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[wine.git] / dlls / wined3d / arb_program_shader.c
blob64b7d90aedc871d62598472ec3428cc3a7c86fa5
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
55 char *p, *q;
57 p = *ptr;
58 if (!(q = strstr(p, "\n")))
60 if (!*p) return NULL;
61 *ptr += strlen(p);
62 return p;
64 *q = '\0';
65 *ptr = q + 1;
67 return p;
70 static void shader_arb_dump_program_source(const char *source)
72 ULONG source_size;
73 char *ptr, *line, *tmp;
75 source_size = strlen(source) + 1;
76 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
77 if (!tmp)
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
80 return;
82 memcpy(tmp, source, source_size);
84 ptr = tmp;
85 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
86 FIXME("\n");
88 HeapFree(GetProcessHeap(), 0, tmp);
91 enum arb_helper_value
93 ARB_ZERO,
94 ARB_ONE,
95 ARB_TWO,
96 ARB_0001,
97 ARB_EPS,
99 ARB_VS_REL_OFFSET
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
104 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
106 ERR("Geometry shaders are unsupported\n");
107 return "bad";
110 if (shader == WINED3D_SHADER_TYPE_PIXEL)
112 switch (value)
114 case ARB_ZERO: return "ps_helper_const.x";
115 case ARB_ONE: return "ps_helper_const.y";
116 case ARB_TWO: return "coefmul.x";
117 case ARB_0001: return "ps_helper_const.xxxy";
118 case ARB_EPS: return "ps_helper_const.z";
119 default: break;
122 else
124 switch (value)
126 case ARB_ZERO: return "helper_const.x";
127 case ARB_ONE: return "helper_const.y";
128 case ARB_TWO: return "helper_const.z";
129 case ARB_EPS: return "helper_const.w";
130 case ARB_0001: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
136 switch (value)
138 case ARB_ZERO: return "0.0";
139 case ARB_ONE: return "1.0";
140 case ARB_TWO: return "2.0";
141 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS: return "1e-8";
143 default: return "bad";
147 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
149 return context->lowest_disabled_stage < 7;
152 /* ARB_program_shader private data */
154 struct control_frame
156 struct list entry;
157 enum
160 IFC,
161 LOOP,
163 } type;
164 BOOL muting;
165 BOOL outer_loop;
166 union
168 unsigned int loop;
169 unsigned int ifc;
170 } no;
171 struct wined3d_shader_loop_control loop_control;
172 BOOL had_else;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super;
178 /* For ARB we need a offset value:
179 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181 * array we need an offset to the index inside the program local parameter array. */
182 UINT offset;
185 struct arb_ps_compile_args
187 struct ps_compile_args super;
188 WORD bools;
189 WORD clip; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl[MAX_CONST_I][3];
193 struct stb_const_desc
195 unsigned char texunit;
196 UINT const_num;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args;
202 struct arb_ps_np2fixup_info np2fixup_info;
203 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
204 struct stb_const_desc luminanceconst[MAX_TEXTURES];
205 UINT int_consts[MAX_CONST_I];
206 GLuint prgId;
207 UINT ycorrection;
208 unsigned char numbumpenvmatconsts;
209 char num_int_consts;
212 struct arb_vs_compile_args
214 struct vs_compile_args super;
215 union
217 struct
219 WORD bools;
220 unsigned char clip_texcoord;
221 unsigned char clipplane_mask;
222 } boolclip;
223 DWORD boolclip_compare;
224 } clip;
225 DWORD ps_signature;
226 union
228 unsigned char samplers[4];
229 DWORD samplers_compare;
230 } vertex;
231 unsigned char loop_ctrl[MAX_CONST_I][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args;
237 GLuint prgId;
238 UINT int_consts[MAX_CONST_I];
239 char num_int_consts;
240 char need_color_unclamp;
241 UINT pos_fixup;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins;
247 struct list entry;
250 struct shader_arb_ctx_priv
252 char addr_reg[20];
253 enum
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
256 ARB,
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
258 NV2,
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
261 } target_version;
263 const struct arb_vs_compile_args *cur_vs_args;
264 const struct arb_ps_compile_args *cur_ps_args;
265 const struct arb_ps_compiled_shader *compiled_fprog;
266 const struct arb_vs_compiled_shader *compiled_vprog;
267 struct arb_ps_np2fixup_info *cur_np2fixup_info;
268 struct list control_frames;
269 struct list record;
270 BOOL recording;
271 BOOL muted;
272 unsigned int num_loops, loop_depth, num_ifcs;
273 int aL;
274 BOOL ps_post_process;
276 unsigned int vs_clipplanes;
277 BOOL footer_written;
278 BOOL in_main_func;
280 /* For 3.0 vertex shaders */
281 const char *vs_output[MAX_REG_OUTPUT];
282 /* For 2.x and earlier vertex shaders */
283 const char *texcrd_output[8], *color_output[2], *fog_output;
285 /* 3.0 pshader input for compatibility with fixed function */
286 const char *ps_input[MAX_REG_INPUT];
289 struct ps_signature
291 struct wined3d_shader_signature_element *sig;
292 DWORD idx;
293 struct wine_rb_entry entry;
296 struct arb_pshader_private {
297 struct arb_ps_compiled_shader *gl_shaders;
298 UINT num_gl_shaders, shader_array_size;
299 DWORD input_signature_idx;
300 DWORD clipplane_emulation;
301 BOOL clamp_consts;
304 struct arb_vshader_private {
305 struct arb_vs_compiled_shader *gl_shaders;
306 UINT num_gl_shaders, shader_array_size;
307 UINT rel_offset;
310 struct shader_arb_priv
312 GLuint current_vprogram_id;
313 GLuint current_fprogram_id;
314 const struct arb_ps_compiled_shader *compiled_fprog;
315 const struct arb_vs_compiled_shader *compiled_vprog;
316 GLuint depth_blt_vprogram_id;
317 GLuint depth_blt_fprogram_id_full[tex_type_count];
318 GLuint depth_blt_fprogram_id_masked[tex_type_count];
319 BOOL use_arbfp_fixed_func;
320 struct wine_rb_tree fragment_shaders;
321 BOOL last_ps_const_clamped;
322 BOOL last_vs_color_unclamp;
324 struct wine_rb_tree signature_tree;
325 DWORD ps_sig_number;
327 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
328 char *vshader_const_dirty, *pshader_const_dirty;
329 const struct wined3d_context *last_context;
331 const struct wined3d_vertex_pipe_ops *vertex_pipe;
332 const struct fragment_pipeline *fragment_pipe;
333 BOOL ffp_proj_control;
336 /* Context activation for state handlers is done by the caller. */
338 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
339 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
341 if (shader_data->rel_offset) return TRUE;
342 if (!reg_maps->usesmova) return FALSE;
343 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
346 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
347 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
349 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
350 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
353 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
354 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
356 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
357 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
358 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
359 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
360 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
361 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
362 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
363 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
364 return FALSE;
367 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
368 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
370 unsigned int ret = 1;
371 /* We use one PARAM for the pos fixup, and in some cases one to load
372 * some immediate values into the shader. */
373 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
374 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
375 return ret;
378 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
379 * When constant_list == NULL, it will load all the constants.
381 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
382 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
384 /* Context activation is done by the caller. */
385 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
386 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
387 const float *constants, char *dirty_consts)
389 struct wined3d_shader_lconst *lconst;
390 DWORD i, j;
391 unsigned int ret;
393 if (TRACE_ON(d3d_constants))
395 for(i = 0; i < max_constants; i++) {
396 if(!dirty_consts[i]) continue;
397 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
398 constants[i * 4 + 0], constants[i * 4 + 1],
399 constants[i * 4 + 2], constants[i * 4 + 3]);
403 i = 0;
405 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
406 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
408 float lcl_const[4];
409 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
410 * shaders, the first 8 constants are marked dirty for reload
412 for(; i < min(8, max_constants); i++) {
413 if(!dirty_consts[i]) continue;
414 dirty_consts[i] = 0;
416 j = 4 * i;
417 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
418 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
419 else lcl_const[0] = constants[j + 0];
421 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
422 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
423 else lcl_const[1] = constants[j + 1];
425 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
426 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
427 else lcl_const[2] = constants[j + 2];
429 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
430 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
431 else lcl_const[3] = constants[j + 3];
433 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
436 /* If further constants are dirty, reload them without clamping.
