50];
2184 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2185 BOOL is_color;
2187 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2188 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2189 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2191 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2192 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2194 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2195 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2196 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2197 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2200 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2202 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2203 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2204 DWORD flags;
2205 DWORD reg = ins->dst[0].reg.idx[0].offset;
2206 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2207 char dst_str[50];
2208 char src0_name[50], dst_name[50];
2209 BOOL is_color;
2211 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2212 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2213 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2215 /* Sample the texture using the calculated coordinates */
2216 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2217 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2218 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2219 tex_mx->current_row = 0;
2222 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2224 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2225 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2226 DWORD flags;
2227 DWORD reg = ins->dst[0].reg.idx[0].offset;
2228 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2229 char dst_str[50];
2230 char src0_name[50];
2231 char dst_reg[50];
2232 BOOL is_color;
2234 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2235 * components for temporary data storage
2237 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2238 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2239 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2241 /* Construct the eye-ray vector from w coordinates */
2242 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2243 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2244 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2246 /* Calculate reflection vector
2248 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2249 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2250 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2251 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2252 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2253 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2254 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2256 /* Sample the texture using the calculated coordinates */
2257 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2258 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2259 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2260 tex_mx->current_row = 0;
2263 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2265 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2266 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2267 DWORD flags;
2268 DWORD reg = ins->dst[0].reg.idx[0].offset;
2269 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2270 char dst_str[50];
2271 char src0_name[50];
2272 char src1_name[50];
2273 char dst_reg[50];
2274 BOOL is_color;
2276 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2277 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2278 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2279 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2280 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2282 /* Calculate reflection vector.
2284 * dot(N, E)
2285 * dst_reg.xyz = 2 * --------- * N - E
2286 * dot(N, N)
2288 * Which normalizes the normal vector
2290 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2291 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2292 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2293 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2294 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2295 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2297 /* Sample the texture using the calculated coordinates */
2298 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2299 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2300 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2301 tex_mx->current_row = 0;
2304 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2306 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2307 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2308 char dst_name[50];
2309 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2310 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2312 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2313 * which is essentially an input, is the destination register because it is the first
2314 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2315 * here(writemasks/swizzles are not valid on texdepth)
2317 shader_arb_get_dst_param(ins, dst, dst_name);
2319 /* According to the msdn, the source register(must be r5) is unusable after
2320 * the texdepth instruction, so we're free to modify it
2322 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2324 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2325 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2326 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2328 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2329 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2330 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2331 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2334 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2335 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2336 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2337 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2339 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2340 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2341 char src0[50];
2342 char dst_str[50];
2344 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2345 shader_addline(buffer, "MOV TB, 0.0;\n");
2346 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2348 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2349 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2352 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2353 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2354 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2356 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2357 char src0[50];
2358 char dst_str[50];
2359 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2361 /* Handle output register */
2362 shader_arb_get_dst_param(ins, dst, dst_str);
2363 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2364 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2367 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2368 * Perform the 3rd row of a 3x3 matrix multiply */
2369 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2371 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2372 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2373 char dst_str[50], dst_name[50];
2374 char src0[50];
2375 BOOL is_color;
2377 shader_arb_get_dst_param(ins, dst, dst_str);
2378 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2379 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2380 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2381 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2384 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2385 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2386 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2387 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2389 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2391 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2392 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2393 char src0[50], dst_name[50];
2394 BOOL is_color;
2395 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2396 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2398 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2399 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2400 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2402 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2403 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2404 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2406 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2407 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2408 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2409 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2412 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2413 Vertex/Pixel shaders to ARB_vertex_program codes */
2414 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2416 int i;
2417 int nComponents = 0;
2418 struct wined3d_shader_dst_param tmp_dst = {{0}};
2419 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2420 struct wined3d_shader_instruction tmp_ins;
2422 memset(&tmp_ins, 0, sizeof(tmp_ins));
2424 /* Set constants for the temporary argument */
2425 tmp_ins.ctx = ins->ctx;
2426 tmp_ins.dst_count = 1;
2427 tmp_ins.dst = &tmp_dst;
2428 tmp_ins.src_count = 2;
2429 tmp_ins.src = tmp_src;
2431 switch(ins->handler_idx)
2433 case WINED3DSIH_M4x4:
2434 nComponents = 4;
2435 tmp_ins.handler_idx = WINED3DSIH_DP4;
2436 break;
2437 case WINED3DSIH_M4x3:
2438 nComponents = 3;
2439 tmp_ins.handler_idx = WINED3DSIH_DP4;
2440 break;
2441 case WINED3DSIH_M3x4:
2442 nComponents = 4;
2443 tmp_ins.handler_idx = WINED3DSIH_DP3;
2444 break;
2445 case WINED3DSIH_M3x3:
2446 nComponents = 3;
2447 tmp_ins.handler_idx = WINED3DSIH_DP3;
2448 break;
2449 case WINED3DSIH_M3x2:
2450 nComponents = 2;
2451 tmp_ins.handler_idx = WINED3DSIH_DP3;
2452 break;
2453 default:
2454 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2455 break;
2458 tmp_dst = ins->dst[0];
2459 tmp_src[0] = ins->src[0];
2460 tmp_src[1] = ins->src[1];
2461 for (i = 0; i < nComponents; ++i)
2463 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2464 shader_hw_map2gl(&tmp_ins);
2465 ++tmp_src[1].reg.idx[0].offset;
2469 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2471 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2473 char dst[50];
2474 char src[50];
2476 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2477 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2478 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2480 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2481 * .w is used
2483 strcat(src, ".w");
2486 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2489 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2491 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2492 const char *instruction;
2494 char dst[50];
2495 char src[50];
2497 switch(ins->handler_idx)
2499 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2500 case WINED3DSIH_RCP: instruction = "RCP"; break;
2501 case WINED3DSIH_EXP: instruction = "EX2"; break;
2502 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2503 default: instruction = "";
2504 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2505 break;
2508 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2509 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2510 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2512 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2513 * .w is used
2515 strcat(src, ".w");
2518 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2521 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2523 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2524 char dst_name[50];
2525 char src_name[50];
2526 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2527 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2528 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2530 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2531 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2533 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2534 * otherwise NRM or RSQ would return NaN */
2535 if(pshader && priv->target_version >= NV3)
2537 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2539 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2541 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2542 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2543 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2545 else if(priv->target_version >= NV2)
2547 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2548 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2549 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2550 src_name);
2552 else
2554 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2556 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2557 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2558 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2560 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2561 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2563 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2564 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2565 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2566 src_name);
2570 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2572 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2573 char dst_name[50];
2574 char src_name[3][50];
2576 /* ARB_fragment_program has a convenient LRP instruction */
2577 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2578 shader_hw_map2gl(ins);
2579 return;
2582 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2583 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2584 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2585 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2587 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2588 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2589 dst_name, src_name[0], src_name[2]);
2592 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2594 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2595 * must contain fixed constants. So we need a separate function to filter those constants and
2596 * can't use map2gl
2598 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2599 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2600 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2601 char dst_name[50];
2602 char src_name0[50], src_name1[50], src_name2[50];
2603 BOOL is_color;
2605 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2606 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2607 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2608 /* No modifiers are supported on SCS */
2609 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2611 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2613 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2614 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2616 } else if(priv->target_version >= NV2) {
2617 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2619 /* Sincos writemask must be .x, .y or .xy */
2620 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2621 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2622 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2623 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2624 } else {
2625 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2626 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2628 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2629 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2631 * The constants we get are:
2633 * +1 +1, -1 -1 +1 +1 -1 -1
2634 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2635 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2637 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2639 * (x/2)^2 = x^2 / 4
2640 * (x/2)^3 = x^3 / 8
2641 * (x/2)^4 = x^4 / 16
2642 * (x/2)^5 = x^5 / 32
2643 * etc
2645 * To get the final result:
2646 * sin(x) = 2 * sin(x/2) * cos(x/2)
2647 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2648 * (from sin(x+y) and cos(x+y) rules)
2650 * As per MSDN, dst.z is undefined after the operation, and so is
2651 * dst.x and dst.y if they're masked out by the writemask. Ie
2652 * sincos dst.y, src1, c0, c1
2653 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2654 * vsa.exe also stops with an error if the dest register is the same register as the source
2655 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2656 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2658 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2659 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2660 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2662 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2663 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2664 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2665 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2666 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2667 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2669 /* sin(x/2)
2671 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2672 * properly merge that with MULs in the code above?
2673 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2674 * we can merge the sine and cosine MAD rows to calculate them together.
2676 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2677 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2678 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2679 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2681 /* cos(x/2) */
2682 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2683 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2684 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2686 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2687 /* cos x */
2688 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2689 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2691 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2692 /* sin x */
2693 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2694 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2699 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2701 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2702 char dst_name[50];
2703 char src_name[50];
2704 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2706 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2707 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2709 /* SGN is only valid in vertex shaders */
2710 if(ctx->target_version >= NV2) {
2711 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2712 return;
2715 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2716 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2718 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2719 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2720 } else {
2721 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2722 * Then use TA, and calculate the final result
2724 * Not reading from TA? Store the first result in TA to avoid overwriting the
2725 * destination if src reg = dst reg
2727 if(strstr(src_name, "TA"))
2729 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2730 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2731 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2733 else
2735 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2736 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2737 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2742 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2744 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2745 char src[50];
2746 char dst[50];
2747 char dst_name[50];
2748 BOOL is_color;
2750 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2751 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2752 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2754 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2755 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2758 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2760 *need_abs = FALSE;
2762 switch(mod)
2764 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2765 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2766 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2767 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2768 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2769 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2770 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2771 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2772 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2773 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2774 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2775 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2776 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2778 FIXME("Unknown modifier %u\n", mod);
2779 return mod;
2782 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2784 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2785 char src0[50], dst[50];
2786 struct wined3d_shader_src_param src0_copy = ins->src[0];
2787 BOOL need_abs = FALSE;
2788 const char *instr;
2790 switch(ins->handler_idx)
2792 case WINED3DSIH_LOG: instr = "LG2"; break;
2793 case WINED3DSIH_LOGP: instr = "LOG"; break;
2794 default:
2795 ERR("Unexpected instruction %d\n", ins->handler_idx);
2796 return;
2799 /* LOG and LOGP operate on the absolute value of the input */
2800 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2802 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2803 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2805 if(need_abs)
2807 shader_addline(buffer, "ABS TA, %s;\n", src0);
2808 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2810 else
2812 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2816 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2818 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2819 char src0[50], src1[50], dst[50];
2820 struct wined3d_shader_src_param src0_copy = ins->src[0];
2821 BOOL need_abs = FALSE;
2822 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2823 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2825 /* POW operates on the absolute value of the input */
2826 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2828 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2829 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2830 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2832 if (need_abs)
2833 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2834 else
2835 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2837 if (priv->target_version >= NV2)
2839 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2840 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2841 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2843 else
2845 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2846 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2848 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2849 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2850 /* Possibly add flt_eps to avoid getting float special values */
2851 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2852 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2853 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2854 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2858 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2860 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2861 char src_name[50];
2862 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2864 /* src0 is aL */
2865 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2867 if(vshader)
2869 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2870 struct list *e = list_head(&priv->control_frames);
2871 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2873 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2874 /* The constant loader makes sure to load -1 into iX.w */
2875 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2876 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2877 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2879 else
2881 shader_addline(buffer, "LOOP %s;\n", src_name);
2885 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2887 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2888 char src_name[50];
2889 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2891 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2893 /* The constant loader makes sure to load -1 into iX.w */
2894 if(vshader)
2896 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2897 struct list *e = list_head(&priv->control_frames);
2898 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2900 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2902 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2903 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2904 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2906 else
2908 shader_addline(buffer, "REP %s;\n", src_name);
2912 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2914 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2915 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2917 if(vshader)
2919 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2920 struct list *e = list_head(&priv->control_frames);
2921 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2923 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2924 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2925 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2927 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2929 else
2931 shader_addline(buffer, "ENDLOOP;\n");
2935 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2937 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2938 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2940 if(vshader)
2942 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2943 struct list *e = list_head(&priv->control_frames);
2944 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2946 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2947 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2948 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2950 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2952 else
2954 shader_addline(buffer, "ENDREP;\n");
2958 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2960 struct control_frame *control_frame;
2962 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2964 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2966 ERR("Could not find loop for break\n");
2967 return NULL;
2970 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2972 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2973 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2974 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2976 if(vshader)
2978 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2980 else
2982 shader_addline(buffer, "BRK;\n");
2986 static const char *get_compare(enum wined3d_shader_rel_op op)
2988 switch (op)
2990 case WINED3D_SHADER_REL_OP_GT: return "GT";
2991 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2992 case WINED3D_SHADER_REL_OP_GE: return "GE";
2993 case WINED3D_SHADER_REL_OP_LT: return "LT";
2994 case WINED3D_SHADER_REL_OP_NE: return "NE";
2995 case WINED3D_SHADER_REL_OP_LE: return "LE";
2996 default:
2997 FIXME("Unrecognized operator %#x.\n", op);
2998 return "(\?\?)";
3002 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3004 switch (op)
3006 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3007 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3008 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3009 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3010 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3011 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3012 default:
3013 FIXME("Unrecognized operator %#x.\n", op);
3014 return -1;
3018 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3020 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3021 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3022 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3023 char src_name0[50];
3024 char src_name1[50];
3025 const char *comp = get_compare(ins->flags);
3027 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3028 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3030 if(vshader)
3032 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3033 * away the subtraction result
3035 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3036 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3038 else
3040 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3041 shader_addline(buffer, "BRK (%s.x);\n", comp);
3045 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3047 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3048 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3049 struct list *e = list_head(&priv->control_frames);
3050 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3051 const char *comp;
3052 char src_name0[50];
3053 char src_name1[50];
3054 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3056 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3057 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3059 if(vshader)
3061 /* Invert the flag. We jump to the else label if the condition is NOT true */
3062 comp = get_compare(invert_compare(ins->flags));
3063 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3064 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3066 else
3068 comp = get_compare(ins->flags);
3069 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3070 shader_addline(buffer, "IF %s.x;\n", comp);
3074 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3076 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3077 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3078 struct list *e = list_head(&priv->control_frames);
3079 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3080 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3082 if(vshader)
3084 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3085 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3086 control_frame->had_else = TRUE;
3088 else
3090 shader_addline(buffer, "ELSE;\n");
3094 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3096 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3097 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3098 struct list *e = list_head(&priv->control_frames);
3099 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3100 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3102 if(vshader)
3104 if(control_frame->had_else)
3106 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3108 else
3110 shader_addline(buffer, "#No else branch. else is endif\n");
3111 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3114 else
3116 shader_addline(buffer, "ENDIF;\n");
3120 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3122 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3123 char reg_dest[40];
3124 char reg_src[3][40];
3125 WORD flags = TEX_DERIV;
3127 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3128 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3129 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3130 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3132 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3133 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3135 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3138 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3140 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3141 char reg_dest[40];
3142 char reg_coord[40];
3143 WORD flags = TEX_LOD;
3145 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3146 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3148 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3149 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3151 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3154 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3156 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3157 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3159 priv->in_main_func = FALSE;
3160 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3161 * subroutine, don't generate a label that will make GL complain
3163 if(priv->target_version == ARB) return;
3165 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3168 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3169 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3170 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3171 struct wined3d_shader_buffer *buffer)
3173 unsigned int i;
3175 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3176 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3177 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3178 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3180 if (args->super.fog_src == VS_FOG_Z)
3182 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3184 else
3186 if (!reg_maps->fog)
3188 /* posFixup.x is always 1.0, so we can safely use it */
3189 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3191 else
3193 /* Clamp fogcoord */
3194 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3195 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3197 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3198 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3202 /* Clipplanes are always stored without y inversion */
3203 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3205 if (args->super.clip_enabled)
3207 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3209 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3213 else if (args->clip.boolclip.clip_texcoord)
3215 unsigned int cur_clip = 0;
3216 char component[4] = {'x', 'y', 'z', 'w'};
3217 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3219 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3221 if (args->clip.boolclip.clipplane_mask & (1 << i))
3223 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3224 component[cur_clip++], i);
3227 switch (cur_clip)
3229 case 0:
3230 shader_addline(buffer, "MOV TA, %s;\n", zero);
3231 break;
3232 case 1:
3233 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3234 break;
3235 case 2:
3236 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3237 break;
3238 case 3:
3239 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3240 break;
3242 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3243 args->clip.boolclip.clip_texcoord - 1);
3246 /* Write the final position.