438 * The alternative is not to touch them, but then we cannot reset the dirty constant count
439 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
440 * above would always re-check the first 8 constants since max_constant remains at the init
441 * value
445 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
447 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
448 * or just reloading *all* constants at once
450 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
452 for(; i < max_constants; i++) {
453 if(!dirty_consts[i]) continue;
455 /* Find the next block of dirty constants */
456 dirty_consts[i] = 0;
457 j = i;
458 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
459 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
464 } else {
465 for(; i < max_constants; i++) {
466 if(dirty_consts[i]) {
467 dirty_consts[i] = 0;
468 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
472 checkGLcall("glProgramEnvParameter4fvARB()");
474 /* Load immediate constants */
475 if (shader->load_local_constsF)
477 if (TRACE_ON(d3d_shader))
479 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
481 GLfloat* values = (GLfloat*)lconst->value;
482 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
483 values[0], values[1], values[2], values[3]);
486 /* Immediate constants are clamped for 1.X shaders at loading times */
487 ret = 0;
488 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
490 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
491 ret = max(ret, lconst->idx + 1);
492 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
494 checkGLcall("glProgramEnvParameter4fvARB()");
495 return ret; /* The loaded immediate constants need reloading for the next shader */
496 } else {
497 return 0; /* No constants are dirty now */
501 /* Loads the texture dimensions for NP2 fixup into the currently set
502 * ARB_[vertex/fragment]_programs. */
503 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
504 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
506 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
507 WORD active = fixup->super.active;
508 UINT i;
510 if (!active)
511 return;
513 for (i = 0; active; active >>= 1, ++i)
515 const struct wined3d_texture *tex = state->textures[i];
516 unsigned char idx = fixup->super.idx[i];
517 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
519 if (!(active & 1))
520 continue;
522 if (!tex)
524 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
525 continue;
528 if (idx % 2)
530 tex_dim[2] = tex->pow2_matrix[0];
531 tex_dim[3] = tex->pow2_matrix[5];
533 else
535 tex_dim[0] = tex->pow2_matrix[0];
536 tex_dim[1] = tex->pow2_matrix[5];
540 for (i = 0; i < fixup->super.num_consts; ++i)
542 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
543 fixup->offset + i, &np2fixup_constants[i * 4]));
547 /* Context activation is done by the caller. */
548 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
549 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
551 const struct wined3d_gl_info *gl_info = context->gl_info;
552 unsigned char i;
554 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
556 int texunit = gl_shader->bumpenvmatconst[i].texunit;
558 /* The state manager takes care that this function is always called if the bump env matrix changes */
559 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
560 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
561 gl_shader->bumpenvmatconst[i].const_num, data));
563 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
565 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
566 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
567 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
568 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
570 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
571 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
572 gl_shader->luminanceconst[i].const_num, scale));
575 checkGLcall("Load bumpmap consts");
577 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
579 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
580 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
581 * ycorrection.z: 1.0
582 * ycorrection.w: 0.0
584 float val[4];
585 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
586 val[1] = context->render_offscreen ? 1.0f : -1.0f;
587 val[2] = 1.0f;
588 val[3] = 0.0f;
589 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
590 checkGLcall("y correction loading");
593 if (!gl_shader->num_int_consts) return;
595 for(i = 0; i < MAX_CONST_I; i++)
597 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
599 float val[4];
600 val[0] = (float)state->ps_consts_i[4 * i];
601 val[1] = (float)state->ps_consts_i[4 * i + 1];
602 val[2] = (float)state->ps_consts_i[4 * i + 2];
603 val[3] = -1.0f;
605 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
608 checkGLcall("Load ps int consts");
611 /* Context activation is done by the caller. */
612 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
613 const struct wined3d_context *context, const struct wined3d_state *state)
615 const struct wined3d_gl_info *gl_info = context->gl_info;
616 float position_fixup[4];
617 unsigned char i;
619 /* Upload the position fixup */
620 shader_get_position_fixup(context, state, position_fixup);
621 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
623 if (!gl_shader->num_int_consts) return;
625 for(i = 0; i < MAX_CONST_I; i++)
627 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
629 float val[4];
630 val[0] = (float)state->vs_consts_i[4 * i];
631 val[1] = (float)state->vs_consts_i[4 * i + 1];
632 val[2] = (float)state->vs_consts_i[4 * i + 2];
633 val[3] = -1.0f;
635 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
638 checkGLcall("Load vs int consts");
641 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
642 const struct wined3d_state *state);
645 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
647 * We only support float constants in ARB at the moment, so don't
648 * worry about the Integers or Booleans
650 /* Context activation is done by the caller (state handler). */
651 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
652 struct wined3d_context *context, const struct wined3d_state *state,
653 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
655 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
656 const struct wined3d_gl_info *gl_info = context->gl_info;
658 if (!from_shader_select)
660 const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
661 if (vshader
662 && (vshader->reg_maps.boolean_constants
663 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
664 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
666 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
667 shader_arb_select(priv, context, state);
669 else if (pshader
670 && (pshader->reg_maps.boolean_constants
671 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
672 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
674 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
675 shader_arb_select(priv, context, state);
679 if (context != priv->last_context)
681 memset(priv->vshader_const_dirty, 1,
682 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
683 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
685 memset(priv->pshader_const_dirty, 1,
686 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
687 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
689 priv->last_context = context;
692 if (useVertexShader)
694 struct wined3d_shader *vshader = state->vertex_shader;
695 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
697 /* Load DirectX 9 float constants for vertex shader */
698 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
699 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
700 shader_arb_vs_local_constants(gl_shader, context, state);
703 if (usePixelShader)
705 struct wined3d_shader *pshader = state->pixel_shader;
706 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
707 UINT rt_height = state->fb->render_targets[0]->resource.height;
709 /* Load DirectX 9 float constants for pixel shader */
710 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
711 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
712 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
714 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
715 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
719 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
720 const struct wined3d_state *state)
722 BOOL vs = use_vs(state);
723 BOOL ps = use_ps(state);
725 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
728 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
730 struct wined3d_context *context = context_get_current();
731 struct shader_arb_priv *priv = device->shader_priv;
732 unsigned int i;
734 for (i = 0; i < device->context_count; ++i)
736 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
739 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
740 * context. On a context switch the old context will be fully dirtified */
741 if (!context || context->swapchain->device != device) return;
743 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
744 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
747 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
749 struct wined3d_context *context = context_get_current();
750 struct shader_arb_priv *priv = device->shader_priv;
751 unsigned int i;
753 for (i = 0; i < device->context_count; ++i)
755 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
758 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
759 * context. On a context switch the old context will be fully dirtified */
760 if (!context || context->swapchain->device != device) return;
762 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
763 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
766 static void shader_arb_append_imm_vec4(struct wined3d_shader_buffer *buffer, const float *values)
768 char str[4][16];
770 wined3d_ftoa(values[0], str[0]);
771 wined3d_ftoa(values[1], str[1]);
772 wined3d_ftoa(values[2], str[2]);
773 wined3d_ftoa(values[3], str[3]);
774 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
777 /* Generate the variable & register declarations for the ARB_vertex_program output target */
778 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
779 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
780 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
781 const struct shader_arb_ctx_priv *ctx)
783 DWORD i;
784 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
785 const struct wined3d_shader_lconst *lconst;
786 unsigned max_constantsF;
787 DWORD map;
789 /* In pixel shaders, all private constants are program local, we don't need anything
790 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
791 * If we need a private constant the GL implementation will squeeze it in somewhere
793 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
794 * immediate values. The posFixup is loaded using program.env for now, so always
795 * subtract one from the number of constants. If the shader uses indirect addressing,
796 * account for the helper const too because we have to declare all available d3d constants
797 * and don't know which are actually used.
799 if (pshader)
801 max_constantsF = gl_info->limits.arb_ps_native_constants;
802 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
803 if (max_constantsF < 24)
804 max_constantsF = gl_info->limits.arb_ps_float_constants;
806 else
808 const struct arb_vshader_private *shader_data = shader->backend_data;
809 max_constantsF = gl_info->limits.arb_vs_native_constants;
810 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
811 * Also prevents max_constantsF from becoming less than 0 and
812 * wrapping . */
813 if (max_constantsF < 96)
814 max_constantsF = gl_info->limits.arb_vs_float_constants;
816 if (reg_maps->usesrelconstF)
818 DWORD highest_constf = 0, clip_limit;
820 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
821 max_constantsF -= count_bits(reg_maps->integer_constants);
822 max_constantsF -= gl_info->reserved_arb_constants;
824 for (i = 0; i < shader->limits.constant_float; ++i)
826 DWORD idx = i >> 5;
827 DWORD shift = i & 0x1f;
828 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
831 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
833 if(ctx->cur_vs_args->super.clip_enabled)
834 clip_limit = gl_info->limits.clipplanes;
835 else
836 clip_limit = 0;
838 else
840 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
841 clip_limit = min(count_bits(mask), 4);
843 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
844 max_constantsF -= *num_clipplanes;
845 if(*num_clipplanes < clip_limit)
847 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
850 else
852 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
853 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
857 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
859 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
862 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
864 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
867 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
869 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
871 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
875 if (!shader->load_local_constsF)
877 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
879 const float *value;
880 value = (const float *)lconst->value;
881 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
882 shader_arb_append_imm_vec4(buffer, value);
883 shader_addline(buffer, ";\n");
887 /* After subtracting privately used constants from the hardware limit(they are loaded as
888 * local constants), make sure the shader doesn't violate the env constant limit
890 if(pshader)
892 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
894 else
896 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
899 /* Avoid declaring more constants than needed */
900 max_constantsF = min(max_constantsF, shader->limits.constant_float);
902 /* we use the array-based constants array if the local constants are marked for loading,
903 * because then we use indirect addressing, or when the local constant list is empty,
904 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
905 * local constants do not declare the loaded constants as an array because ARB compilers usually
906 * do not optimize unused constants away
908 if (reg_maps->usesrelconstF)
910 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
911 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
912 max_constantsF, max_constantsF - 1);
913 } else {
914 for(i = 0; i < max_constantsF; i++) {
915 DWORD idx, mask;
916 idx = i >> 5;
917 mask = 1 << (i & 0x1f);
918 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
920 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
926 static const char * const shift_tab[] = {
927 "dummy", /* 0 (none) */
928 "coefmul.x", /* 1 (x2) */
929 "coefmul.y", /* 2 (x4) */
930 "coefmul.z", /* 3 (x8) */
931 "coefmul.w", /* 4 (x16) */
932 "dummy", /* 5 (x32) */
933 "dummy", /* 6 (x64) */
934 "dummy", /* 7 (x128) */
935 "dummy", /* 8 (d256) */
936 "dummy", /* 9 (d128) */
937 "dummy", /* 10 (d64) */
938 "dummy", /* 11 (d32) */
939 "coefdiv.w", /* 12 (d16) */
940 "coefdiv.z", /* 13 (d8) */
941 "coefdiv.y", /* 14 (d4) */
942 "coefdiv.x" /* 15 (d2) */
945 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
946 const struct wined3d_shader_dst_param *dst, char *write_mask)
948 char *ptr = write_mask;