3248 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3249 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3250 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3251 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3253 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3254 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3255 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3257 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3258 * and the glsl equivalent
3260 if (need_helper_const(shader_data, reg_maps, gl_info))
3262 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3263 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3265 else
3267 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3268 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3271 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3273 priv_ctx->footer_written = TRUE;
3276 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3278 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3279 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3280 const struct wined3d_shader *shader = ins->ctx->shader;
3281 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3283 if(priv->target_version == ARB) return;
3285 if(vshader)
3287 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3288 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3291 shader_addline(buffer, "RET;\n");
3294 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3296 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3297 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3300 /* Context activation is done by the caller. */
3301 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3303 GLuint program_id = 0;
3304 GLint pos;
3306 const char *blt_vprogram =
3307 "!!ARBvp1.0\n"
3308 "PARAM c[1] = { { 1, 0.5 } };\n"
3309 "MOV result.position, vertex.position;\n"
3310 "MOV result.color, c[0].x;\n"
3311 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3312 "END\n";
3314 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3315 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3316 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3317 strlen(blt_vprogram), blt_vprogram));
3318 checkGLcall("glProgramStringARB()");
3320 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3321 if (pos != -1)
3323 FIXME("Vertex program error at position %d: %s\n\n", pos,
3324 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3325 shader_arb_dump_program_source(blt_vprogram);
3327 else
3329 GLint native;
3331 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3332 checkGLcall("glGetProgramivARB()");
3333 if (!native) WARN("Program exceeds native resource limits.\n");
3336 return program_id;
3339 /* Context activation is done by the caller. */
3340 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3341 enum tex_types tex_type, BOOL masked)
3343 GLuint program_id = 0;
3344 const char *fprogram;
3345 GLint pos;
3347 static const char * const blt_fprograms_full[tex_type_count] =
3349 /* tex_1d */
3350 NULL,
3351 /* tex_2d */
3352 "!!ARBfp1.0\n"
3353 "TEMP R0;\n"
3354 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3355 "MOV result.depth.z, R0.x;\n"
3356 "END\n",
3357 /* tex_3d */
3358 NULL,
3359 /* tex_cube */
3360 "!!ARBfp1.0\n"
3361 "TEMP R0;\n"
3362 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3363 "MOV result.depth.z, R0.x;\n"
3364 "END\n",
3365 /* tex_rect */
3366 "!!ARBfp1.0\n"
3367 "TEMP R0;\n"
3368 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3369 "MOV result.depth.z, R0.x;\n"
3370 "END\n",
3373 static const char * const blt_fprograms_masked[tex_type_count] =
3375 /* tex_1d */
3376 NULL,
3377 /* tex_2d */
3378 "!!ARBfp1.0\n"
3379 "PARAM mask = program.local[0];\n"
3380 "TEMP R0;\n"
3381 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3382 "MUL R0.x, R0.x, R0.y;\n"
3383 "KIL -R0.x;\n"
3384 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3385 "MOV result.depth.z, R0.x;\n"
3386 "END\n",
3387 /* tex_3d */
3388 NULL,
3389 /* tex_cube */
3390 "!!ARBfp1.0\n"
3391 "PARAM mask = program.local[0];\n"
3392 "TEMP R0;\n"
3393 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3394 "MUL R0.x, R0.x, R0.y;\n"
3395 "KIL -R0.x;\n"
3396 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3397 "MOV result.depth.z, R0.x;\n"
3398 "END\n",
3399 /* tex_rect */
3400 "!!ARBfp1.0\n"
3401 "PARAM mask = program.local[0];\n"
3402 "TEMP R0;\n"
3403 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3404 "MUL R0.x, R0.x, R0.y;\n"
3405 "KIL -R0.x;\n"
3406 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3407 "MOV result.depth.z, R0.x;\n"
3408 "END\n",
3411 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3412 if (!fprogram)
3414 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3415 tex_type = tex_2d;
3416 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3419 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3420 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3421 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3422 checkGLcall("glProgramStringARB()");
3424 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3425 if (pos != -1)
3427 FIXME("Fragment program error at position %d: %s\n\n", pos,
3428 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3429 shader_arb_dump_program_source(fprogram);
3431 else
3433 GLint native;
3435 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3436 checkGLcall("glGetProgramivARB()");
3437 if (!native) WARN("Program exceeds native resource limits.\n");
3440 return program_id;
3443 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3444 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3446 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3448 if(condcode)
3450 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3451 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3452 /* Calculate the > 0.0031308 case */
3453 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3454 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3455 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3456 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3457 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3458 /* Calculate the < case */
3459 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3461 else
3463 /* Calculate the > 0.0031308 case */
3464 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3465 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3466 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3467 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3468 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3469 /* Calculate the < case */
3470 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3471 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3472 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3473 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3474 /* Store the components > 0.0031308 in the destination */
3475 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3476 /* Add the components that are < 0.0031308 */
3477 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3478 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3479 * result.color writes(.rgb first, then .a), or handle overwriting already written
3480 * components. The assembler uses a temporary register in this case, which is usually
3481 * not allocated from one of our registers that were used earlier.
3484 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3487 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3489 const struct wined3d_shader_lconst *constant;
3491 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3493 if (constant->idx == idx)
3495 return constant->value;
3498 return NULL;
3501 static void init_ps_input(const struct wined3d_shader *shader,
3502 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3504 static const char * const texcoords[8] =
3506 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3507 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3509 unsigned int i;
3510 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3511 const char *semantic_name;
3512 DWORD semantic_idx;
3514 switch(args->super.vp_mode)
3516 case pretransformed:
3517 case fixedfunction:
3518 /* The pixelshader has to collect the varyings on its own. In any case properly load
3519 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3520 * other attribs to 0.0.
3522 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3523 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3524 * load the texcoord attrib pointers to match the pixel shader signature
3526 for(i = 0; i < MAX_REG_INPUT; i++)
3528 semantic_name = sig[i].semantic_name;
3529 semantic_idx = sig[i].semantic_idx;
3530 if (!semantic_name) continue;
3532 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3534 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3535 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3536 else priv->ps_input[i] = "0.0";
3538 else if(args->super.vp_mode == fixedfunction)
3540 priv->ps_input[i] = "0.0";
3542 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3544 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3545 else priv->ps_input[i] = "0.0";
3547 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3549 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3550 else priv->ps_input[i] = "0.0";
3552 else
3554 priv->ps_input[i] = "0.0";
3557 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3559 break;
3561 case vertexshader:
3562 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3563 * fragment.color
3565 for(i = 0; i < 8; i++)
3567 priv->ps_input[i] = texcoords[i];
3569 priv->ps_input[8] = "fragment.color.primary";
3570 priv->ps_input[9] = "fragment.color.secondary";
3571 break;
3575 static void arbfp_add_linear_fog(struct wined3d_shader_buffer *buffer,
3576 const char *fragcolor, const char *tmp)
3578 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3579 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3580 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3583 /* Context activation is done by the caller. */
3584 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3585 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3586 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3588 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3589 const DWORD *function = shader->function;
3590 GLuint retval;
3591 char fragcolor[16];
3592 DWORD next_local = 0;
3593 struct shader_arb_ctx_priv priv_ctx;
3594 BOOL dcl_td = FALSE;
3595 BOOL want_nv_prog = FALSE;
3596 struct arb_pshader_private *shader_priv = shader->backend_data;
3597 GLint errPos;
3598 DWORD map;
3599 BOOL custom_linear_fog = FALSE;
3601 char srgbtmp[4][4];
3602 unsigned int i, found = 0;
3604 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3606 if (!(map & 1)
3607 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3608 || (reg_maps->shader_version.major < 2 && !i))
3609 continue;
3611 sprintf(srgbtmp[found], "R%u", i);
3612 ++found;
3613 if (found == 4) break;
3616 switch(found) {
3617 case 0:
3618 sprintf(srgbtmp[0], "TA");
3619 sprintf(srgbtmp[1], "TB");
3620 sprintf(srgbtmp[2], "TC");
3621 sprintf(srgbtmp[3], "TD");
3622 dcl_td = TRUE;
3623 break;
3624 case 1:
3625 sprintf(srgbtmp[1], "TA");
3626 sprintf(srgbtmp[2], "TB");
3627 sprintf(srgbtmp[3], "TC");
3628 break;
3629 case 2:
3630 sprintf(srgbtmp[2], "TA");
3631 sprintf(srgbtmp[3], "TB");
3632 break;
3633 case 3:
3634 sprintf(srgbtmp[3], "TA");
3635 break;
3636 case 4:
3637 break;
3640 /* Create the hw ARB shader */
3641 memset(&priv_ctx, 0, sizeof(priv_ctx));
3642 priv_ctx.cur_ps_args = args;
3643 priv_ctx.compiled_fprog = compiled;
3644 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3645 init_ps_input(shader, args, &priv_ctx);
3646 list_init(&priv_ctx.control_frames);
3647 priv_ctx.ps_post_process = args->super.srgb_correction;
3649 /* Avoid enabling NV_fragment_program* if we do not need it.
3651 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3652 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3653 * is faster than what we gain from using higher native instructions. There are some things though
3654 * that cannot be emulated. In that case enable the extensions.
3655 * If the extension is enabled, instruction handlers that support both ways will use it.
3657 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3658 * So enable the best we can get.