950 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
952 *ptr++ = '.';
953 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
954 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
955 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
956 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
959 *ptr = '\0';
962 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
964 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
965 * but addressed as "rgba". To fix this we need to swap the register's x
966 * and z components. */
967 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
968 char *ptr = swizzle_str;
970 /* swizzle bits fields: wwzzyyxx */
971 DWORD swizzle = param->swizzle;
972 DWORD swizzle_x = swizzle & 0x03;
973 DWORD swizzle_y = (swizzle >> 2) & 0x03;
974 DWORD swizzle_z = (swizzle >> 4) & 0x03;
975 DWORD swizzle_w = (swizzle >> 6) & 0x03;
977 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
978 * generate a swizzle string. Unless we need to our own swizzling. */
979 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
981 *ptr++ = '.';
982 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
983 *ptr++ = swizzle_chars[swizzle_x];
984 } else {
985 *ptr++ = swizzle_chars[swizzle_x];
986 *ptr++ = swizzle_chars[swizzle_y];
987 *ptr++ = swizzle_chars[swizzle_z];
988 *ptr++ = swizzle_chars[swizzle_w];
992 *ptr = '\0';
995 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
997 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
998 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1000 if (!strcmp(priv->addr_reg, src)) return;
1002 strcpy(priv->addr_reg, src);
1003 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1006 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1007 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1009 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1010 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1012 /* oPos, oFog and oPts in D3D */
1013 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1014 const struct wined3d_shader *shader = ins->ctx->shader;
1015 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1016 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1017 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1019 *is_color = FALSE;
1021 switch (reg->type)
1023 case WINED3DSPR_TEMP:
1024 sprintf(register_name, "R%u", reg->idx[0].offset);
1025 break;
1027 case WINED3DSPR_INPUT:
1028 if (pshader)
1030 if (reg_maps->shader_version.major < 3)
1032 if (!reg->idx[0].offset)
1033 strcpy(register_name, "fragment.color.primary");
1034 else
1035 strcpy(register_name, "fragment.color.secondary");
1037 else
1039 if (reg->idx[0].rel_addr)
1041 char rel_reg[50];
1042 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1044 if (!strcmp(rel_reg, "**aL_emul**"))
1046 DWORD idx = ctx->aL + reg->idx[0].offset;
1047 if(idx < MAX_REG_INPUT)
1049 strcpy(register_name, ctx->ps_input[idx]);
1051 else
1053 ERR("Pixel shader input register out of bounds: %u\n", idx);
1054 sprintf(register_name, "out_of_bounds_%u", idx);
1057 else if (reg_maps->input_registers & 0x0300)
1059 /* There are two ways basically:
1061 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1062 * That means trouble if the loop also contains a breakc or if the control values
1063 * aren't local constants.
1064 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1065 * source dynamically. The trouble is that we cannot simply read aL.y because it
1066 * is an ADDRESS register. We could however push it, load .zw with a value and use
1067 * ADAC to load the condition code register and pop it again afterwards
1069 FIXME("Relative input register addressing with more than 8 registers\n");
1071 /* This is better than nothing for now */
1072 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1074 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1076 /* This is problematic because we'd have to consult the ctx->ps_input strings
1077 * for where to find the varying. Some may be "0.0", others can be texcoords or
1078 * colors. This needs either a pipeline replacement to make the vertex shader feed
1079 * proper varyings, or loop unrolling
1081 * For now use the texcoords and hope for the best
1083 FIXME("Non-vertex shader varying input with indirect addressing\n");
1084 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1086 else
1088 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1089 * pulls GL_NV_fragment_program2 in
1091 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1094 else
1096 if (reg->idx[0].offset < MAX_REG_INPUT)
1098 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1100 else
1102 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1103 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1108 else
1110 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1111 *is_color = TRUE;
1112 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1114 break;
1116 case WINED3DSPR_CONST:
1117 if (!pshader && reg->idx[0].rel_addr)
1119 const struct arb_vshader_private *shader_data = shader->backend_data;
1120 UINT rel_offset = shader_data->rel_offset;
1121 BOOL aL = FALSE;
1122 char rel_reg[50];
1123 if (reg_maps->shader_version.major < 2)
1125 sprintf(rel_reg, "A0.x");
1127 else
1129 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1130 if (ctx->target_version == ARB)
1132 if (!strcmp(rel_reg, "**aL_emul**"))
1134 aL = TRUE;
1135 } else {
1136 shader_arb_request_a0(ins, rel_reg);
1137 sprintf(rel_reg, "A0.x");
1141 if (aL)
1142 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1143 else if (reg->idx[0].offset >= rel_offset)
1144 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1145 else
1146 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1148 else
1150 if (reg_maps->usesrelconstF)
1151 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1152 else
1153 sprintf(register_name, "C%u", reg->idx[0].offset);
1155 break;
1157 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1158 if (pshader)
1160 if (reg_maps->shader_version.major == 1
1161 && reg_maps->shader_version.minor <= 3)
1162 /* In ps <= 1.3, Tx is a temporary register as destination
1163 * to all instructions, and as source to most instructions.
1164 * For some instructions it is the texcoord input. Those
1165 * instructions know about the special use. */
1166 sprintf(register_name, "T%u", reg->idx[0].offset);
1167 else
1168 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1169 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1171 else
1173 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1174 sprintf(register_name, "A%u", reg->idx[0].offset);
1175 else
1176 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1178 break;
1180 case WINED3DSPR_COLOROUT:
1181 if (ctx->ps_post_process && !reg->idx[0].offset)
1183 strcpy(register_name, "TMP_COLOR");
1185 else
1187 if (ctx->cur_ps_args->super.srgb_correction)
1188 FIXME("sRGB correction on higher render targets.\n");
1189 if (reg_maps->rt_mask > 1)
1190 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1191 else
1192 strcpy(register_name, "result.color");
1194 break;
1196 case WINED3DSPR_RASTOUT:
1197 if (reg->idx[0].offset == 1)
1198 sprintf(register_name, "%s", ctx->fog_output);
1199 else
1200 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1201 break;
1203 case WINED3DSPR_DEPTHOUT:
1204 strcpy(register_name, "result.depth");
1205 break;
1207 case WINED3DSPR_ATTROUT:
1208 /* case WINED3DSPR_OUTPUT: */
1209 if (pshader)
1210 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1211 else
1212 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1213 break;
1215 case WINED3DSPR_TEXCRDOUT:
1216 if (pshader)
1217 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1218 else if (reg_maps->shader_version.major < 3)
1219 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1220 else
1221 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1222 break;
1224 case WINED3DSPR_LOOP:
1225 if(ctx->target_version >= NV2)
1227 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1228 if(pshader) sprintf(register_name, "A0.x");
1229 else sprintf(register_name, "aL.y");
1231 else
1233 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1234 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1235 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1236 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1237 * indexing
1239 sprintf(register_name, "**aL_emul**");
1242 break;
1244 case WINED3DSPR_CONSTINT:
1245 sprintf(register_name, "I%u", reg->idx[0].offset);
1246 break;
1248 case WINED3DSPR_MISCTYPE:
1249 if (!reg->idx[0].offset)
1250 sprintf(register_name, "vpos");
1251 else if (reg->idx[0].offset == 1)
1252 sprintf(register_name, "fragment.facing.x");
1253 else
1254 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1255 break;
1257 default:
1258 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1259 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1260 break;
1264 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1265 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1267 char register_name[255];
1268 char write_mask[6];
1269 BOOL is_color;
1271 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1272 strcpy(str, register_name);
1274 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1275 strcat(str, write_mask);
1278 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1280 switch(channel_source)
1282 case CHANNEL_SOURCE_ZERO: return "0";
1283 case CHANNEL_SOURCE_ONE: return "1";
1284 case CHANNEL_SOURCE_X: return "x";
1285 case CHANNEL_SOURCE_Y: return "y";
1286 case CHANNEL_SOURCE_Z: return "z";
1287 case CHANNEL_SOURCE_W: return "w";
1288 default:
1289 FIXME("Unhandled channel source %#x\n", channel_source);
1290 return "undefined";
1294 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1295 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1297 DWORD mask;
1299 if (is_complex_fixup(fixup))
1301 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1302 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1303 return;
1306 mask = 0;
1307 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1308 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1309 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1310 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1311 mask &= dst_mask;
1313 if (mask)
1315 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1316 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1317 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1320 mask = 0;
1321 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1322 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1323 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1324 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1325 mask &= dst_mask;
1327 if (mask)
1329 char reg_mask[6];
1330 char *ptr = reg_mask;
1332 if (mask != WINED3DSP_WRITEMASK_ALL)
1334 *ptr++ = '.';
1335 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1336 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1337 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1338 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1340 *ptr = '\0';
1342 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1346 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1348 DWORD mod;
1349 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1350 if (!ins->dst_count) return "";
1352 mod = ins->dst[0].modifiers;
1354 /* Silently ignore PARTIALPRECISION if its not supported */
1355 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1357 if(mod & WINED3DSPDM_MSAMPCENTROID)
1359 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1360 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1363 switch(mod)
1365 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1366 return "H_SAT";
1368 case WINED3DSPDM_SATURATE:
1369 return "_SAT";
1371 case WINED3DSPDM_PARTIALPRECISION:
1372 return "H";
1374 case 0:
1375 return "";
1377 default:
1378 FIXME("Unknown modifiers 0x%08x\n", mod);
1379 return "";
1383 #define TEX_PROJ 0x1
1384 #define TEX_BIAS 0x2
1385 #define TEX_LOD 0x4
1386 #define TEX_DERIV 0x10
1388 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1389 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1391 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1392 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1393 const char *tex_type;
1394 BOOL np2_fixup = FALSE;
1395 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1396 const char *mod;
1397 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1398 const struct wined3d_shader *shader;
1399 const struct wined3d_device *device;
1400 const struct wined3d_gl_info *gl_info;
1402 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1403 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1405 switch(sampler_type) {
1406 case WINED3DSTT_1D:
1407 tex_type = "1D";
1408 break;
1410 case WINED3DSTT_2D:
1411 shader = ins->ctx->shader;
1412 device = shader->device;
1413 gl_info = &device->adapter->gl_info;
1415 if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
1416 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1417 tex_type = "RECT";
1418 else
1419 tex_type = "2D";
1420 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1422 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1424 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1425 else np2_fixup = TRUE;
1428 break;
1430 case WINED3DSTT_VOLUME:
1431 tex_type = "3D";
1432 break;
1434 case WINED3DSTT_CUBE:
1435 tex_type = "CUBE";
1436 break;
1438 default:
1439 ERR("Unexpected texture type %d\n", sampler_type);
1440 tex_type = "";
1443 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1444 * so don't use shader_arb_get_modifier
1446 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1447 else mod = "";
1449 /* Fragment samplers always have indentity mapping */
1450 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1452 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1455 if (flags & TEX_DERIV)
1457 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1458 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1459 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1460 dsx, dsy,sampler_idx, tex_type);
1462 else if(flags & TEX_LOD)
1464 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1465 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1466 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1467 sampler_idx, tex_type);
1469 else if (flags & TEX_BIAS)
1471 /* Shouldn't be possible, but let's check for it */
1472 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1473 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1474 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1476 else if (flags & TEX_PROJ)
1478 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1480 else
1482 if (np2_fixup)
1484 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1485 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1486 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1488 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1490 else
1491 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1494 if (pshader)
1496 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1497 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1498 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1499 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1503 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1504 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1506 /* Generate a line that does the input modifier computation and return the input register to use */
1507 BOOL is_color = FALSE;
1508 char regstr[256];
1509 char swzstr[20];
1510 int insert_line;
1511 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1512 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1513 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1514 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1516 /* Assume a new line will be added */
1517 insert_line = 1;
1519 /* Get register name */
1520 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1521 shader_arb_get_swizzle(src, is_color, swzstr);
1523 switch (src->modifiers)
1525 case WINED3DSPSM_NONE:
1526 sprintf(outregstr, "%s%s", regstr, swzstr);
1527 insert_line = 0;
1528 break;
1529 case WINED3DSPSM_NEG:
1530 sprintf(outregstr, "-%s%s", regstr, swzstr);
1531 insert_line = 0;
1532 break;
1533 case WINED3DSPSM_BIAS:
1534 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1535 break;
1536 case WINED3DSPSM_BIASNEG:
1537 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1538 break;
1539 case WINED3DSPSM_SIGN:
1540 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1541 break;
1542 case WINED3DSPSM_SIGNNEG:
1543 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1544 break;
1545 case WINED3DSPSM_COMP:
1546 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1547 break;
1548 case WINED3DSPSM_X2:
1549 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1550 break;
1551 case WINED3DSPSM_X2NEG:
1552 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1553 break;
1554 case WINED3DSPSM_DZ:
1555 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1556 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1557 break;
1558 case WINED3DSPSM_DW:
1559 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1560 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1561 break;
1562 case WINED3DSPSM_ABS:
1563 if(ctx->target_version >= NV2) {
1564 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1565 insert_line = 0;
1566 } else {
1567 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1569 break;
1570 case WINED3DSPSM_ABSNEG:
1571 if(ctx->target_version >= NV2) {
1572 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1573 } else {
1574 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1575 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1577 insert_line = 0;
1578 break;
1579 default:
1580 sprintf(outregstr, "%s%s", regstr, swzstr);
1581 insert_line = 0;
1584 /* Return modified or original register, with swizzle */
1585 if (insert_line)
1586 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1589 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1591 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1592 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1593 DWORD sampler_code = dst->reg.idx[0].offset;
1594 char dst_name[50];
1595 char src_name[2][50];
1597 shader_arb_get_dst_param(ins, dst, dst_name);
1599 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1601 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1602 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1603 * temps is done.
1605 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1606 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1607 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1608 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1609 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1611 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1612 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1615 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1617 *extra_char = ' ';
1618 switch(mod)
1620 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1621 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1622 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1623 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1624 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1625 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1626 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1627 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1628 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1629 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1630 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1631 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1632 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1634 FIXME("Unknown modifier %u\n", mod);
1635 return mod;
1638 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1640 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1641 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1642 char dst_name[50];
1643 char src_name[3][50];
1644 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1645 ins->ctx->reg_maps->shader_version.minor);
1647 shader_arb_get_dst_param(ins, dst, dst_name);
1648 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1650 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1651 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1653 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1655 else
1657 struct wined3d_shader_src_param src0_copy = ins->src[0];
1658 char extra_neg;
1660 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1661 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1663 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1664 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1665 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1666 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1667 dst_name, src_name[1], src_name[2]);
1671 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1673 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1674 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1675 char dst_name[50];
1676 char src_name[3][50];
1678 shader_arb_get_dst_param(ins, dst, dst_name);
1680 /* Generate input register names (with modifiers) */
1681 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1682 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1683 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1685 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1686 dst_name, src_name[0], src_name[2], src_name[1]);
1689 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1690 * dst = dot2(src0, src1) + src2 */
1691 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1693 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1694 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1695 char dst_name[50];
1696 char src_name[3][50];
1697 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1699 shader_arb_get_dst_param(ins, dst, dst_name);
1700 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1701 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1703 if(ctx->target_version >= NV3)
1705 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1706 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1707 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1708 dst_name, src_name[0], src_name[1], src_name[2]);
1710 else if(ctx->target_version >= NV2)
1712 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1713 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1714 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1715 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1717 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1719 * .xyxy and other swizzles that we could get with this are not valid in
1720 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1722 struct wined3d_shader_src_param tmp_param = ins->src[1];
1723 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1724 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1726 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1728 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1729 dst_name, src_name[2], src_name[0], src_name[1]);
1731 else
1733 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1734 /* 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]
1735 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1737 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1738 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1739 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1740 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1744 /* Map the opcode 1-to-1 to the GL code */
1745 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1747 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1748 const char *instruction;
1749 char arguments[256], dst_str[50];
1750 unsigned int i;
1751 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1753 switch (ins->handler_idx)
1755 case WINED3DSIH_ABS: instruction = "ABS"; break;
1756 case WINED3DSIH_ADD: instruction = "ADD"; break;
1757 case WINED3DSIH_CRS: instruction = "XPD"; break;
1758 case WINED3DSIH_DP3: instruction = "DP3"; break;
1759 case WINED3DSIH_DP4: instruction = "DP4"; break;
1760 case WINED3DSIH_DST: instruction = "DST"; break;
1761 case WINED3DSIH_FRC: instruction = "FRC"; break;
1762 case WINED3DSIH_LIT: instruction = "LIT"; break;
1763 case WINED3DSIH_LRP: instruction = "LRP"; break;
1764 case WINED3DSIH_MAD: instruction = "MAD"; break;
1765 case WINED3DSIH_MAX: instruction = "MAX"; break;
1766 case WINED3DSIH_MIN: instruction = "MIN"; break;
1767 case WINED3DSIH_MOV: instruction = "MOV"; break;
1768 case WINED3DSIH_MUL: instruction = "MUL"; break;
1769 case WINED3DSIH_SGE: instruction = "SGE"; break;
1770 case WINED3DSIH_SLT: instruction = "SLT"; break;
1771 case WINED3DSIH_SUB: instruction = "SUB"; break;
1772 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1773 case WINED3DSIH_DSX: instruction = "DDX"; break;
1774 default: instruction = "";
1775 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1776 break;
1779 /* Note that shader_arb_add_dst_param() adds spaces. */
1780 arguments[0] = '\0';
1781 shader_arb_get_dst_param(ins, dst, dst_str);
1782 for (i = 0; i < ins->src_count; ++i)
1784 char operand[100];
1785 strcat(arguments, ", ");
1786 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1787 strcat(arguments, operand);
1789 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1792 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1794 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1796 const struct wined3d_shader *shader = ins->ctx->shader;
1797 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1798 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1799 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1800 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1801 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1802 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1804 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1805 char src0_param[256];
1807 if (ins->handler_idx == WINED3DSIH_MOVA)
1809 const struct arb_vshader_private *shader_data = shader->backend_data;
1810 char write_mask[6];
1811 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1813 if(ctx->target_version >= NV2) {
1814 shader_hw_map2gl(ins);
1815 return;
1817 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1818 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1820 /* This implements the mova formula used in GLSL. The first two instructions
1821 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1822 * in this case:
1823 * mova A0.x, 0.0
1825 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1827 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1828 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1830 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1831 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1833 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1834 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1835 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1836 if (shader_data->rel_offset)
1838 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1840 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1842 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1844 else if (reg_maps->shader_version.major == 1
1845 && !shader_is_pshader_version(reg_maps->shader_version.type)
1846 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1848 const struct arb_vshader_private *shader_data = shader->backend_data;
1849 src0_param[0] = '\0';
1851 if (shader_data->rel_offset)
1853 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1854 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1855 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1856 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1858 else
1860 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1861 * with more than one component. Thus replicate the first source argument over all
1862 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1863 struct wined3d_shader_src_param tmp_src = ins->src[0];
1864 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1865 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1866 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1869 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1871 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1873 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1874 return;
1876 shader_hw_map2gl(ins);
1878 else
1880 shader_hw_map2gl(ins);
1884 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1886 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1887 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1888 char reg_dest[40];
1890 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1891 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1893 shader_arb_get_dst_param(ins, dst, reg_dest);
1895 if (ins->ctx->reg_maps->shader_version.major >= 2)
1897 const char *kilsrc = "TA";
1898 BOOL is_color;
1900 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1901 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1903 kilsrc = reg_dest;
1905 else
1907 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1908 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1909 * masked out components to 0(won't kill)
1911 char x = '0', y = '0', z = '0', w = '0';
1912 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1913 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1914 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1915 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1916 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1918 shader_addline(buffer, "KIL %s;\n", kilsrc);
1920 else
1922 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1923 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1925 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1926 * or pass in any temporary register(in shader phase 2)
1928 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1929 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1930 else
1931 shader_arb_get_dst_param(ins, dst, reg_dest);
1932 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1933 shader_addline(buffer, "KIL TA;\n");
1937 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1939 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1940 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1941 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1942 ins->ctx->reg_maps->shader_version.minor);
1943 struct wined3d_shader_src_param src;
1945 char reg_dest[40];
1946 char reg_coord[40];
1947 DWORD reg_sampler_code;
1948 WORD myflags = 0;
1949 BOOL swizzle_coord = FALSE;
1951 /* All versions have a destination register */
1952 shader_arb_get_dst_param(ins, dst, reg_dest);
1954 /* 1.0-1.4: Use destination register number as texture code.