3660 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3661 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3663 want_nv_prog = TRUE;
3666 shader_addline(buffer, "!!ARBfp1.0\n");
3667 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3669 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3670 priv_ctx.target_version = NV3;
3672 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3674 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3675 priv_ctx.target_version = NV2;
3676 } else {
3677 if(want_nv_prog)
3679 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3680 * limits properly
3682 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3683 ERR("Try GLSL\n");
3685 priv_ctx.target_version = ARB;
3688 if (reg_maps->rt_mask > 1)
3690 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3693 if (reg_maps->shader_version.major < 3)
3695 switch (args->super.fog)
3697 case WINED3D_FFP_PS_FOG_OFF:
3698 break;
3699 case WINED3D_FFP_PS_FOG_LINEAR:
3700 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3702 custom_linear_fog = TRUE;
3703 priv_ctx.ps_post_process = TRUE;
3704 break;
3706 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3707 break;
3708 case WINED3D_FFP_PS_FOG_EXP:
3709 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3710 break;
3711 case WINED3D_FFP_PS_FOG_EXP2:
3712 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3713 break;
3717 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3718 * unused temps away(but occupies them for the whole shader if they're used once). Always
3719 * declaring them avoids tricky bookkeeping work
3721 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3722 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3723 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3724 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3725 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3726 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3727 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3729 if (reg_maps->shader_version.major < 2)
3731 strcpy(fragcolor, "R0");
3733 else
3735 if (priv_ctx.ps_post_process)
3737 if (shader->u.ps.color0_mov)
3739 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3741 else
3743 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3744 strcpy(fragcolor, "TMP_COLOR");
3746 } else {
3747 strcpy(fragcolor, "result.color");
3751 if(args->super.srgb_correction) {
3752 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3753 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3754 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3755 srgb_sub_high, 0.0, 0.0, 0.0);
3758 /* Base Declarations */
3759 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3761 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3763 unsigned char bump_const;
3765 if (!(map & 1)) continue;
3767 bump_const = compiled->numbumpenvmatconsts;
3768 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3769 compiled->bumpenvmatconst[bump_const].texunit = i;
3770 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3771 compiled->luminanceconst[bump_const].texunit = i;
3773 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3774 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3775 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3776 * textures due to conditional NP2 restrictions)
3778 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3779 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3780 * their location is shader dependent anyway and they cannot be loaded globally.
3782 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3783 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3784 i, compiled->bumpenvmatconst[bump_const].const_num);
3785 compiled->numbumpenvmatconsts = bump_const + 1;
3787 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3789 compiled->luminanceconst[bump_const].const_num = next_local++;
3790 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3791 i, compiled->luminanceconst[bump_const].const_num);
3794 for(i = 0; i < MAX_CONST_I; i++)
3796 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3797 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3799 const DWORD *control_values = find_loop_control_values(shader, i);
3801 if(control_values)
3803 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3804 control_values[0], control_values[1], control_values[2]);
3806 else
3808 compiled->int_consts[i] = next_local;
3809 compiled->num_int_consts++;
3810 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3815 if(reg_maps->vpos || reg_maps->usesdsy)
3817 compiled->ycorrection = next_local;
3818 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3820 if(reg_maps->vpos)
3822 shader_addline(buffer, "TEMP vpos;\n");
3823 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3824 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3825 * ycorrection.z: 1.0
3826 * ycorrection.w: 0.0
3828 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3829 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3832 else
3834 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3837 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3838 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3839 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3840 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3841 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3842 * shader compilation errors and the subsequent errors when drawing with this shader. */
3843 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3844 unsigned char cur_fixup_sampler = 0;
3846 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3847 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3848 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3850 fixup->offset = next_local;
3851 fixup->super.active = 0;
3853 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3854 if (!(map & (1 << i))) continue;
3856 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3857 fixup->super.active |= (1 << i);
3858 fixup->super.idx[i] = cur_fixup_sampler++;
3859 } else {
3860 FIXME("No free constant found to load NP2 fixup data into shader. "
3861 "Sampling from this texture will probably look wrong.\n");
3862 break;
3866 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3867 if (fixup->super.num_consts) {
3868 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3869 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3873 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3875 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3878 /* Base Shader Body */
3879 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3881 if(args->super.srgb_correction) {
3882 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3883 priv_ctx.target_version >= NV2);
3886 if (custom_linear_fog)
3887 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3889 if(strcmp(fragcolor, "result.color")) {
3890 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3892 shader_addline(buffer, "END\n");
3894 /* TODO: change to resource.glObjectHandle or something like that */
3895 GL_EXTCALL(glGenProgramsARB(1, &retval));
3897 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3898 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3900 TRACE("Created hw pixel shader, prg=%d\n", retval);
3901 /* Create the program and check for errors */
3902 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3903 buffer->content_size, buffer->buffer));
3904 checkGLcall("glProgramStringARB()");
3906 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3907 if (errPos != -1)
3909 FIXME("HW PixelShader Error at position %d: %s\n\n",
3910 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3911 shader_arb_dump_program_source(buffer->buffer);
3912 retval = 0;
3914 else
3916 GLint native;
3918 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3919 checkGLcall("glGetProgramivARB()");
3920 if (!native) WARN("Program exceeds native resource limits.\n");
3923 return retval;
3926 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3928 unsigned int i;
3929 int ret;
3931 for(i = 0; i < MAX_REG_INPUT; i++)
3933 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3935 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3936 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3937 continue;
3940 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3941 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3942 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3943 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3944 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3945 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3947 return 0;
3950 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3952 struct wined3d_shader_signature_element *new;
3953 int i;
3954 char *name;
3956 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3957 for(i = 0; i < MAX_REG_INPUT; i++)
3959 if (!sig[i].semantic_name) continue;
3961 new[i] = sig[i];
3962 /* Clone the semantic string */
3963 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3964 strcpy(name, sig[i].semantic_name);
3965 new[i].semantic_name = name;
3967 return new;
3970 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3972 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3973 struct ps_signature *found_sig;
3975 if (entry)
3977 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3978 TRACE("Found existing signature %u\n", found_sig->idx);
3979 return found_sig->idx;
3981 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3982 found_sig->sig = clone_sig(sig);
3983 found_sig->idx = priv->ps_sig_number++;
3984 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3985 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3987 ERR("Failed to insert program entry.\n");
3989 return found_sig->idx;
3992 static void init_output_registers(const struct wined3d_shader *shader,
3993 const struct wined3d_shader_signature_element *ps_input_sig,
3994 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3996 unsigned int i, j;
3997 static const char * const texcoords[8] =
3999 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4000 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4002 const char *semantic_name;
4003 DWORD semantic_idx, reg_idx;
4005 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4006 * and varying 9 to result.color.secondary
4008 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4010 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4011 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4012 "result.color.primary", "result.color.secondary"
4015 if (!ps_input_sig)
4017 TRACE("Pixel shader uses builtin varyings\n");
4018 /* Map builtins to builtins */
4019 for(i = 0; i < 8; i++)
4021 priv_ctx->texcrd_output[i] = texcoords[i];
4023 priv_ctx->color_output[0] = "result.color.primary";
4024 priv_ctx->color_output[1] = "result.color.secondary";
4025 priv_ctx->fog_output = "TMP_FOGCOORD";
4027 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4028 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4030 semantic_name = shader->output_signature[i].semantic_name;
4031 if (!semantic_name) continue;
4033 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4035 TRACE("o%u is TMP_OUT\n", i);
4036 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4037 else priv_ctx->vs_output[i] = "TA";
4039 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4041 TRACE("o%u is result.pointsize\n", i);
4042 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4043 else priv_ctx->vs_output[i] = "TA";
4045 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4047 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4048 if (!shader->output_signature[i].semantic_idx)
4049 priv_ctx->vs_output[i] = "result.color.primary";
4050 else if (shader->output_signature[i].semantic_idx == 1)
4051 priv_ctx->vs_output[i] = "result.color.secondary";
4052 else priv_ctx->vs_output[i] = "TA";
4054 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4056 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4057 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4058 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4060 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4062 TRACE("o%u is result.fogcoord\n", i);
4063 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4064 else priv_ctx->vs_output[i] = "result.fogcoord";
4066 else
4068 priv_ctx->vs_output[i] = "TA";
4071 return;
4074 TRACE("Pixel shader uses declared varyings\n");
4076 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4077 for(i = 0; i < 8; i++)
4079 priv_ctx->texcrd_output[i] = "TA";
4081 priv_ctx->color_output[0] = "TA";
4082 priv_ctx->color_output[1] = "TA";
4083 priv_ctx->fog_output = "TA";
4085 for(i = 0; i < MAX_REG_INPUT; i++)
4087 semantic_name = ps_input_sig[i].semantic_name;
4088 semantic_idx = ps_input_sig[i].semantic_idx;
4089 reg_idx = ps_input_sig[i].register_idx;
4090 if (!semantic_name) continue;
4092 /* If a declared input register is not written by builtin arguments, don't write to it.
4093 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4095 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4096 * to TMP_OUT in any case
4098 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4100 if (semantic_idx < 8)
4101 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4103 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4105 if (semantic_idx < 2)
4106 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4108 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4110 if (!semantic_idx)
4111 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4113 else
4115 continue;
4118 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4119 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4121 compiled->need_color_unclamp = TRUE;
4125 /* Map declared to declared */
4126 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4128 /* Write unread output to TA to throw them away */
4129 priv_ctx->vs_output[i] = "TA";
4130 semantic_name = shader->output_signature[i].semantic_name;
4131 if (!semantic_name) continue;
4133 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4134 && !shader->output_signature[i].semantic_idx)
4136 priv_ctx->vs_output[i] = "TMP_OUT";
4137 continue;
4139 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4140 && !shader->output_signature[i].semantic_idx)
4142 priv_ctx->vs_output[i] = "result.pointsize";
4143 continue;
4146 for(j = 0; j < MAX_REG_INPUT; j++)
4148 if (!ps_input_sig[j].semantic_name) continue;
4150 if (!strcmp(ps_input_sig[j].semantic_name, semantic_name)
4151 && ps_input_sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4153 priv_ctx->vs_output[i] = decl_idx_to_string[ps_input_sig[j].register_idx];
4155 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4156 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4158 compiled->need_color_unclamp = TRUE;
4165 /* Context activation is done by the caller. */
4166 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4167 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4168 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4169 const struct wined3d_shader_signature_element *ps_input_sig)
4171 const struct arb_vshader_private *shader_data = shader->backend_data;
4172 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4173 struct shader_arb_priv *priv = shader->device->shader_priv;
4174 const DWORD *function = shader->function;
4175 GLuint ret;
4176 DWORD next_local = 0;
4177 struct shader_arb_ctx_priv priv_ctx;
4178 unsigned int i;
4179 GLint errPos;
4181 memset(&priv_ctx, 0, sizeof(priv_ctx));
4182 priv_ctx.cur_vs_args = args;
4183 list_init(&priv_ctx.control_frames);
4184 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4186 /* Create the hw ARB shader */
4187 shader_addline(buffer, "!!ARBvp1.0\n");
4189 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4190 * mesurable performance penalty, and we can always make use of it for clipplanes.
4192 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4194 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4195 priv_ctx.target_version = NV3;
4196 shader_addline(buffer, "ADDRESS aL;\n");
4198 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4200 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4201 priv_ctx.target_version = NV2;
4202 shader_addline(buffer, "ADDRESS aL;\n");
4203 } else {
4204 priv_ctx.target_version = ARB;
4207 shader_addline(buffer, "TEMP TMP_OUT;\n");
4208 if (reg_maps->fog)
4209 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4210 if (need_helper_const(shader_data, reg_maps, gl_info))
4212 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4214 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4216 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4217 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4220 shader_addline(buffer, "TEMP TA;\n");
4221 shader_addline(buffer, "TEMP TB;\n");
4223 /* Base Declarations */
4224 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4225 &priv_ctx.vs_clipplanes, &priv_ctx);
4227 for(i = 0; i < MAX_CONST_I; i++)
4229 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4230 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4232 const DWORD *control_values = find_loop_control_values(shader, i);
4234 if(control_values)
4236 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4237 control_values[0], control_values[1], control_values[2]);
4239 else
4241 compiled->int_consts[i] = next_local;
4242 compiled->num_int_consts++;
4243 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4248 /* We need a constant to fixup the final position */
4249 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4250 compiled->pos_fixup = next_local++;
4252 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4253 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4254 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4255 * a replacement shader depend on the texcoord.w being set properly.