1955 2.0+: Use provided sampler number as texure code. */
1956 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1957 reg_sampler_code = dst->reg.idx[0].offset;
1958 else
1959 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1961 /* 1.0-1.3: Use the texcoord varying.
1962 1.4+: Use provided coordinate source register. */
1963 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1964 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1965 else {
1966 /* TEX is the only instruction that can handle DW and DZ natively */
1967 src = ins->src[0];
1968 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1969 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1970 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1973 /* projection flag:
1974 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1975 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1976 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1978 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1980 DWORD flags = 0;
1981 if (reg_sampler_code < MAX_TEXTURES)
1982 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1983 if (flags & WINED3D_PSARGS_PROJECTED)
1985 myflags |= TEX_PROJ;
1986 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1987 swizzle_coord = TRUE;
1990 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1992 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1993 if (src_mod == WINED3DSPSM_DZ)
1995 swizzle_coord = TRUE;
1996 myflags |= TEX_PROJ;
1997 } else if(src_mod == WINED3DSPSM_DW) {
1998 myflags |= TEX_PROJ;
2000 } else {
2001 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2002 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2005 if (swizzle_coord)
2007 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2008 * reg_coord is a read-only varying register, so we need a temp reg */
2009 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2010 strcpy(reg_coord, "TA");
2013 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2016 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2018 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2019 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2020 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2021 ins->ctx->reg_maps->shader_version.minor);
2022 char dst_str[50];
2024 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2026 DWORD reg = dst->reg.idx[0].offset;
2028 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2029 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2030 } else {
2031 char reg_src[40];
2033 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2034 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2035 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2039 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2041 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2042 DWORD flags = 0;
2044 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2045 char dst_str[50];
2046 char src_str[50];
2048 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2049 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2050 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2051 /* Move .x first in case src_str is "TA" */
2052 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2053 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2054 if (reg1 < MAX_TEXTURES)
2056 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2057 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2059 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2062 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2064 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2066 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2067 char dst_str[50];
2068 char src_str[50];
2070 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2071 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2072 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2073 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2074 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2075 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2078 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2080 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2081 char dst_str[50];
2082 char src_str[50];
2084 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2085 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2086 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2087 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2090 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2092 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2093 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2094 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2095 char reg_coord[40], dst_reg[50], src_reg[50];
2096 DWORD reg_dest_code;
2098 /* All versions have a destination register. The Tx where the texture coordinates come
2099 * from is the varying incarnation of the texture register
2101 reg_dest_code = dst->reg.idx[0].offset;
2102 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2103 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2104 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2106 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2107 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2109 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2110 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2112 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2113 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2114 * extension.
2116 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2117 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2118 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2119 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2121 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2122 * so we can't let the GL handle this.
2124 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2125 & WINED3D_PSARGS_PROJECTED)
2127 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2128 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2129 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2130 } else {
2131 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2134 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2136 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2138 /* No src swizzles are allowed, so this is ok */
2139 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2140 src_reg, reg_dest_code, reg_dest_code);
2141 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2145 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2147 DWORD reg = ins->dst[0].reg.idx[0].offset;
2148 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2149 char src0_name[50], dst_name[50];
2150 BOOL is_color;
2151 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2153 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2154 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2155 * T<reg+1> register. Use this register to store the calculated vector
2157 tmp_reg.idx[0].offset = reg + 1;
2158 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2159 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2162 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2164 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2165 DWORD flags;
2166 DWORD reg = ins->dst[0].reg.idx[0].offset;
2167 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2168 char dst_str[50];
2169 char src0_name[50];
2170 char dst_reg[50];
2171 BOOL is_color;
2173 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2174 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2176 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2177 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2178 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2179 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2180 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2183 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2185 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2186 DWORD reg = ins->dst[0].reg.idx[0].offset;
2187 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2188 char src0_name[50], dst_name[50];
2189 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2190 BOOL is_color;
2192 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2193 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2194 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2196 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2197 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2199 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2200 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2201 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2202 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2205 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2207 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2208 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2209 DWORD flags;
2210 DWORD reg = ins->dst[0].reg.idx[0].offset;
2211 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2212 char dst_str[50];
2213 char src0_name[50], dst_name[50];
2214 BOOL is_color;
2216 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2217 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2218 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2220 /* Sample the texture using the calculated coordinates */
2221 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2222 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2223 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2224 tex_mx->current_row = 0;
2227 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2229 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2230 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2231 DWORD flags;
2232 DWORD reg = ins->dst[0].reg.idx[0].offset;
2233 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2234 char dst_str[50];
2235 char src0_name[50];
2236 char dst_reg[50];
2237 BOOL is_color;
2239 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2240 * components for temporary data storage
2242 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2243 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2244 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2246 /* Construct the eye-ray vector from w coordinates */
2247 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2248 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2249 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2251 /* Calculate reflection vector
2253 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2254 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2255 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2256 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2257 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2258 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2259 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2261 /* Sample the texture using the calculated coordinates */
2262 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2263 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2264 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2265 tex_mx->current_row = 0;
2268 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2270 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2271 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2272 DWORD flags;
2273 DWORD reg = ins->dst[0].reg.idx[0].offset;
2274 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2275 char dst_str[50];
2276 char src0_name[50];
2277 char src1_name[50];
2278 char dst_reg[50];
2279 BOOL is_color;
2281 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2282 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2283 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2284 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2285 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2287 /* Calculate reflection vector.
2289 * dot(N, E)
2290 * dst_reg.xyz = 2 * --------- * N - E
2291 * dot(N, N)
2293 * Which normalizes the normal vector
2295 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2296 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2297 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2298 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2299 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2300 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2302 /* Sample the texture using the calculated coordinates */
2303 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2304 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2305 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2306 tex_mx->current_row = 0;
2309 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2311 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2312 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2313 char dst_name[50];
2314 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2315 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2317 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2318 * which is essentially an input, is the destination register because it is the first
2319 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2320 * here(writemasks/swizzles are not valid on texdepth)
2322 shader_arb_get_dst_param(ins, dst, dst_name);
2324 /* According to the msdn, the source register(must be r5) is unusable after
2325 * the texdepth instruction, so we're free to modify it
2327 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2329 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2330 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2331 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2333 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2334 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2335 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2336 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2339 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2340 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2341 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2342 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2344 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2345 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2346 char src0[50];
2347 char dst_str[50];
2349 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2350 shader_addline(buffer, "MOV TB, 0.0;\n");
2351 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2353 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2354 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2357 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2358 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2359 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2361 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2362 char src0[50];
2363 char dst_str[50];
2364 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2366 /* Handle output register */
2367 shader_arb_get_dst_param(ins, dst, dst_str);
2368 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2369 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2372 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2373 * Perform the 3rd row of a 3x3 matrix multiply */
2374 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2376 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2377 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2378 char dst_str[50], dst_name[50];
2379 char src0[50];
2380 BOOL is_color;
2382 shader_arb_get_dst_param(ins, dst, dst_str);
2383 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2384 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2385 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2386 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2389 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2390 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2391 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2392 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2394 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2396 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2397 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2398 char src0[50], dst_name[50];
2399 BOOL is_color;
2400 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2401 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2403 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2404 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2405 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2407 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2408 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2409 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2411 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2412 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2413 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2414 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2417 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2418 Vertex/Pixel shaders to ARB_vertex_program codes */
2419 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2421 int i;
2422 int nComponents = 0;
2423 struct wined3d_shader_dst_param tmp_dst = {{0}};
2424 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2425 struct wined3d_shader_instruction tmp_ins;
2427 memset(&tmp_ins, 0, sizeof(tmp_ins));
2429 /* Set constants for the temporary argument */
2430 tmp_ins.ctx = ins->ctx;
2431 tmp_ins.dst_count = 1;
2432 tmp_ins.dst = &tmp_dst;
2433 tmp_ins.src_count = 2;
2434 tmp_ins.src = tmp_src;
2436 switch(ins->handler_idx)
2438 case WINED3DSIH_M4x4:
2439 nComponents = 4;
2440 tmp_ins.handler_idx = WINED3DSIH_DP4;
2441 break;
2442 case WINED3DSIH_M4x3:
2443 nComponents = 3;
2444 tmp_ins.handler_idx = WINED3DSIH_DP4;
2445 break;
2446 case WINED3DSIH_M3x4:
2447 nComponents = 4;
2448 tmp_ins.handler_idx = WINED3DSIH_DP3;
2449 break;
2450 case WINED3DSIH_M3x3:
2451 nComponents = 3;
2452 tmp_ins.handler_idx = WINED3DSIH_DP3;
2453 break;
2454 case WINED3DSIH_M3x2:
2455 nComponents = 2;
2456 tmp_ins.handler_idx = WINED3DSIH_DP3;
2457 break;
2458 default:
2459 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2460 break;
2463 tmp_dst = ins->dst[0];
2464 tmp_src[0] = ins->src[0];
2465 tmp_src[1] = ins->src[1];
2466 for (i = 0; i < nComponents; ++i)
2468 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2469 shader_hw_map2gl(&tmp_ins);
2470 ++tmp_src[1].reg.idx[0].offset;
2474 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2476 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2478 char dst[50];
2479 char src[50];
2481 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2482 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2483 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2485 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2486 * .w is used
2488 strcat(src, ".w");
2491 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2494 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2496 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2497 const char *instruction;
2499 char dst[50];
2500 char src[50];
2502 switch(ins->handler_idx)
2504 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2505 case WINED3DSIH_RCP: instruction = "RCP"; break;
2506 case WINED3DSIH_EXP: instruction = "EX2"; break;
2507 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2508 default: instruction = "";
2509 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2510 break;
2513 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2514 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2515 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2517 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2518 * .w is used
2520 strcat(src, ".w");
2523 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2526 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2528 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2529 char dst_name[50];
2530 char src_name[50];
2531 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2532 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2533 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2535 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2536 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2538 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2539 * otherwise NRM or RSQ would return NaN */
2540 if(pshader && priv->target_version >= NV3)
2542 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2544 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2546 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2547 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2548 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2550 else if(priv->target_version >= NV2)
2552 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2553 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2554 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2555 src_name);
2557 else
2559 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2561 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2562 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2563 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2565 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2566 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2568 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2569 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2570 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2571 src_name);
2575 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2577 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2578 char dst_name[50];
2579 char src_name[3][50];
2581 /* ARB_fragment_program has a convenient LRP instruction */
2582 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2583 shader_hw_map2gl(ins);
2584 return;
2587 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2588 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2589 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2590 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2592 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2593 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2594 dst_name, src_name[0], src_name[2]);
2597 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2599 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2600 * must contain fixed constants. So we need a separate function to filter those constants and
2601 * can't use map2gl
2603 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2604 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2605 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2606 char dst_name[50];
2607 char src_name0[50], src_name1[50], src_name2[50];
2608 BOOL is_color;
2610 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2611 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2612 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2613 /* No modifiers are supported on SCS */
2614 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2616 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2618 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2619 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2621 } else if(priv->target_version >= NV2) {
2622 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2624 /* Sincos writemask must be .x, .y or .xy */
2625 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2626 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2627 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2628 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2629 } else {
2630 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2631 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2633 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2634 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2636 * The constants we get are:
2638 * +1 +1, -1 -1 +1 +1 -1 -1
2639 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2640 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2642 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2644 * (x/2)^2 = x^2 / 4
2645 * (x/2)^3 = x^3 / 8
2646 * (x/2)^4 = x^4 / 16
2647 * (x/2)^5 = x^5 / 32
2648 * etc
2650 * To get the final result:
2651 * sin(x) = 2 * sin(x/2) * cos(x/2)
2652 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2653 * (from sin(x+y) and cos(x+y) rules)
2655 * As per MSDN, dst.z is undefined after the operation, and so is
2656 * dst.x and dst.y if they're masked out by the writemask. Ie
2657 * sincos dst.y, src1, c0, c1
2658 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2659 * vsa.exe also stops with an error if the dest register is the same register as the source
2660 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2661 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2663 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2664 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2665 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2667 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2668 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2669 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2670 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2671 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2672 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2674 /* sin(x/2)
2676 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2677 * properly merge that with MULs in the code above?
2678 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2679 * we can merge the sine and cosine MAD rows to calculate them together.
2681 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2682 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2683 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2684 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2686 /* cos(x/2) */
2687 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2688 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2689 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2691 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2692 /* cos x */
2693 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2694 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2696 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2697 /* sin x */
2698 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2699 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2704 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2706 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2707 char dst_name[50];
2708 char src_name[50];
2709 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2711 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2712 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2714 /* SGN is only valid in vertex shaders */
2715 if(ctx->target_version >= NV2) {
2716 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2717 return;
2720 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2721 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2723 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2724 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2725 } else {
2726 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2727 * Then use TA, and calculate the final result
2729 * Not reading from TA? Store the first result in TA to avoid overwriting the
2730 * destination if src reg = dst reg
2732 if(strstr(src_name, "TA"))
2734 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2735 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2736 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2738 else
2740 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2741 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2742 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2747 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2749 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2750 char src[50];
2751 char dst[50];
2752 char dst_name[50];
2753 BOOL is_color;
2755 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2756 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2757 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2759 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2760 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2763 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2765 *need_abs = FALSE;
2767 switch(mod)
2769 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2770 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2771 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2772 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2773 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2774 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2775 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2776 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2777 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2778 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2779 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2780 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2781 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2783 FIXME("Unknown modifier %u\n", mod);
2784 return mod;
2787 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2789 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2790 char src0[50], dst[50];
2791 struct wined3d_shader_src_param src0_copy = ins->src[0];
2792 BOOL need_abs = FALSE;
2793 const char *instr;
2795 switch(ins->handler_idx)
2797 case WINED3DSIH_LOG: instr = "LG2"; break;
2798 case WINED3DSIH_LOGP: instr = "LOG"; break;
2799 default:
2800 ERR("Unexpected instruction %d\n", ins->handler_idx);
2801 return;
2804 /* LOG and LOGP operate on the absolute value of the input */
2805 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2807 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2808 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2810 if(need_abs)
2812 shader_addline(buffer, "ABS TA, %s;\n", src0);
2813 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2815 else
2817 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2821 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2823 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2824 char src0[50], src1[50], dst[50];
2825 struct wined3d_shader_src_param src0_copy = ins->src[0];
2826 BOOL need_abs = FALSE;
2827 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2828 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2830 /* POW operates on the absolute value of the input */
2831 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2833 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2834 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2835 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2837 if (need_abs)
2838 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2839 else
2840 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2842 if (priv->target_version >= NV2)
2844 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2845 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2846 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2848 else
2850 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2851 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2853 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2854 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2855 /* Possibly add flt_eps to avoid getting float special values */
2856 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2857 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2858 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2859 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2863 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2865 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2866 char src_name[50];
2867 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2869 /* src0 is aL */
2870 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2872 if(vshader)
2874 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2875 struct list *e = list_head(&priv->control_frames);
2876 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2878 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2879 /* The constant loader makes sure to load -1 into iX.w */
2880 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2881 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2882 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2884 else
2886 shader_addline(buffer, "LOOP %s;\n", src_name);
2890 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2892 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2893 char src_name[50];
2894 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2896 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2898 /* The constant loader makes sure to load -1 into iX.w */
2899 if(vshader)
2901 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2902 struct list *e = list_head(&priv->control_frames);
2903 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2905 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2907 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2908 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2909 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2911 else
2913 shader_addline(buffer, "REP %s;\n", src_name);
2917 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2919 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2920 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2922 if(vshader)
2924 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2925 struct list *e = list_head(&priv->control_frames);
2926 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2928 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2929 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2930 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2932 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2934 else
2936 shader_addline(buffer, "ENDLOOP;\n");
2940 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2942 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2943 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2945 if(vshader)
2947 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2948 struct list *e = list_head(&priv->control_frames);
2949 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2951 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2952 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2953 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2955 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2957 else
2959 shader_addline(buffer, "ENDREP;\n");
2963 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2965 struct control_frame *control_frame;
2967 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2969 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2971 ERR("Could not find loop for break\n");
2972 return NULL;
2975 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2977 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2978 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2979 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2981 if(vshader)
2983 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2985 else
2987 shader_addline(buffer, "BRK;\n");
2991 static const char *get_compare(enum wined3d_shader_rel_op op)
2993 switch (op)
2995 case WINED3D_SHADER_REL_OP_GT: return "GT";
2996 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2997 case WINED3D_SHADER_REL_OP_GE: return "GE";
2998 case WINED3D_SHADER_REL_OP_LT: return "LT";
2999 case WINED3D_SHADER_REL_OP_NE: return "NE";
3000 case WINED3D_SHADER_REL_OP_LE: return "LE";
3001 default:
3002 FIXME("Unrecognized operator %#x.\n", op);
3003 return "(\?\?)";
3007 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3009 switch (op)
3011 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3012 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3013 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3014 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3015 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3016 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3017 default:
3018 FIXME("Unrecognized operator %#x.\n", op);
3019 return -1;
3023 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3025 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3026 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3027 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3028 char src_name0[50];
3029 char src_name1[50];
3030 const char *comp = get_compare(ins->flags);
3032 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3033 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3035 if(vshader)
3037 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3038 * away the subtraction result
3040 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3041 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3043 else
3045 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3046 shader_addline(buffer, "BRK (%s.x);\n", comp);
3050 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3052 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3053 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3054 struct list *e = list_head(&priv->control_frames);
3055 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3056 const char *comp;
3057 char src_name0[50];
3058 char src_name1[50];
3059 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3061 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3062 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3064 if(vshader)
3066 /* Invert the flag. We jump to the else label if the condition is NOT true */
3067 comp = get_compare(invert_compare(ins->flags));
3068 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3069 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3071 else
3073 comp = get_compare(ins->flags);
3074 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3075 shader_addline(buffer, "IF %s.x;\n", comp);
3079 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3081 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3082 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3083 struct list *e = list_head(&priv->control_frames);
3084 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3085 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3087 if(vshader)
3089 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3090 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3091 control_frame->had_else = TRUE;
3093 else
3095 shader_addline(buffer, "ELSE;\n");
3099 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3101 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3102 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3103 struct list *e = list_head(&priv->control_frames);
3104 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3105 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3107 if(vshader)
3109 if(control_frame->had_else)
3111 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3113 else
3115 shader_addline(buffer, "#No else branch. else is endif\n");
3116 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3119 else
3121 shader_addline(buffer, "ENDIF;\n");
3125 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3127 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3128 char reg_dest[40];
3129 char reg_src[3][40];
3130 WORD flags = TEX_DERIV;
3132 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3133 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3134 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3135 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3137 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3138 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3140 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3143 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3145 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3146 char reg_dest[40];
3147 char reg_coord[40];
3148 WORD flags = TEX_LOD;
3150 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3151 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3153 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3154 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3156 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3159 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3161 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3162 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3164 priv->in_main_func = FALSE;
3165 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3166 * subroutine, don't generate a label that will make GL complain
3168 if(priv->target_version == ARB) return;
3170 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3173 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3174 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3175 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3176 struct wined3d_shader_buffer *buffer)
3178 unsigned int i;
3180 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3181 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3182 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3183 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3185 if (args->super.fog_src == VS_FOG_Z)
3187 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3189 else
3191 if (!reg_maps->fog)
3193 /* posFixup.x is always 1.0, so we can safely use it */
3194 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3196 else
3198 /* Clamp fogcoord */
3199 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3200 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3202 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3203 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3207 /* Clipplanes are always stored without y inversion */
3208 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3210 if (args->super.clip_enabled)
3212 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3214 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3218 else if (args->clip.boolclip.clip_texcoord)
3220 unsigned int cur_clip = 0;
3221 char component[4] = {'x', 'y', 'z', 'w'};
3222 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3224 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3226 if (args->clip.boolclip.clipplane_mask & (1 << i))
3228 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3229 component[cur_clip++], i);
3232 switch (cur_clip)
3234 case 0:
3235 shader_addline(buffer, "MOV TA, %s;\n", zero);
3236 break;
3237 case 1:
3238 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3239 break;
3240 case 2:
3241 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3242 break;
3243 case 3:
3244 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3245 break;
3247 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3248 args->clip.boolclip.clip_texcoord - 1);
3251 /* Write the final position.