4257 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4258 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4259 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4260 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4261 * this can eat a number of instructions, so skip it unless this cap is set as well
4263 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4265 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4266 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4268 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4270 int i;
4271 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4272 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4274 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4275 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4280 /* The shader starts with the main function */
4281 priv_ctx.in_main_func = TRUE;
4282 /* Base Shader Body */
4283 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4285 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4286 shader_data, args, reg_maps, gl_info, buffer);
4288 shader_addline(buffer, "END\n");
4290 /* TODO: change to resource.glObjectHandle or something like that */
4291 GL_EXTCALL(glGenProgramsARB(1, &ret));
4293 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4294 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4296 TRACE("Created hw vertex shader, prg=%d\n", ret);
4297 /* Create the program and check for errors */
4298 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4299 buffer->content_size, buffer->buffer));
4300 checkGLcall("glProgramStringARB()");
4302 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4303 if (errPos != -1)
4305 FIXME("HW VertexShader Error at position %d: %s\n\n",
4306 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4307 shader_arb_dump_program_source(buffer->buffer);
4308 ret = -1;
4310 else
4312 GLint native;
4314 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4315 checkGLcall("glGetProgramivARB()");
4316 if (!native) WARN("Program exceeds native resource limits.\n");
4319 return ret;
4322 /* Context activation is done by the caller. */
4323 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4324 const struct arb_ps_compile_args *args)
4326 struct wined3d_device *device = shader->device;
4327 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4328 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4329 UINT i;
4330 DWORD new_size;
4331 struct arb_ps_compiled_shader *new_array;
4332 struct wined3d_shader_buffer buffer;
4333 struct arb_pshader_private *shader_data;
4334 GLuint ret;
4336 if (!shader->backend_data)
4338 struct shader_arb_priv *priv = device->shader_priv;
4340 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4341 shader_data = shader->backend_data;
4342 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4344 if (shader->reg_maps.shader_version.major < 3)
4345 shader_data->input_signature_idx = ~0U;
4346 else
4347 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4349 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4351 if (!d3d_info->vs_clipping)
4352 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4353 d3d_info->limits.ffp_blend_stages - 1);
4354 else
4355 shader_data->clipplane_emulation = ~0U;
4357 shader_data = shader->backend_data;
4359 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4360 * so a linear search is more performant than a hashmap or a binary search
4361 * (cache coherency etc)
4363 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4365 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4366 return &shader_data->gl_shaders[i];
4369 TRACE("No matching GL shader found, compiling a new shader\n");
4370 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4371 if (shader_data->num_gl_shaders)
4373 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4374 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4375 new_size * sizeof(*shader_data->gl_shaders));
4376 } else {
4377 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4378 new_size = 1;
4381 if(!new_array) {
4382 ERR("Out of memory\n");
4383 return 0;
4385 shader_data->gl_shaders = new_array;
4386 shader_data->shader_array_size = new_size;
4389 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4391 pixelshader_update_samplers(shader, args->super.tex_types);
4393 if (!shader_buffer_init(&buffer))
4395 ERR("Failed to initialize shader buffer.\n");
4396 return 0;
4399 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4400 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4401 shader_buffer_free(&buffer);
4402 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4404 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4407 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4408 const DWORD use_map, BOOL skip_int) {
4409 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4410 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4411 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4412 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4413 if(stored->ps_signature != new->ps_signature) return FALSE;
4414 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4415 if(skip_int) return TRUE;
4417 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4420 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4421 const struct arb_vs_compile_args *args,
4422 const struct wined3d_shader_signature_element *ps_input_sig)
4424 struct wined3d_device *device = shader->device;
4425 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4426 DWORD use_map = device->stream_info.use_map;
4427 UINT i;
4428 DWORD new_size;
4429 struct arb_vs_compiled_shader *new_array;
4430 struct wined3d_shader_buffer buffer;
4431 struct arb_vshader_private *shader_data;
4432 GLuint ret;
4434 if (!shader->backend_data)
4436 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4438 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4439 shader_data = shader->backend_data;
4441 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4442 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4444 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4446 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4447 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4448 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4450 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4451 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4452 else if (reg_maps->max_rel_offset > 63)
4453 shader_data->rel_offset = reg_maps->min_rel_offset;
4456 shader_data = shader->backend_data;
4458 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4459 * so a linear search is more performant than a hashmap or a binary search
4460 * (cache coherency etc)
4462 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4463 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4464 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4466 return &shader_data->gl_shaders[i];
4470 TRACE("No matching GL shader found, compiling a new shader\n");
4472 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4473 if (shader_data->num_gl_shaders)
4475 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4476 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4477 new_size * sizeof(*shader_data->gl_shaders));
4478 } else {
4479 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4480 new_size = 1;
4483 if(!new_array) {
4484 ERR("Out of memory\n");
4485 return 0;
4487 shader_data->gl_shaders = new_array;
4488 shader_data->shader_array_size = new_size;
4491 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4493 if (!shader_buffer_init(&buffer))
4495 ERR("Failed to initialize shader buffer.\n");
4496 return 0;
4499 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4500 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4501 ps_input_sig);
4502 shader_buffer_free(&buffer);
4503 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4505 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4508 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4509 const struct wined3d_context *context, const struct wined3d_shader *shader,
4510 struct arb_ps_compile_args *args)
4512 const struct wined3d_gl_info *gl_info = context->gl_info;
4513 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4514 int i;
4515 WORD int_skip;
4517 find_ps_compile_args(state, shader, &args->super);
4519 /* This forces all local boolean constants to 1 to make them stateblock independent */
4520 args->bools = shader->reg_maps.local_bool_consts;
4522 for(i = 0; i < MAX_CONST_B; i++)
4524 if (state->ps_consts_b[i])
4525 args->bools |= ( 1 << i);
4528 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4529 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4530 * duplicate the shader than have a no-op KIL instruction in every shader
4532 if (!d3d_info->vs_clipping && use_vs(state)
4533 && state->render_states[WINED3D_RS_CLIPPING]
4534 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4535 args->clip = 1;
4536 else
4537 args->clip = 0;
4539 /* Skip if unused or local, or supported natively */
4540 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4541 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4543 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4544 return;
4547 for(i = 0; i < MAX_CONST_I; i++)
4549 if(int_skip & (1 << i))
4551 args->loop_ctrl[i][0] = 0;
4552 args->loop_ctrl[i][1] = 0;
4553 args->loop_ctrl[i][2] = 0;
4555 else
4557 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4558 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4559 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4564 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4565 const struct wined3d_context *context, const struct wined3d_shader *shader,
4566 struct arb_vs_compile_args *args)
4568 struct wined3d_device *device = shader->device;
4569 const struct wined3d_adapter *adapter = device->adapter;
4570 const struct wined3d_gl_info *gl_info = context->gl_info;
4571 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4572 int i;
4573 WORD int_skip;
4575 find_vs_compile_args(state, shader, &args->super);
4577 args->clip.boolclip_compare = 0;
4578 if (use_ps(state))
4580 const struct wined3d_shader *ps = state->pixel_shader;
4581 const struct arb_pshader_private *shader_priv = ps->backend_data;
4582 args->ps_signature = shader_priv->input_signature_idx;
4584 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4586 else
4588 args->ps_signature = ~0;
4589 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4591 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? d3d_info->limits.ffp_blend_stages : 0;
4593 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4596 if (args->clip.boolclip.clip_texcoord)
4598 if (state->render_states[WINED3D_RS_CLIPPING])
4599 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4600 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4603 /* This forces all local boolean constants to 1 to make them stateblock independent */
4604 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4605 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4606 for(i = 0; i < MAX_CONST_B; i++)
4608 if (state->vs_consts_b[i])
4609 args->clip.boolclip.bools |= ( 1 << i);
4612 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4613 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4614 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4615 args->vertex.samplers[3] = 0;
4617 /* Skip if unused or local */
4618 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4619 /* This is about flow control, not clipping. */
4620 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4622 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4623 return;
4626 for(i = 0; i < MAX_CONST_I; i++)
4628 if(int_skip & (1 << i))
4630 args->loop_ctrl[i][0] = 0;
4631 args->loop_ctrl[i][1] = 0;
4632 args->loop_ctrl[i][2] = 0;
4634 else
4636 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4637 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4638 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4643 /* Context activation is done by the caller. */
4644 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4645 const struct wined3d_state *state)
4647 struct shader_arb_priv *priv = shader_priv;
4648 const struct wined3d_gl_info *gl_info = context->gl_info;
4649 int i;
4651 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4652 if (use_ps(state))
4654 struct wined3d_shader *ps = state->pixel_shader;
4655 struct arb_ps_compile_args compile_args;
4656 struct arb_ps_compiled_shader *compiled;
4658 TRACE("Using pixel shader %p.\n", ps);
4659 find_arb_ps_compile_args(state, context, ps, &compile_args);
4660 compiled = find_arb_pshader(ps, &compile_args);
4661 priv->current_fprogram_id = compiled->prgId;
4662 priv->compiled_fprog = compiled;
4664 /* Bind the fragment program */
4665 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4666 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4668 if (!priv->use_arbfp_fixed_func)
4669 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4671 /* Enable OpenGL fragment programs. */
4672 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4673 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4675 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4677 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4678 * a 1.x and newer shader, reload the first 8 constants
4680 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4682 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4683 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4684 for(i = 0; i < 8; i++)
4686 priv->pshader_const_dirty[i] = 1;
4688 /* Also takes care of loading local constants */
4689 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4691 else
4693 UINT rt_height = state->fb->render_targets[0]->resource.height;
4694 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4697 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4698 if (compiled->np2fixup_info.super.active)
4699 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4701 if (ps->load_local_constsF)
4702 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4704 else
4706 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4708 /* Disable only if we're not using arbfp fixed function fragment
4709 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4710 * enabled, and the fixed function pipeline will bind the fixed
4711 * function replacement shader. */
4712 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4713 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4714 priv->current_fprogram_id = 0;
4716 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4719 if (use_vs(state))
4721 struct wined3d_shader *vs = state->vertex_shader;
4722 struct arb_vs_compile_args compile_args;
4723 struct arb_vs_compiled_shader *compiled;
4724 const struct wined3d_shader_signature_element *ps_input_sig;
4726 TRACE("Using vertex shader %p\n", vs);
4727 find_arb_vs_compile_args(state, context, vs, &compile_args);
4729 /* Instead of searching for the signature in the signature list, read the one from the
4730 * current pixel shader. It's maybe not the shader where the signature came from, but it
4731 * is the same signature and faster to find. */
4732 if (compile_args.ps_signature == ~0U)
4733 ps_input_sig = NULL;
4734 else
4735 ps_input_sig = state->pixel_shader->input_signature;
4737 compiled = find_arb_vshader(vs, &compile_args, ps_input_sig);
4738 priv->current_vprogram_id = compiled->prgId;
4739 priv->compiled_vprog = compiled;
4741 /* Bind the vertex program */
4742 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4743 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4745 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4747 /* Enable OpenGL vertex programs */
4748 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4749 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4750 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4751 shader_arb_vs_local_constants(compiled, context, state);
4753 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4754 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4756 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4758 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4759 checkGLcall("glClampColorARB");
4760 } else {
4761 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4765 if (vs->load_local_constsF)
4766 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4768 else
4770 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4772 priv->current_vprogram_id = 0;
4773 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4774 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4776 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4781 /* Context activation is done by the caller. */
4782 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4784 const struct wined3d_gl_info *gl_info = context->gl_info;
4785 struct shader_arb_priv *priv = shader_priv;
4787 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4789 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4790 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4791 priv->current_fprogram_id = 0;
4793 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4795 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4797 priv->current_vprogram_id = 0;
4798 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4799 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4801 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4803 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4805 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4806 checkGLcall("glClampColorARB");
4807 priv->last_vs_color_unclamp = FALSE;
4810 context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
4811 | (1 << WINED3D_SHADER_TYPE_VERTEX)
4812 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
4815 /* Context activation is done by the caller. */
4816 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4817 enum tex_types tex_type, const SIZE *ds_mask_size)
4819 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4820 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4821 struct shader_arb_priv *priv = shader_priv;
4822 GLuint *blt_fprogram;
4824 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4825 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4826 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4828 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4829 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4830 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4831 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4832 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4835 /* Context activation is done by the caller. */
4836 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4838 struct shader_arb_priv *priv = shader_priv;
4840 if (priv->current_vprogram_id) {
4841 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4842 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4844 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4846 else
4848 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4849 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4852 if (priv->current_fprogram_id) {
4853 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4854 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4856 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4858 else if(!priv->use_arbfp_fixed_func)
4860 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4861 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4865 static void shader_arb_destroy(struct wined3d_shader *shader)
4867 struct wined3d_device *device = shader->device;
4868 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4870 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4872 struct arb_pshader_private *shader_data = shader->backend_data;
4873 UINT i;
4875 if(!shader_data) return; /* This can happen if a shader was never compiled */
4877 if (shader_data->num_gl_shaders)
4879 struct wined3d_context *context = context_acquire(device, NULL);
4881 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4883 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4884 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4887 context_release(context);
4890 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4891 HeapFree(GetProcessHeap(), 0, shader_data);
4892 shader->backend_data = NULL;
4894 else
4896 struct arb_vshader_private *shader_data = shader->backend_data;
4897 UINT i;
4899 if(!shader_data) return; /* This can happen if a shader was never compiled */
4901 if (shader_data->num_gl_shaders)
4903 struct wined3d_context *context = context_acquire(device, NULL);
4905 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4907 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4908 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4911 context_release(context);
4914 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4915 HeapFree(GetProcessHeap(), 0, shader_data);
4916 shader->backend_data = NULL;
4920 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4922 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4923 return compare_sig(key, e->sig);
4926 static const struct wine_rb_functions sig_tree_functions =
4928 wined3d_rb_alloc,
4929 wined3d_rb_realloc,
4930 wined3d_rb_free,
4931 sig_tree_compare
4934 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4935 const struct fragment_pipeline *fragment_pipe)
4937 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4938 struct fragment_caps fragment_caps;
4939 void *vertex_priv, *fragment_priv;
4940 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4942 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4944 ERR("Failed to initialize vertex pipe.\n");
4945 HeapFree(GetProcessHeap(), 0, priv);
4946 return E_FAIL;
4949 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4951 ERR("Failed to initialize fragment pipe.\n");
4952 vertex_pipe->vp_free(device);
4953 HeapFree(GetProcessHeap(), 0, priv);
4954 return E_FAIL;
4957 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4958 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4959 if (!priv->vshader_const_dirty)
4960 goto fail;
4961 memset(priv->vshader_const_dirty, 1,
4962 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4964 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4965 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4966 if (!priv->pshader_const_dirty)
4967 goto fail;
4968 memset(priv->pshader_const_dirty, 1,
4969 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4971 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4973 ERR("RB tree init failed\n");
4974 goto fail;
4977 priv->vertex_pipe = vertex_pipe;
4978 priv->fragment_pipe = fragment_pipe;
4979 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4980 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4982 device->vertex_priv = vertex_priv;
4983 device->fragment_priv = fragment_priv;
4984 device->shader_priv = priv;
4986 return WINED3D_OK;
4988 fail:
4989 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4990 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4991 fragment_pipe->free_private(device);
4992 vertex_pipe->vp_free(device);
4993 HeapFree(GetProcessHeap(), 0, priv);
4994 return E_OUTOFMEMORY;
4997 static void release_signature(struct wine_rb_entry *entry, void *context)
4999 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
5000 int i;
5001 for(i = 0; i < MAX_REG_INPUT; i++)
5003 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
5005 HeapFree(GetProcessHeap(), 0, sig->sig);
5006 HeapFree(GetProcessHeap(), 0, sig);
5009 /* Context activation is done by the caller. */
5010 static void shader_arb_free(struct wined3d_device *device)
5012 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5013 struct shader_arb_priv *priv = device->shader_priv;
5014 int i;
5016 if (priv->depth_blt_vprogram_id)
5017 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
5019 for (i = 0; i < tex_type_count; ++i)
5021 if (priv->depth_blt_fprogram_id_full[i])
5023 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
5025 if (priv->depth_blt_fprogram_id_masked[i])
5027 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
5031 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
5032 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
5033 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5034 priv->fragment_pipe->free_private(device);
5035 priv->vertex_pipe->vp_free(device);
5036 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5039 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
5041 return TRUE;
5044 static void shader_arb_free_context_data(struct wined3d_context *context)
5046 struct shader_arb_priv *priv = context->swapchain->device->shader_priv;
5048 if (priv->last_context == context)
5049 priv->last_context = NULL;
5052 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5054 if (gl_info->supported[ARB_VERTEX_PROGRAM])
5056 DWORD vs_consts;
5057 UINT vs_version;
5059 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5060 * for vertex programs. If the native limit is less than that it's
5061 * not very useful, and e.g. Mesa swrast returns 0, probably to
5062 * indicate it's a software implementation. */
5063 if (gl_info->limits.arb_vs_native_constants < 96)
5064 vs_consts = gl_info->limits.arb_vs_float_constants;
5065 else
5066 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5068 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5070 vs_version = 3;
5071 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5073 else if (vs_consts >= 256)
5075 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5076 vs_version = 2;
5077 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5079 else
5081 vs_version = 1;
5082 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5084 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5085 caps->vs_uniform_count = vs_consts;
5087 else
5089 caps->vs_version = 0;
5090 caps->vs_uniform_count = 0;
5093 caps->gs_version = 0;
5095 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5097 DWORD ps_consts;
5098 UINT ps_version;
5100 /* Similar as above for vertex programs, but the minimum for fragment
5101 * programs is 24. */
5102 if (gl_info->limits.arb_ps_native_constants < 24)
5103 ps_consts = gl_info->limits.arb_ps_float_constants;
5104 else
5105 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5107 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5109 ps_version = 3;
5110 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5112 else if (ps_consts >= 32)
5114 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5115 ps_version = 2;
5116 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5118 else
5120 ps_version = 1;
5121 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5123 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5124 caps->ps_uniform_count = ps_consts;
5125 caps->ps_1x_max_value = 8.0f;
5127 else
5129 caps->ps_version = 0;
5130 caps->ps_uniform_count = 0;
5131 caps->ps_1x_max_value = 0.0f;
5134 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5135 if (use_nv_clip(gl_info))
5136 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5139 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5141 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5143 TRACE("Checking support for color_fixup:\n");
5144 dump_color_fixup_desc(fixup);
5147 /* We support everything except complex conversions. */
5148 if (!is_complex_fixup(fixup))
5150 TRACE("[OK]\n");
5151 return TRUE;
5154 TRACE("[FAILED]\n");
5155 return FALSE;
5158 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5159 DWORD shift;
5160 char write_mask[20], regstr[50];
5161 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5162 BOOL is_color = FALSE;
5163 const struct wined3d_shader_dst_param *dst;
5165 if (!ins->dst_count) return;
5167 dst = &ins->dst[0];
5168 shift = dst->shift;
5169 if (!shift) return; /* Saturate alone is handled by the instructions */
5171 shader_arb_get_write_mask(ins, dst, write_mask);
5172 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5174 /* Generate a line that does the output modifier computation
5175 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5176 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5178 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5179 regstr, write_mask, regstr, shift_tab[shift]);
5182 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5184 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5185 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5186 /* WINED3DSIH_AND */ NULL,
5187 /* WINED3DSIH_BEM */ pshader_hw_bem,
5188 /* WINED3DSIH_BREAK */ shader_hw_break,
5189 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5190 /* WINED3DSIH_BREAKP */ NULL,
5191 /* WINED3DSIH_CALL */ shader_hw_call,
5192 /* WINED3DSIH_CALLNZ */ NULL,
5193 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5194 /* WINED3DSIH_CND */ pshader_hw_cnd,
5195 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5196 /* WINED3DSIH_CUT */ NULL,
5197 /* WINED3DSIH_DCL */ shader_hw_nop,
5198 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5199 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5200 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5201 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5202 /* WINED3DSIH_DEF */ shader_hw_nop,
5203 /* WINED3DSIH_DEFB */ shader_hw_nop,
5204 /* WINED3DSIH_DEFI */ shader_hw_nop,
5205 /* WINED3DSIH_DIV */ NULL,
5206 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5207 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5208 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5209 /* WINED3DSIH_DST */ shader_hw_map2gl,
5210 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5211 /* WINED3DSIH_DSY */ shader_hw_dsy,
5212 /* WINED3DSIH_ELSE */ shader_hw_else,
5213 /* WINED3DSIH_EMIT */ NULL,
5214 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5215 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5216 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5217 /* WINED3DSIH_EQ */ NULL,
5218 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5219 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5220 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5221 /* WINED3DSIH_FTOI */ NULL,
5222 /* WINED3DSIH_GE */ NULL,
5223 /* WINED3DSIH_IADD */ NULL,
5224 /* WINED3DSIH_IEQ */ NULL,
5225 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5226 /* WINED3DSIH_IFC */ shader_hw_ifc,
5227 /* WINED3DSIH_IGE */ NULL,
5228 /* WINED3DSIH_IMUL */ NULL,
5229 /* WINED3DSIH_ITOF */ NULL,
5230 /* WINED3DSIH_LABEL */ shader_hw_label,
5231 /* WINED3DSIH_LD */ NULL,
5232 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5233 /* WINED3DSIH_LOG */ shader_hw_log,
5234 /* WINED3DSIH_LOGP */ shader_hw_log,
5235 /* WINED3DSIH_LOOP */ shader_hw_loop,
5236 /* WINED3DSIH_LRP */ shader_hw_lrp,
5237 /* WINED3DSIH_LT */ NULL,
5238 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5239 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5240 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5241 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5242 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5243 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5244 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5245 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5246 /* WINED3DSIH_MOV */ shader_hw_mov,
5247 /* WINED3DSIH_MOVA */ shader_hw_mov,
5248 /* WINED3DSIH_MOVC */ NULL,
5249 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5250 /* WINED3DSIH_NOP */ shader_hw_nop,
5251 /* WINED3DSIH_NRM */ shader_hw_nrm,
5252 /* WINED3DSIH_PHASE */ shader_hw_nop,
5253 /* WINED3DSIH_POW */ shader_hw_pow,
5254 /* WINED3DSIH_RCP */ shader_hw_rcp,
5255 /* WINED3DSIH_REP */ shader_hw_rep,
5256 /* WINED3DSIH_RET */ shader_hw_ret,
5257 /* WINED3DSIH_ROUND_NI */ NULL,
5258 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5259 /* WINED3DSIH_SAMPLE */ NULL,
5260 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5261 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5262 /* WINED3DSIH_SETP */ NULL,
5263 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5264 /* WINED3DSIH_SGN */ shader_hw_sgn,
5265 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5266 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5267 /* WINED3DSIH_SQRT */ NULL,
5268 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5269 /* WINED3DSIH_TEX */ pshader_hw_tex,
5270 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5271 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5272 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5273 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5274 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5275 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5276 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5277 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5278 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5279 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5280 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5281 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5282 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5283 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5284 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5285 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5286 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5287 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5288 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5289 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5290 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5291 /* WINED3DSIH_UDIV */ NULL,
5292 /* WINED3DSIH_USHR */ NULL,
5293 /* WINED3DSIH_UTOF */ NULL,
5294 /* WINED3DSIH_XOR */ NULL,
5297 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5298 const struct wined3d_shader *shader, DWORD idx)
5300 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5301 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5302 const struct wined3d_shader_lconst *constant;
5303 WORD bools = 0;
5304 WORD flag = (1 << idx);
5305 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5307 if (reg_maps->local_bool_consts & flag)
5309 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5310 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5312 if (constant->idx == idx)
5314 return constant->value[0];
5317 ERR("Local constant not found\n");
5318 return FALSE;
5320 else
5322 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5323 else bools = priv->cur_ps_args->bools;
5324 return bools & flag;
5328 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5329 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5331 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5332 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5334 /* Integer constants can either be a local constant, or they can be stored in the shader
5335 * type specific compile args. */
5336 if (reg_maps->local_int_consts & (1 << idx))
5338 const struct wined3d_shader_lconst *constant;
5340 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5342 if (constant->idx == idx)
5344 loop_control->count = constant->value[0];
5345 loop_control->start = constant->value[1];
5346 /* Step is signed. */
5347 loop_control->step = (int)constant->value[2];
5348 return;
5351 /* If this happens the flag was set incorrectly */
5352 ERR("Local constant not found\n");
5353 loop_control->count = 0;
5354 loop_control->start = 0;
5355 loop_control->step = 0;
5356 return;
5359 switch (reg_maps->shader_version.type)
5361 case WINED3D_SHADER_TYPE_VERTEX:
5362 /* Count and aL start value are unsigned */
5363 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5364 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5365 /* Step is signed. */
5366 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5367 break;
5369 case WINED3D_SHADER_TYPE_PIXEL:
5370 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5371 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5372 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5373 break;
5375 default:
5376 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5377 break;
5381 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5383 unsigned int i;
5384 struct wined3d_shader_dst_param *dst_param = NULL;
5385 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5386 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5387 if(!rec)
5389 ERR("Out of memory\n");
5390 return;
5393 rec->ins = *ins;
5394 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5395 if(!dst_param) goto free;
5396 *dst_param = *ins->dst;
5397 if (ins->dst->reg.idx[0].rel_addr)
5399 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5400 if (!rel_addr)
5401 goto free;
5402 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5403 dst_param->reg.idx[0].rel_addr = rel_addr;
5405 rec->ins.dst = dst_param;
5407 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5408 if (!src_param)
5409 goto free;
5410 for (i = 0; i < ins->src_count; ++i)
5412 src_param[i] = ins->src[i];
5413 if (ins->src[i].reg.idx[0].rel_addr)
5415 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5416 if (!rel_addr)
5417 goto free;
5418 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5419 src_param[i].reg.idx[0].rel_addr = rel_addr;
5422 rec->ins.src = src_param;
5423 list_add_tail(list, &rec->entry);
5424 return;
5426 free:
5427 ERR("Out of memory\n");
5428 if(dst_param)
5430 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5431 HeapFree(GetProcessHeap(), 0, dst_param);
5433 if(src_param)
5435 for(i = 0; i < ins->src_count; i++)
5437 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5439 HeapFree(GetProcessHeap(), 0, src_param);
5441 HeapFree(GetProcessHeap(), 0, rec);
5444 static void free_recorded_instruction(struct list *list)
5446 struct recorded_instruction *rec_ins, *entry2;
5447 unsigned int i;
5449 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5451 list_remove(&rec_ins->entry);
5452 if (rec_ins->ins.dst)
5454 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5455 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5457 if (rec_ins->ins.src)
5459 for (i = 0; i < rec_ins->ins.src_count; ++i)
5461 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5463 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5465 HeapFree(GetProcessHeap(), 0, rec_ins);
5469 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5471 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5472 struct control_frame *control_frame;
5474 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5476 struct list *e = list_head(&priv->control_frames);
5477 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5478 list_remove(&control_frame->entry);
5479 HeapFree(GetProcessHeap(), 0, control_frame);
5480 priv->loop_depth--;
5482 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5484 /* Non-ifc ENDIFs were already handled previously. */
5485 struct list *e = list_head(&priv->control_frames);
5486 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5487 list_remove(&control_frame->entry);
5488 HeapFree(GetProcessHeap(), 0, control_frame);
5492 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5493 SHADER_HANDLER hw_fct;
5494 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5495 const struct wined3d_shader *shader = ins->ctx->shader;
5496 struct control_frame *control_frame;
5497 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5498 BOOL bool_const;