3253 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3254 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3255 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3256 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3258 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3259 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3260 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3262 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3263 * and the glsl equivalent
3265 if (need_helper_const(shader_data, reg_maps, gl_info))
3267 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3268 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3270 else
3272 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3273 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3276 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3278 priv_ctx->footer_written = TRUE;
3281 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3283 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3284 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3285 const struct wined3d_shader *shader = ins->ctx->shader;
3286 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3288 if(priv->target_version == ARB) return;
3290 if(vshader)
3292 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3293 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3296 shader_addline(buffer, "RET;\n");
3299 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3301 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3302 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3305 /* Context activation is done by the caller. */
3306 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3308 GLuint program_id = 0;
3309 GLint pos;
3311 const char *blt_vprogram =
3312 "!!ARBvp1.0\n"
3313 "PARAM c[1] = { { 1, 0.5 } };\n"
3314 "MOV result.position, vertex.position;\n"
3315 "MOV result.color, c[0].x;\n"
3316 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3317 "END\n";
3319 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3320 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3321 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3322 strlen(blt_vprogram), blt_vprogram));
3323 checkGLcall("glProgramStringARB()");
3325 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3326 if (pos != -1)
3328 FIXME("Vertex program error at position %d: %s\n\n", pos,
3329 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3330 shader_arb_dump_program_source(blt_vprogram);
3332 else
3334 GLint native;
3336 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3337 checkGLcall("glGetProgramivARB()");
3338 if (!native) WARN("Program exceeds native resource limits.\n");
3341 return program_id;
3344 /* Context activation is done by the caller. */
3345 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3346 enum tex_types tex_type, BOOL masked)
3348 GLuint program_id = 0;
3349 const char *fprogram;
3350 GLint pos;
3352 static const char * const blt_fprograms_full[tex_type_count] =
3354 /* tex_1d */
3355 NULL,
3356 /* tex_2d */
3357 "!!ARBfp1.0\n"
3358 "TEMP R0;\n"
3359 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3360 "MOV result.depth.z, R0.x;\n"
3361 "END\n",
3362 /* tex_3d */
3363 NULL,
3364 /* tex_cube */
3365 "!!ARBfp1.0\n"
3366 "TEMP R0;\n"
3367 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3368 "MOV result.depth.z, R0.x;\n"
3369 "END\n",
3370 /* tex_rect */
3371 "!!ARBfp1.0\n"
3372 "TEMP R0;\n"
3373 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3374 "MOV result.depth.z, R0.x;\n"
3375 "END\n",
3378 static const char * const blt_fprograms_masked[tex_type_count] =
3380 /* tex_1d */
3381 NULL,
3382 /* tex_2d */
3383 "!!ARBfp1.0\n"
3384 "PARAM mask = program.local[0];\n"
3385 "TEMP R0;\n"
3386 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3387 "MUL R0.x, R0.x, R0.y;\n"
3388 "KIL -R0.x;\n"
3389 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3390 "MOV result.depth.z, R0.x;\n"
3391 "END\n",
3392 /* tex_3d */
3393 NULL,
3394 /* tex_cube */
3395 "!!ARBfp1.0\n"
3396 "PARAM mask = program.local[0];\n"
3397 "TEMP R0;\n"
3398 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3399 "MUL R0.x, R0.x, R0.y;\n"
3400 "KIL -R0.x;\n"
3401 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3402 "MOV result.depth.z, R0.x;\n"
3403 "END\n",
3404 /* tex_rect */
3405 "!!ARBfp1.0\n"
3406 "PARAM mask = program.local[0];\n"
3407 "TEMP R0;\n"
3408 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3409 "MUL R0.x, R0.x, R0.y;\n"
3410 "KIL -R0.x;\n"
3411 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3412 "MOV result.depth.z, R0.x;\n"
3413 "END\n",
3416 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3417 if (!fprogram)
3419 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3420 tex_type = tex_2d;
3421 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3424 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3425 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3426 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3427 checkGLcall("glProgramStringARB()");
3429 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3430 if (pos != -1)
3432 FIXME("Fragment program error at position %d: %s\n\n", pos,
3433 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3434 shader_arb_dump_program_source(fprogram);
3436 else
3438 GLint native;
3440 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3441 checkGLcall("glGetProgramivARB()");
3442 if (!native) WARN("Program exceeds native resource limits.\n");
3445 return program_id;
3448 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3449 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3451 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3453 if(condcode)
3455 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3456 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3457 /* Calculate the > 0.0031308 case */
3458 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3459 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3460 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3461 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3462 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3463 /* Calculate the < case */
3464 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3466 else
3468 /* Calculate the > 0.0031308 case */
3469 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3470 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3471 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3472 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3473 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3474 /* Calculate the < case */
3475 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3476 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3477 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3478 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3479 /* Store the components > 0.0031308 in the destination */
3480 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3481 /* Add the components that are < 0.0031308 */
3482 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3483 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3484 * result.color writes(.rgb first, then .a), or handle overwriting already written
3485 * components. The assembler uses a temporary register in this case, which is usually
3486 * not allocated from one of our registers that were used earlier.
3489 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3492 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3494 const struct wined3d_shader_lconst *constant;
3496 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3498 if (constant->idx == idx)
3500 return constant->value;
3503 return NULL;
3506 static void init_ps_input(const struct wined3d_shader *shader,
3507 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3509 static const char * const texcoords[8] =
3511 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3512 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3514 unsigned int i;
3515 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3516 const char *semantic_name;
3517 DWORD semantic_idx;
3519 switch(args->super.vp_mode)
3521 case pretransformed:
3522 case fixedfunction:
3523 /* The pixelshader has to collect the varyings on its own. In any case properly load
3524 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3525 * other attribs to 0.0.