5500 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5502 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5503 list_add_head(&priv->control_frames, &control_frame->entry);
5505 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5506 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5508 if(priv->target_version >= NV2)
5510 control_frame->no.loop = priv->num_loops++;
5511 priv->loop_depth++;
5513 else
5515 /* Don't bother recording when we're in a not used if branch */
5516 if(priv->muted)
5518 return;
5521 if(!priv->recording)
5523 list_init(&priv->record);
5524 priv->recording = TRUE;
5525 control_frame->outer_loop = TRUE;
5526 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5527 return; /* Instruction is handled */
5529 /* Record this loop in the outer loop's recording */
5532 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5534 if(priv->target_version >= NV2)
5536 /* Nothing to do. The control frame is popped after the HW instr handler */
5538 else
5540 struct list *e = list_head(&priv->control_frames);
5541 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5542 list_remove(&control_frame->entry);
5544 if(control_frame->outer_loop)
5546 unsigned int iteration;
5547 int aL = 0;
5548 struct list copy;
5550 /* Turn off recording before playback */
5551 priv->recording = FALSE;
5553 /* Move the recorded instructions to a separate list and get them out of the private data
5554 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5555 * be recorded again, thus priv->record might be overwritten
5557 list_init(&copy);
5558 list_move_tail(&copy, &priv->record);
5559 list_init(&priv->record);
5561 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5563 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5564 control_frame->loop_control.count, control_frame->loop_control.start,
5565 control_frame->loop_control.step);
5566 aL = control_frame->loop_control.start;
5568 else
5570 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5573 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5575 struct recorded_instruction *rec_ins;
5576 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5578 priv->aL = aL;
5579 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5581 else
5583 shader_addline(buffer, "#Iteration %u\n", iteration);
5586 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5588 shader_arb_handle_instruction(&rec_ins->ins);
5591 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5593 aL += control_frame->loop_control.step;
5596 shader_addline(buffer, "#end loop/rep\n");
5598 free_recorded_instruction(&copy);
5599 HeapFree(GetProcessHeap(), 0, control_frame);
5600 return; /* Instruction is handled */
5602 else
5604 /* This is a nested loop. Proceed to the normal recording function */
5605 HeapFree(GetProcessHeap(), 0, control_frame);
5610 if(priv->recording)
5612 record_instruction(&priv->record, ins);
5613 return;
5616 /* boolean if */
5617 if(ins->handler_idx == WINED3DSIH_IF)
5619 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5620 list_add_head(&priv->control_frames, &control_frame->entry);
5621 control_frame->type = IF;
5623 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5624 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5625 bool_const = !bool_const;
5626 if (!priv->muted && !bool_const)
5628 shader_addline(buffer, "#if(FALSE){\n");
5629 priv->muted = TRUE;
5630 control_frame->muting = TRUE;
5632 else shader_addline(buffer, "#if(TRUE) {\n");
5634 return; /* Instruction is handled */
5636 else if(ins->handler_idx == WINED3DSIH_IFC)
5638 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5639 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5640 control_frame->type = IFC;
5641 control_frame->no.ifc = priv->num_ifcs++;
5642 list_add_head(&priv->control_frames, &control_frame->entry);
5644 else if(ins->handler_idx == WINED3DSIH_ELSE)
5646 struct list *e = list_head(&priv->control_frames);
5647 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5649 if(control_frame->type == IF)
5651 shader_addline(buffer, "#} else {\n");
5652 if(!priv->muted && !control_frame->muting)
5654 priv->muted = TRUE;
5655 control_frame->muting = TRUE;
5657 else if(control_frame->muting) priv->muted = FALSE;
5658 return; /* Instruction is handled. */
5660 /* In case of an ifc, generate a HW shader instruction */
5661 if (control_frame->type != IFC)
5662 ERR("Control frame does not match.\n");
5664 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5666 struct list *e = list_head(&priv->control_frames);
5667 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5669 if(control_frame->type == IF)
5671 shader_addline(buffer, "#} endif\n");
5672 if(control_frame->muting) priv->muted = FALSE;
5673 list_remove(&control_frame->entry);
5674 HeapFree(GetProcessHeap(), 0, control_frame);
5675 return; /* Instruction is handled */
5677 /* In case of an ifc, generate a HW shader instruction */
5678 if (control_frame->type != IFC)
5679 ERR("Control frame does not match.\n");
5682 if(priv->muted)
5684 pop_control_frame(ins);
5685 return;
5688 /* Select handler */
5689 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5691 /* Unhandled opcode */
5692 if (!hw_fct)
5694 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5695 return;
5697 hw_fct(ins);
5699 pop_control_frame(ins);
5701 shader_arb_add_instruction_modifiers(ins);
5704 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5706 struct shader_arb_priv *priv = shader_priv;
5708 return priv->ffp_proj_control;
5711 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5713 shader_arb_handle_instruction,
5714 shader_arb_select,
5715 shader_arb_disable,
5716 shader_arb_select_depth_blt,
5717 shader_arb_deselect_depth_blt,
5718 shader_arb_update_float_vertex_constants,
5719 shader_arb_update_float_pixel_constants,
5720 shader_arb_load_constants,
5721 shader_arb_destroy,
5722 shader_arb_alloc,
5723 shader_arb_free,
5724 shader_arb_allocate_context_data,
5725 shader_arb_free_context_data,
5726 shader_arb_get_caps,
5727 shader_arb_color_fixup_supported,
5728 shader_arb_has_ffp_proj_control,
5731 /* ARB_fragment_program fixed function pipeline replacement definitions */
5732 #define ARB_FFP_CONST_TFACTOR 0
5733 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5734 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5735 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5736 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5738 struct arbfp_ffp_desc
5740 struct ffp_frag_desc parent;
5741 GLuint shader;
5744 /* Context activation is done by the caller. */
5745 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5747 if (enable)
5749 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5750 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5752 else
5754 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5755 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5759 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5761 struct shader_arb_priv *priv;
5763 /* Share private data between the shader backend and the pipeline
5764 * replacement, if both are the arb implementation. This is needed to
5765 * figure out whether ARBfp should be disabled if no pixel shader is bound
5766 * or not. */
5767 if (shader_backend == &arb_program_shader_backend)
5768 priv = shader_priv;
5769 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5770 return NULL;
5772 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5774 ERR("Failed to initialize rbtree.\n");
5775 if (priv != shader_priv)
5776 HeapFree(GetProcessHeap(), 0, priv);
5777 return NULL;
5779 priv->use_arbfp_fixed_func = TRUE;
5781 return priv;
5784 /* Context activation is done by the caller. */
5785 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5787 const struct wined3d_gl_info *gl_info = context;
5788 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5790 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5791 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5792 HeapFree(GetProcessHeap(), 0, entry_arb);
5795 /* Context activation is done by the caller. */
5796 static void arbfp_free(struct wined3d_device *device)
5798 struct shader_arb_priv *priv = device->fragment_priv;
5800 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5801 priv->use_arbfp_fixed_func = FALSE;
5803 if (device->shader_backend != &arb_program_shader_backend)
5805 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5809 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5811 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5812 | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5813 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5814 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5815 WINED3DTEXOPCAPS_SELECTARG1 |
5816 WINED3DTEXOPCAPS_SELECTARG2 |
5817 WINED3DTEXOPCAPS_MODULATE4X |
5818 WINED3DTEXOPCAPS_MODULATE2X |
5819 WINED3DTEXOPCAPS_MODULATE |
5820 WINED3DTEXOPCAPS_ADDSIGNED2X |
5821 WINED3DTEXOPCAPS_ADDSIGNED |
5822 WINED3DTEXOPCAPS_ADD |
5823 WINED3DTEXOPCAPS_SUBTRACT |
5824 WINED3DTEXOPCAPS_ADDSMOOTH |
5825 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5826 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5827 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5828 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5829 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5830 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5831 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5832 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5833 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5834 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5835 WINED3DTEXOPCAPS_MULTIPLYADD |
5836 WINED3DTEXOPCAPS_LERP |
5837 WINED3DTEXOPCAPS_BUMPENVMAP |
5838 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5840 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5842 caps->MaxTextureBlendStages = 8;
5843 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5846 static void state_texfactor_arbfp(struct wined3d_context *context,
5847 const struct wined3d_state *state, DWORD state_id)
5849 struct wined3d_device *device = context->swapchain->device;
5850 const struct wined3d_gl_info *gl_info = context->gl_info;
5851 float col[4];
5853 /* Don't load the parameter if we're using an arbfp pixel shader,
5854 * otherwise we'll overwrite application provided constants. */
5855 if (device->shader_backend == &arb_program_shader_backend)
5857 struct shader_arb_priv *priv;
5859 if (use_ps(state)) return;
5861 priv = device->shader_priv;
5862 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5863 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5866 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5867 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5868 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5871 static void state_arb_specularenable(struct wined3d_context *context,
5872 const struct wined3d_state *state, DWORD state_id)
5874 struct wined3d_device *device = context->swapchain->device;
5875 const struct wined3d_gl_info *gl_info = context->gl_info;
5876 float col[4];
5878 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5879 * application provided constants
5881 if (device->shader_backend == &arb_program_shader_backend)
5883 struct shader_arb_priv *priv;
5885 if (use_ps(state)) return;
5887 priv = device->shader_priv;
5888 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5889 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5892 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5894 /* The specular color has no alpha */
5895 col[0] = 1.0f; col[1] = 1.0f;
5896 col[2] = 1.0f; col[3] = 0.0f;
5897 } else {
5898 col[0] = 0.0f; col[1] = 0.0f;
5899 col[2] = 0.0f; col[3] = 0.0f;
5901 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5902 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5905 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5907 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5908 struct wined3d_device *device = context->swapchain->device;
5909 const struct wined3d_gl_info *gl_info = context->gl_info;
5910 float mat[2][2];
5912 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5914 if (device->shader_backend == &arb_program_shader_backend)
5916 struct shader_arb_priv *priv = device->shader_priv;
5918 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5919 if (use_ps(state))
5920 return;
5922 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5923 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5926 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5927 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5928 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5929 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5931 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5932 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5935 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5936 const struct wined3d_state *state, DWORD state_id)
5938 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5939 struct wined3d_device *device = context->swapchain->device;
5940 const struct wined3d_gl_info *gl_info = context->gl_info;
5941 float param[4];
5943 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5945 if (device->shader_backend == &arb_program_shader_backend)
5947 struct shader_arb_priv *priv = device->shader_priv;
5949 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5950 if (use_ps(state))
5951 return;
5953 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5954 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5957 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5958 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5959 param[2] = 0.0f;
5960 param[3] = 0.0f;
5962 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5963 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5966 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5968 const char *ret;
5970 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5972 switch(arg & WINED3DTA_SELECTMASK) {
5973 case WINED3DTA_DIFFUSE:
5974 ret = "fragment.color.primary"; break;
5976 case WINED3DTA_CURRENT:
5977 if (!stage) ret = "fragment.color.primary";
5978 else ret = "ret";
5979 break;
5981 case WINED3DTA_TEXTURE:
5982 switch(stage) {
5983 case 0: ret = "tex0"; break;
5984 case 1: ret = "tex1"; break;
5985 case 2: ret = "tex2"; break;
5986 case 3: ret = "tex3"; break;
5987 case 4: ret = "tex4"; break;
5988 case 5: ret = "tex5"; break;
5989 case 6: ret = "tex6"; break;
5990 case 7: ret = "tex7"; break;
5991 default: ret = "unknown texture";
5993 break;
5995 case WINED3DTA_TFACTOR:
5996 ret = "tfactor"; break;
5998 case WINED3DTA_SPECULAR:
5999 ret = "fragment.color.secondary"; break;
6001 case WINED3DTA_TEMP:
6002 ret = "tempreg"; break;
6004 case WINED3DTA_CONSTANT:
6005 FIXME("Implement perstage constants\n");
6006 switch(stage) {
6007 case 0: ret = "const0"; break;
6008 case 1: ret = "const1"; break;
6009 case 2: ret = "const2"; break;
6010 case 3: ret = "const3"; break;
6011 case 4: ret = "const4"; break;
6012 case 5: ret = "const5"; break;
6013 case 6: ret = "const6"; break;
6014 case 7: ret = "const7"; break;
6015 default: ret = "unknown constant";
6017 break;
6019 default:
6020 return "unknown";
6023 if(arg & WINED3DTA_COMPLEMENT) {
6024 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6025 if(argnum == 0) ret = "arg0";
6026 if(argnum == 1) ret = "arg1";
6027 if(argnum == 2) ret = "arg2";
6029 if(arg & WINED3DTA_ALPHAREPLICATE) {
6030 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6031 if(argnum == 0) ret = "arg0";
6032 if(argnum == 1) ret = "arg1";
6033 if(argnum == 2) ret = "arg2";
6035 return ret;
6038 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
6039 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6041 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6042 unsigned int mul = 1;
6044 if(color && alpha) dstmask = "";
6045 else if(color) dstmask = ".xyz";
6046 else dstmask = ".w";
6048 if(dst == tempreg) dstreg = "tempreg";
6049 else dstreg = "ret";
6051 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6052 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6053 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6055 switch (op)
6057 case WINED3D_TOP_DISABLE:
6058 if (!stage)
6059 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
6060 break;
6062 case WINED3D_TOP_SELECT_ARG2:
6063 arg1 = arg2;
6064 /* FALLTHROUGH */
6065 case WINED3D_TOP_SELECT_ARG1:
6066 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6067 break;
6069 case WINED3D_TOP_MODULATE_4X:
6070 mul = 2;
6071 /* FALLTHROUGH */
6072 case WINED3D_TOP_MODULATE_2X:
6073 mul *= 2;
6074 /* FALLTHROUGH */
6075 case WINED3D_TOP_MODULATE:
6076 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6077 break;
6079 case WINED3D_TOP_ADD_SIGNED_2X:
6080 mul = 2;
6081 /* FALLTHROUGH */
6082 case WINED3D_TOP_ADD_SIGNED:
6083 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6084 arg2 = "arg2";
6085 /* FALLTHROUGH */
6086 case WINED3D_TOP_ADD:
6087 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6088 break;
6090 case WINED3D_TOP_SUBTRACT:
6091 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6092 break;
6094 case WINED3D_TOP_ADD_SMOOTH:
6095 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6096 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6097 break;
6099 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6100 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6101 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6102 break;
6103 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6104 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6105 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6106 break;
6107 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6108 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6109 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6110 break;
6111 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6112 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6113 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6114 break;
6116 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6117 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6118 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6119 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6120 break;
6122 /* D3DTOP_PREMODULATE ???? */
6124 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6125 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6126 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6127 break;
6128 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6129 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6130 break;
6131 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6132 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6133 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6134 break;
6135 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6136 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6137 break;
6139 case WINED3D_TOP_DOTPRODUCT3:
6140 mul = 4;
6141 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6142 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6143 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6144 break;
6146 case WINED3D_TOP_MULTIPLY_ADD:
6147 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6148 break;
6150 case WINED3D_TOP_LERP:
6151 /* The msdn is not quite right here */
6152 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6153 break;
6155 case WINED3D_TOP_BUMPENVMAP:
6156 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6157 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6158 break;
6160 default:
6161 FIXME("Unhandled texture op %08x\n", op);
6164 if (mul == 2)
6165 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6166 else if (mul == 4)
6167 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6170 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6172 unsigned int stage;
6173 struct wined3d_shader_buffer buffer;
6174 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6175 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6176 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6177 UINT lowest_disabled_stage;
6178 const char *textype;
6179 const char *instr;
6180 char colorcor_dst[8];
6181 GLuint ret;
6182 DWORD arg0, arg1, arg2;
6183 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6184 BOOL op_equal;
6185 const char *final_combiner_src = "ret";
6186 GLint pos;
6187 BOOL custom_linear_fog = FALSE;
6189 /* Find out which textures are read */
6190 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6192 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6193 break;
6194 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6195 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6196 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6197 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6198 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6199 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6201 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6202 tex_read[stage] = TRUE;
6203 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6204 tex_read[stage] = TRUE;
6205 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6207 bump_used[stage] = TRUE;
6208 tex_read[stage] = TRUE;
6210 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6212 bump_used[stage] = TRUE;
6213 tex_read[stage] = TRUE;
6214 luminance_used[stage] = TRUE;
6216 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6218 tfactor_used = TRUE;
6221 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6222 tfactor_used = TRUE;
6225 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6226 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6227 tempreg_used = TRUE;
6230 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6231 continue;
6232 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6233 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6234 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6235 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6236 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6237 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6239 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6240 tempreg_used = TRUE;
6242 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6243 tfactor_used = TRUE;
6246 lowest_disabled_stage = stage;
6248 /* Shader header */
6249 if (!shader_buffer_init(&buffer))
6251 ERR("Failed to initialize shader buffer.\n");
6252 return 0;
6255 shader_addline(&buffer, "!!ARBfp1.0\n");
6257 switch (settings->fog)
6259 case WINED3D_FFP_PS_FOG_OFF: break;
6260 case WINED3D_FFP_PS_FOG_LINEAR:
6261 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6263 custom_linear_fog = TRUE;
6264 break;
6266 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6267 break;
6269 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6270 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6271 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6274 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6275 shader_addline(&buffer, "TEMP TMP;\n");
6276 shader_addline(&buffer, "TEMP ret;\n");
6277 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6278 shader_addline(&buffer, "TEMP arg0;\n");
6279 shader_addline(&buffer, "TEMP arg1;\n");
6280 shader_addline(&buffer, "TEMP arg2;\n");
6281 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6282 if(!tex_read[stage]) continue;
6283 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6284 if(!bump_used[stage]) continue;
6285 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6286 if(!luminance_used[stage]) continue;
6287 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6289 if(tfactor_used) {
6290 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6292 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6294 if(settings->sRGB_write) {
6295 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6296 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6297 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6298 srgb_sub_high, 0.0, 0.0, 0.0);
6301 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6302 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6304 /* Generate texture sampling instructions) */
6305 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6307 if (!tex_read[stage])
6308 continue;
6310 switch(settings->op[stage].tex_type) {
6311 case tex_1d: textype = "1D"; break;
6312 case tex_2d: textype = "2D"; break;
6313 case tex_3d: textype = "3D"; break;
6314 case tex_cube: textype = "CUBE"; break;
6315 case tex_rect: textype = "RECT"; break;
6316 default: textype = "unexpected_textype"; break;
6319 if(settings->op[stage].projected == proj_none) {
6320 instr = "TEX";
6321 } else if(settings->op[stage].projected == proj_count4 ||
6322 settings->op[stage].projected == proj_count3) {
6323 instr = "TXP";
6324 } else {
6325 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6326 instr = "TXP";
6329 if (stage > 0
6330 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6331 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6333 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6334 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6335 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6336 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6338 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6339 * so multiply the displacement with the dividing parameter before passing it to TXP
6341 if (settings->op[stage].projected != proj_none) {
6342 if(settings->op[stage].projected == proj_count4) {
6343 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6344 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6345 } else {
6346 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6347 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6349 } else {
6350 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6353 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6354 instr, stage, stage, textype);
6355 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6357 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6358 stage - 1, stage - 1, stage - 1);
6359 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6361 } else if(settings->op[stage].projected == proj_count3) {
6362 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6363 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6364 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6365 instr, stage, stage, textype);
6366 } else {
6367 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6368 instr, stage, stage, stage, textype);
6371 sprintf(colorcor_dst, "tex%u", stage);
6372 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6373 settings->op[stage].color_fixup);
6376 /* Generate the main shader */
6377 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6379 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6381 if (!stage)
6382 final_combiner_src = "fragment.color.primary";
6383 break;
6386 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6387 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6388 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6389 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6390 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6391 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6392 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6393 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6394 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6395 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6396 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6397 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6398 else
6399 op_equal = settings->op[stage].aop == settings->op[stage].cop
6400 && settings->op[stage].carg0 == settings->op[stage].aarg0
6401 && settings->op[stage].carg1 == settings->op[stage].aarg1
6402 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6404 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6406 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6407 settings->op[stage].cop, settings->op[stage].carg0,
6408 settings->op[stage].carg1, settings->op[stage].carg2);
6409 if (!stage)
6410 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6412 else if (op_equal)
6414 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6415 settings->op[stage].cop, settings->op[stage].carg0,
6416 settings->op[stage].carg1, settings->op[stage].carg2);
6417 } else {
6418 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6419 settings->op[stage].cop, settings->op[stage].carg0,
6420 settings->op[stage].carg1, settings->op[stage].carg2);
6421 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6422 settings->op[stage].aop, settings->op[stage].aarg0,
6423 settings->op[stage].aarg1, settings->op[stage].aarg2);
6427 if (settings->sRGB_write || custom_linear_fog)
6429 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6430 if (settings->sRGB_write)
6431 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6432 if (custom_linear_fog)
6433 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6434 shader_addline(&buffer, "MOV result.color, ret;\n");
6436 else
6438 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
6439 final_combiner_src);
6442 /* Footer */
6443 shader_addline(&buffer, "END\n");
6445 /* Generate the shader */
6446 GL_EXTCALL(glGenProgramsARB(1, &ret));
6447 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6448 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6449 strlen(buffer.buffer), buffer.buffer));
6450 checkGLcall("glProgramStringARB()");
6452 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6453 if (pos != -1)
6455 FIXME("Fragment program error at position %d: %s\n\n", pos,
6456 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6457 shader_arb_dump_program_source(buffer.buffer);
6459 else
6461 GLint native;
6463 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6464 checkGLcall("glGetProgramivARB()");
6465 if (!native) WARN("Program exceeds native resource limits.\n");
6468 shader_buffer_free(&buffer);
6469 return ret;
6472 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6474 const struct wined3d_device *device = context->swapchain->device;
6475 const struct wined3d_gl_info *gl_info = context->gl_info;
6476 struct shader_arb_priv *priv = device->fragment_priv;
6477 BOOL use_pshader = use_ps(state);
6478 struct ffp_frag_settings settings;
6479 const struct arbfp_ffp_desc *desc;
6480 unsigned int i;
6482 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6484 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6486 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6488 /* Reload fixed function constants since they collide with the
6489 * pixel shader constants. */
6490 for (i = 0; i < MAX_TEXTURES; ++i)
6492 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6494 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6495 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6497 else if (use_pshader)
6499 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6501 return;
6504 if (!use_pshader)
6506 /* Find or create a shader implementing the fixed function pipeline
6507 * settings, then activate it. */
6508 gen_ffp_frag_op(context, state, &settings, FALSE);
6509 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6510 if(!desc) {
6511 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6512 if (!new_desc)
6514 ERR("Out of memory\n");
6515 return;
6518 new_desc->parent.settings = settings;
6519 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6520 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6521 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6522 desc = new_desc;
6525 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6526 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6527 * deactivate it.
6529 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6530 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6531 priv->current_fprogram_id = desc->shader;
6533 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6535 /* Reload fixed function constants since they collide with the
6536 * pixel shader constants. */
6537 for (i = 0; i < MAX_TEXTURES; ++i)
6539 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6541 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6542 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6544 context->last_was_pshader = FALSE;
6545 } else {
6546 context->last_was_pshader = TRUE;
6549 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6552 /* We can't link the fog states to the fragment state directly since the
6553 * vertex pipeline links them to FOGENABLE. A different linking in different
6554 * pipeline parts can't be expressed in the combined state table, so we need
6555 * to handle that with a forwarding function. The other invisible side effect
6556 * is that changing the fog start and fog end (which links to FOGENABLE in
6557 * vertex) results in the fragment_prog_arbfp function being called because
6558 * FOGENABLE is dirty, which calls this function here. */
6559 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6561 enum fogsource new_source;
6562 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6563 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6565 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6567 if (!isStateDirty(context, STATE_PIXELSHADER))
6568 fragment_prog_arbfp(context, state, state_id);
6570 if (!state->render_states[WINED3D_RS_FOGENABLE])
6571 return;
6573 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6575 if (use_vs(state))
6577 new_source = FOGSOURCE_VS;
6579 else
6581 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6582 new_source = FOGSOURCE_COORD;
6583 else
6584 new_source = FOGSOURCE_FFP;
6587 else
6589 new_source = FOGSOURCE_FFP;
6592 if (new_source != context->fog_source || fogstart == fogend)
6594 context->fog_source = new_source;
6595 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6599 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6601 if (!isStateDirty(context, STATE_PIXELSHADER))
6602 fragment_prog_arbfp(context, state, state_id);
6605 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6607 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6659 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6661 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6666 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6667 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6668 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6669 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6670 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6671 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6672 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6673 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6674 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6675 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6676 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6677 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6678 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6679 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6680 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6729 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6730 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6733 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6735 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6737 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6746 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6747 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6750 const struct fragment_pipeline arbfp_fragment_pipeline = {
6751 arbfp_enable,
6752 arbfp_get_caps,
6753 arbfp_alloc,
6754 arbfp_free,
6755 shader_arb_color_fixup_supported,
6756 arbfp_fragmentstate_template,
6759 struct arbfp_blit_priv {
6760 GLenum yuy2_rect_shader, yuy2_2d_shader;
6761 GLenum uyvy_rect_shader, uyvy_2d_shader;
6762 GLenum yv12_rect_shader, yv12_2d_shader;
6763 GLenum p8_rect_shader, p8_2d_shader;
6764 GLuint palette_texture;
6767 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6769 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6770 if(!device->blit_priv) {
6771 ERR("Out of memory\n");
6772 return E_OUTOFMEMORY;
6774 return WINED3D_OK;
6777 /* Context activation is done by the caller. */
6778 static void arbfp_blit_free(struct wined3d_device *device)
6780 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6781 struct arbfp_blit_priv *priv = device->blit_priv;
6783 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6784 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6785 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6786 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6787 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6788 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6789 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6790 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6791 checkGLcall("Delete yuv and p8 programs");
6793 if (priv->palette_texture)
6794 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6796 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6797 device->blit_priv = NULL;
6800 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6801 GLenum textype, char *luminance)
6803 char chroma;
6804 const char *tex, *texinstr;
6806 if (fixup == COMPLEX_FIXUP_UYVY) {
6807 chroma = 'x';
6808 *luminance = 'w';
6809 } else {
6810 chroma = 'w';
6811 *luminance = 'x';
6813 switch(textype) {
6814 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6815 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6816 default:
6817 /* This is more tricky than just replacing the texture type - we have to navigate
6818 * properly in the texture to find the correct chroma values
6820 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6821 return FALSE;
6824 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6825 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6826 * filtering when we sample the texture.
6828 * These are the rules for reading the chroma:
6830 * Even pixel: Cr
6831 * Even pixel: U
6832 * Odd pixel: V
6834 * So we have to get the sampling x position in non-normalized coordinates in integers
6836 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6837 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6838 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6839 } else {
6840 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6842 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6843 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6844 * 0.5, so add 0.5.
6846 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6847 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6849 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6850 * even and odd pixels respectively
6852 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6853 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6855 /* Sample Pixel 1 */
6856 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6858 /* Put the value into either of the chroma values */
6859 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6860 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6861 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6862 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6864 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6865 * the pixel right to the current one. Otherwise, sample the left pixel.
6866 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6868 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6869 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6870 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6872 /* Put the value into the other chroma */
6873 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6874 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6875 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6876 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6878 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6879 * the current one and lerp the two U and V values
6882 /* This gives the correctly filtered luminance value */
6883 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6885 return TRUE;
6888 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6890 const char *tex;
6892 switch(textype) {
6893 case GL_TEXTURE_2D: tex = "2D"; break;
6894 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6895 default:
6896 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6897 return FALSE;
6900 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6901 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6902 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6903 * pitch of the luminance plane, the packing into the gl texture is a bit
6904 * unfortunate. If the whole texture is interpreted as luminance data it looks
6905 * approximately like this:
6907 * +----------------------------------+----
6908 * | |
6909 * | |
6910 * | |
6911 * | |
6912 * | | 2
6913 * | LUMINANCE | -
6914 * | | 3
6915 * | |
6916 * | |
6917 * | |
6918 * | |
6919 * +----------------+-----------------+----
6920 * | | |
6921 * | U even rows | U odd rows |
6922 * | | | 1
6923 * +----------------+------------------ -
6924 * | | | 3
6925 * | V even rows | V odd rows |
6926 * | | |
6927 * +----------------+-----------------+----
6928 * | | |
6929 * | 0.5 | 0.5 |
6931 * So it appears as if there are 4 chroma images, but in fact the odd rows
6932 * in the chroma images are in the same row as the even ones. So its is
6933 * kinda tricky to read
6935 * When reading from rectangle textures, keep in mind that the input y coordinates
6936 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6938 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6939 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6941 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6942 /* the chroma planes have only half the width */
6943 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6945 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6946 * the coordinate. Also read the right side of the image when reading odd lines
6948 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6949 * bleeding
6951 if(textype == GL_TEXTURE_2D) {
6953 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6955 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6957 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6958 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6960 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6961 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6962 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6963 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6964 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6966 /* clamp, keep the half pixel origin in mind */
6967 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6968 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6969 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6970 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6971 } else {
6972 /* Read from [size - size+size/4] */
6973 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6974 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6976 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6977 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6978 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6979 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6980 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6981 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6983 /* Make sure to read exactly from the pixel center */
6984 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6985 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6987 /* Clamp */
6988 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6989 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6990 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6991 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6992 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6994 /* Read the texture, put the result into the output register */
6995 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6996 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6998 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6999 * No need to clamp because we're just reusing the already clamped value from above
7001 if(textype == GL_TEXTURE_2D) {
7002 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7003 } else {
7004 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7006 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7007 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7009 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7010 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7011 * values due to filtering
7013 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7014 if(textype == GL_TEXTURE_2D) {
7015 /* Multiply the y coordinate by 2/3 and clamp it */
7016 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7017 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7018 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7019 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7020 } else {
7021 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7022 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7023 * is bigger
7025 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7026 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7027 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7029 *luminance = 'a';
7031 return TRUE;
7034 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
7035 const struct wined3d_gl_info *gl_info, GLenum textype)
7037 GLenum shader;
7038 struct wined3d_shader_buffer buffer;
7039 GLint pos;
7041 /* Shader header */
7042 if (!shader_buffer_init(&buffer))
7044 ERR("Failed to initialize shader buffer.\n");
7045 return 0;
7048 GL_EXTCALL(glGenProgramsARB(1, &shader));
7049 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7050 if (!shader)
7052 shader_buffer_free(&buffer);
7053 return 0;
7056 shader_addline(&buffer, "!!ARBfp1.0\n");
7057 shader_addline(&buffer, "TEMP index;\n");
7059 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7060 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7062 /* The alpha-component contains the palette index */
7063 if(textype == GL_TEXTURE_RECTANGLE_ARB)
7064 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7065 else
7066 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7068 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7069 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7071 /* Use the alpha-component as an index in the palette to get the final color */
7072 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7073 shader_addline(&buffer, "END\n");
7075 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7076 strlen(buffer.buffer), buffer.buffer));
7077 checkGLcall("glProgramStringARB()");
7079 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7080 if (pos != -1)
7082 FIXME("Fragment program error at position %d: %s\n\n", pos,
7083 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7084 shader_arb_dump_program_source(buffer.buffer);
7087 if (textype == GL_TEXTURE_RECTANGLE_ARB)
7088 priv->p8_rect_shader = shader;
7089 else
7090 priv->p8_2d_shader = shader;
7092 shader_buffer_free(&buffer);
7094 return shader;
7097 /* Context activation is done by the caller. */
7098 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7100 BYTE table[256][4];
7101 struct wined3d_device *device = surface->resource.device;
7102 const struct wined3d_gl_info *gl_info = context->gl_info;
7103 struct arbfp_blit_priv *priv = device->blit_priv;
7104 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7106 d3dfmt_p8_init_palette(surface, table, colorkey);
7108 if (!priv->palette_texture)
7109 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7111 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7112 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7114 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7116 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7117 /* Make sure we have discrete color levels. */
7118 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7119 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7120 /* Upload the palette */
7121 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7122 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7124 /* Switch back to unit 0 in which the 2D texture will be stored. */
7125 context_active_texture(context, gl_info, 0);
7128 /* Context activation is done by the caller. */
7129 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7130 enum complex_fixup yuv_fixup, GLenum textype)
7132 GLenum shader;
7133 struct wined3d_shader_buffer buffer;
7134 char luminance_component;
7135 GLint pos;
7137 /* Shader header */
7138 if (!shader_buffer_init(&buffer))
7140 ERR("Failed to initialize shader buffer.\n");
7141 return 0;
7144 GL_EXTCALL(glGenProgramsARB(1, &shader));
7145 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7146 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7147 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7148 if (!shader)
7150 shader_buffer_free(&buffer);
7151 return 0;
7154 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7155 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7156 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7157 * each single pixel it contains, and one U and one V value shared between both
7158 * pixels.
7160 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7161 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7162 * take the format into account when generating the read swizzles
7164 * Reading the Y value is straightforward - just sample the texture. The hardware
7165 * takes care of filtering in the horizontal and vertical direction.
7167 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7168 * because that would mix the U and V values of one pixel or two adjacent pixels.
7169 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7170 * regardless of the filtering setting. Vertical filtering works automatically
7171 * though - the U and V values of two rows are mixed nicely.
7173 * Apart of avoiding filtering issues, the code has to know which value it just
7174 * read, and where it can find the other one. To determine this, it checks if
7175 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7177 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7178 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7180 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7181 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7182 * in an unfiltered situation. Finding the luminance on the other hand requires
7183 * finding out if it is an odd or even pixel. The real drawback of this approach
7184 * is filtering. This would have to be emulated completely in the shader, reading
7185 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7186 * vertically. Beyond that it would require adjustments to the texture handling
7187 * code to deal with the width scaling
7189 shader_addline(&buffer, "!!ARBfp1.0\n");
7190 shader_addline(&buffer, "TEMP luminance;\n");
7191 shader_addline(&buffer, "TEMP temp;\n");
7192 shader_addline(&buffer, "TEMP chroma;\n");
7193 shader_addline(&buffer, "TEMP texcrd;\n");
7194 shader_addline(&buffer, "TEMP texcrd2;\n");
7195 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7196 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7197 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7199 switch (yuv_fixup)
7201 case COMPLEX_FIXUP_UYVY:
7202 case COMPLEX_FIXUP_YUY2:
7203 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7205 shader_buffer_free(&buffer);
7206 return 0;
7208 break;
7210 case COMPLEX_FIXUP_YV12:
7211 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7213 shader_buffer_free(&buffer);
7214 return 0;
7216 break;
7218 default:
7219 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7220 shader_buffer_free(&buffer);
7221 return 0;
7224 /* Calculate the final result. Formula is taken from
7225 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7226 * ranges from -0.5 to 0.5
7228 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7230 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7231 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7232 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7233 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7234 shader_addline(&buffer, "END\n");
7236 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7237 strlen(buffer.buffer), buffer.buffer));
7238 checkGLcall("glProgramStringARB()");
7240 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7241 if (pos != -1)
7243 FIXME("Fragment program error at position %d: %s\n\n", pos,
7244 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7245 shader_arb_dump_program_source(buffer.buffer);
7247 else
7249 GLint native;
7251 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7252 checkGLcall("glGetProgramivARB()");
7253 if (!native) WARN("Program exceeds native resource limits.\n");
7256 shader_buffer_free(&buffer);
7258 switch (yuv_fixup)
7260 case COMPLEX_FIXUP_YUY2:
7261 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7262 else priv->yuy2_2d_shader = shader;
7263 break;
7265 case COMPLEX_FIXUP_UYVY:
7266 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7267 else priv->uyvy_2d_shader = shader;
7268 break;
7270 case COMPLEX_FIXUP_YV12:
7271 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7272 else priv->yv12_2d_shader = shader;
7273 break;
7274 default:
7275 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7278 return shader;
7281 /* Context activation is done by the caller. */
7282 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7284 GLenum shader;
7285 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7286 struct arbfp_blit_priv *priv = blit_priv;
7287 enum complex_fixup fixup;
7288 const struct wined3d_gl_info *gl_info = context->gl_info;
7289 GLenum textype;
7291 if (surface->container)
7292 textype = surface->container->target;
7293 else
7294 textype = surface->texture_target;
7296 if (surface->flags & SFLAG_CONVERTED)
7298 gl_info->gl_ops.gl.p_glEnable(textype);
7299 checkGLcall("glEnable(textype)");
7300 return WINED3D_OK;
7303 if (!is_complex_fixup(surface->resource.format->color_fixup))
7305 TRACE("Fixup:\n");
7306 dump_color_fixup_desc(surface->resource.format->color_fixup);
7307 /* Don't bother setting up a shader for unconverted formats */
7308 gl_info->gl_ops.gl.p_glEnable(textype);
7309 checkGLcall("glEnable(textype)");
7310 return WINED3D_OK;
7313 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7315 switch(fixup)
7317 case COMPLEX_FIXUP_YUY2:
7318 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7319 break;
7321 case COMPLEX_FIXUP_UYVY:
7322 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7323 break;
7325 case COMPLEX_FIXUP_YV12:
7326 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7327 break;
7329 case COMPLEX_FIXUP_P8:
7330 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7331 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7333 upload_palette(surface, context);
7334 break;
7336 default:
7337 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7338 gl_info->gl_ops.gl.p_glEnable(textype);
7339 checkGLcall("glEnable(textype)");
7340 return E_NOTIMPL;
7343 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7345 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7346 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7347 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7348 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7349 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7350 checkGLcall("glProgramLocalParameter4fvARB");
7352 return WINED3D_OK;
7355 /* Context activation is done by the caller. */
7356 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7358 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7359 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7360 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7361 checkGLcall("glDisable(GL_TEXTURE_2D)");
7362 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7364 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7365 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7367 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7369 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7370 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7374 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7375 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7376 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7378 enum complex_fixup src_fixup;
7380 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7381 return FALSE;
7383 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7385 TRACE("Unsupported blit_op=%d\n", blit_op);
7386 return FALSE;
7389 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7390 return FALSE;
7392 src_fixup = get_complex_fixup(src_format->color_fixup);
7393 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7395 TRACE("Checking support for fixup:\n");
7396 dump_color_fixup_desc(src_format->color_fixup);
7399 if (!is_identity_fixup(dst_format->color_fixup))
7401 TRACE("Destination fixups are not supported\n");
7402 return FALSE;
7405 if (is_identity_fixup(src_format->color_fixup))
7407 TRACE("[OK]\n");
7408 return TRUE;
7411 /* We only support YUV conversions. */
7412 if (!is_complex_fixup(src_format->color_fixup))
7414 TRACE("[FAILED]\n");
7415 return FALSE;
7418 switch(src_fixup)
7420 case COMPLEX_FIXUP_YUY2:
7421 case COMPLEX_FIXUP_UYVY:
7422 case COMPLEX_FIXUP_YV12:
7423 case COMPLEX_FIXUP_P8:
7424 TRACE("[OK]\n");
7425 return TRUE;
7427 default:
7428 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7429 TRACE("[FAILED]\n");
7430 return FALSE;
7434 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7435 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7436 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7438 struct wined3d_context *context;
7439 RECT src_rect = *src_rect_in;
7440 RECT dst_rect = *dst_rect_in;
7442 /* Now load the surface */
7443 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7444 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7446 /* Without FBO blits transferring from the drawable to the texture is
7447 * expensive, because we have to flip the data in sysmem. Since we can
7448 * flip in the blitter, we don't actually need that flip anyway. So we
7449 * use the surface's texture as scratch texture, and flip the source
7450 * rectangle instead. */
7451 surface_load_fb_texture(src_surface, FALSE);
7453 src_rect.top = src_surface->resource.height - src_rect.top;
7454 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7456 else
7457 surface_internal_preload(src_surface, SRGB_RGB);
7459 /* Activate the destination context, set it up for blitting */
7460 context = context_acquire(device, dst_surface);
7461 context_apply_blit_state(context, device);
7463 if (!surface_is_offscreen(dst_surface))
7464 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7466 arbfp_blit_set(device->blit_priv, context, src_surface);
7468 /* Draw a textured quad */
7469 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7471 /* Leave the opengl state valid for blitting */
7472 arbfp_blit_unset(context->gl_info);
7474 if (wined3d_settings.strict_draw_ordering
7475 || (dst_surface->swapchain && (dst_surface->swapchain->front_buffer == dst_surface)))
7476 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7478 context_release(context);
7480 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7481 return WINED3D_OK;
7484 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7485 const RECT *dst_rect, const struct wined3d_color *color)
7487 FIXME("Color filling not implemented by arbfp_blit\n");
7488 return WINED3DERR_INVALIDCALL;
7491 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7492 struct wined3d_surface *surface, const RECT *rect, float depth)
7494 FIXME("Depth filling not implemented by arbfp_blit.\n");
7495 return WINED3DERR_INVALIDCALL;
7498 const struct blit_shader arbfp_blit = {
7499 arbfp_blit_alloc,
7500 arbfp_blit_free,
7501 arbfp_blit_set,
7502 arbfp_blit_unset,
7503 arbfp_blit_supported,
7504 arbfp_blit_color_fill,
7505 arbfp_blit_depth_fill,