3527 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3528 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3529 * load the texcoord attrib pointers to match the pixel shader signature
3531 for(i = 0; i < MAX_REG_INPUT; i++)
3533 semantic_name = sig[i].semantic_name;
3534 semantic_idx = sig[i].semantic_idx;
3535 if (!semantic_name) continue;
3537 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3539 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3540 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3541 else priv->ps_input[i] = "0.0";
3543 else if(args->super.vp_mode == fixedfunction)
3545 priv->ps_input[i] = "0.0";
3547 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3549 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3550 else priv->ps_input[i] = "0.0";
3552 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3554 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3555 else priv->ps_input[i] = "0.0";
3557 else
3559 priv->ps_input[i] = "0.0";
3562 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3564 break;
3566 case vertexshader:
3567 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3568 * fragment.color
3570 for(i = 0; i < 8; i++)
3572 priv->ps_input[i] = texcoords[i];
3574 priv->ps_input[8] = "fragment.color.primary";
3575 priv->ps_input[9] = "fragment.color.secondary";
3576 break;
3580 static void arbfp_add_linear_fog(struct wined3d_shader_buffer *buffer,
3581 const char *fragcolor, const char *tmp)
3583 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3584 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3585 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3588 /* Context activation is done by the caller. */
3589 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3590 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3591 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3593 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3594 const DWORD *function = shader->function;
3595 GLuint retval;
3596 char fragcolor[16];
3597 DWORD next_local = 0;
3598 struct shader_arb_ctx_priv priv_ctx;
3599 BOOL dcl_td = FALSE;
3600 BOOL want_nv_prog = FALSE;
3601 struct arb_pshader_private *shader_priv = shader->backend_data;
3602 GLint errPos;
3603 DWORD map;
3604 BOOL custom_linear_fog = FALSE;
3606 char srgbtmp[4][4];
3607 char ftoa_tmp[16];
3608 unsigned int i, found = 0;
3610 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3612 if (!(map & 1)
3613 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3614 || (reg_maps->shader_version.major < 2 && !i))
3615 continue;
3617 sprintf(srgbtmp[found], "R%u", i);
3618 ++found;
3619 if (found == 4) break;
3622 switch(found) {
3623 case 0:
3624 sprintf(srgbtmp[0], "TA");
3625 sprintf(srgbtmp[1], "TB");
3626 sprintf(srgbtmp[2], "TC");
3627 sprintf(srgbtmp[3], "TD");
3628 dcl_td = TRUE;
3629 break;
3630 case 1:
3631 sprintf(srgbtmp[1], "TA");
3632 sprintf(srgbtmp[2], "TB");
3633 sprintf(srgbtmp[3], "TC");
3634 break;
3635 case 2:
3636 sprintf(srgbtmp[2], "TA");
3637 sprintf(srgbtmp[3], "TB");
3638 break;
3639 case 3:
3640 sprintf(srgbtmp[3], "TA");
3641 break;
3642 case 4:
3643 break;
3646 /* Create the hw ARB shader */
3647 memset(&priv_ctx, 0, sizeof(priv_ctx));
3648 priv_ctx.cur_ps_args = args;
3649 priv_ctx.compiled_fprog = compiled;
3650 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3651 init_ps_input(shader, args, &priv_ctx);
3652 list_init(&priv_ctx.control_frames);
3653 priv_ctx.ps_post_process = args->super.srgb_correction;
3655 /* Avoid enabling NV_fragment_program* if we do not need it.
3657 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3658 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3659 * is faster than what we gain from using higher native instructions. There are some things though
3660 * that cannot be emulated. In that case enable the extensions.
3661 * If the extension is enabled, instruction handlers that support both ways will use it.
3663 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3664 * So enable the best we can get.
3666 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3667 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3669 want_nv_prog = TRUE;
3672 shader_addline(buffer, "!!ARBfp1.0\n");
3673 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3675 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3676 priv_ctx.target_version = NV3;
3678 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3680 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3681 priv_ctx.target_version = NV2;
3682 } else {
3683 if(want_nv_prog)
3685 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3686 * limits properly
3688 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3689 ERR("Try GLSL\n");
3691 priv_ctx.target_version = ARB;
3694 if (reg_maps->rt_mask > 1)
3696 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3699 if (reg_maps->shader_version.major < 3)
3701 switch (args->super.fog)
3703 case WINED3D_FFP_PS_FOG_OFF:
3704 break;
3705 case WINED3D_FFP_PS_FOG_LINEAR:
3706 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3708 custom_linear_fog = TRUE;
3709 priv_ctx.ps_post_process = TRUE;
3710 break;
3712 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3713 break;
3714 case WINED3D_FFP_PS_FOG_EXP:
3715 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3716 break;
3717 case WINED3D_FFP_PS_FOG_EXP2:
3718 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3719 break;
3723 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3724 * unused temps away(but occupies them for the whole shader if they're used once). Always
3725 * declaring them avoids tricky bookkeeping work
3727 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3728 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3729 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3730 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3731 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3732 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3733 wined3d_ftoa(eps, ftoa_tmp);
3734 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3736 if (reg_maps->shader_version.major < 2)
3738 strcpy(fragcolor, "R0");
3740 else
3742 if (priv_ctx.ps_post_process)
3744 if (shader->u.ps.color0_mov)
3746 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3748 else
3750 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3751 strcpy(fragcolor, "TMP_COLOR");
3753 } else {
3754 strcpy(fragcolor, "result.color");
3758 if (args->super.srgb_correction)
3760 shader_addline(buffer, "PARAM srgb_consts0 = ");
3761 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3762 shader_addline(buffer, ";\n");
3763 shader_addline(buffer, "PARAM srgb_consts1 = ");
3764 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3765 shader_addline(buffer, ";\n");
3768 /* Base Declarations */
3769 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3771 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3773 unsigned char bump_const;
3775 if (!(map & 1)) continue;
3777 bump_const = compiled->numbumpenvmatconsts;
3778 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3779 compiled->bumpenvmatconst[bump_const].texunit = i;
3780 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3781 compiled->luminanceconst[bump_const].texunit = i;
3783 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3784 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3785 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3786 * textures due to conditional NP2 restrictions)
3788 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3789 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3790 * their location is shader dependent anyway and they cannot be loaded globally.
3792 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3793 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3794 i, compiled->bumpenvmatconst[bump_const].const_num);
3795 compiled->numbumpenvmatconsts = bump_const + 1;
3797 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3799 compiled->luminanceconst[bump_const].const_num = next_local++;
3800 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3801 i, compiled->luminanceconst[bump_const].const_num);
3804 for(i = 0; i < MAX_CONST_I; i++)
3806 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3807 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3809 const DWORD *control_values = find_loop_control_values(shader, i);
3811 if(control_values)
3813 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3814 control_values[0], control_values[1], control_values[2]);
3816 else
3818 compiled->int_consts[i] = next_local;
3819 compiled->num_int_consts++;
3820 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3825 if(reg_maps->vpos || reg_maps->usesdsy)
3827 compiled->ycorrection = next_local;
3828 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3830 if(reg_maps->vpos)
3832 shader_addline(buffer, "TEMP vpos;\n");
3833 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3834 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3835 * ycorrection.z: 1.0
3836 * ycorrection.w: 0.0
3838 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3839 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3842 else
3844 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3847 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3848 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3849 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3850 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3851 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3852 * shader compilation errors and the subsequent errors when drawing with this shader. */
3853 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3854 unsigned char cur_fixup_sampler = 0;
3856 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3857 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3858 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3860 fixup->offset = next_local;
3861 fixup->super.active = 0;
3863 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3864 if (!(map & (1 << i))) continue;
3866 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3867 fixup->super.active |= (1 << i);
3868 fixup->super.idx[i] = cur_fixup_sampler++;
3869 } else {
3870 FIXME("No free constant found to load NP2 fixup data into shader. "
3871 "Sampling from this texture will probably look wrong.\n");
3872 break;
3876 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3877 if (fixup->super.num_consts) {
3878 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3879 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3883 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3885 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3888 /* Base Shader Body */
3889 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3891 if(args->super.srgb_correction) {
3892 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3893 priv_ctx.target_version >= NV2);
3896 if (custom_linear_fog)
3897 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3899 if(strcmp(fragcolor, "result.color")) {
3900 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3902 shader_addline(buffer, "END\n");
3904 /* TODO: change to resource.glObjectHandle or something like that */
3905 GL_EXTCALL(glGenProgramsARB(1, &retval));
3907 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3908 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3910 TRACE("Created hw pixel shader, prg=%d\n", retval);
3911 /* Create the program and check for errors */
3912 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3913 buffer->content_size, buffer->buffer));
3914 checkGLcall("glProgramStringARB()");
3916 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3917 if (errPos != -1)
3919 FIXME("HW PixelShader Error at position %d: %s\n\n",
3920 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3921 shader_arb_dump_program_source(buffer->buffer);
3922 retval = 0;
3924 else
3926 GLint native;
3928 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3929 checkGLcall("glGetProgramivARB()");
3930 if (!native) WARN("Program exceeds native resource limits.\n");
3933 return retval;
3936 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3938 unsigned int i;
3939 int ret;
3941 for(i = 0; i < MAX_REG_INPUT; i++)
3943 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3945 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3946 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3947 continue;
3950 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3951 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3952 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3953 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3954 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3955 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3957 return 0;
3960 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3962 struct wined3d_shader_signature_element *new;
3963 int i;
3964 char *name;
3966 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3967 for(i = 0; i < MAX_REG_INPUT; i++)
3969 if (!sig[i].semantic_name) continue;
3971 new[i] = sig[i];
3972 /* Clone the semantic string */
3973 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3974 strcpy(name, sig[i].semantic_name);
3975 new[i].semantic_name = name;
3977 return new;
3980 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3982 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3983 struct ps_signature *found_sig;
3985 if (entry)
3987 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3988 TRACE("Found existing signature %u\n", found_sig->idx);
3989 return found_sig->idx;
3991 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
3992 found_sig->sig = clone_sig(sig);
3993 found_sig->idx = priv->ps_sig_number++;
3994 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3995 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3997 ERR("Failed to insert program entry.\n");
3999 return found_sig->idx;
4002 static void init_output_registers(const struct wined3d_shader *shader,
4003 const struct wined3d_shader_signature_element *ps_input_sig,
4004 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
4006 unsigned int i, j;
4007 static const char * const texcoords[8] =
4009 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4010 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4012 const char *semantic_name;
4013 DWORD semantic_idx, reg_idx;
4015 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4016 * and varying 9 to result.color.secondary
4018 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4020 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4021 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4022 "result.color.primary", "result.color.secondary"
4025 if (!ps_input_sig)
4027 TRACE("Pixel shader uses builtin varyings\n");
4028 /* Map builtins to builtins */
4029 for(i = 0; i < 8; i++)
4031 priv_ctx->texcrd_output[i] = texcoords[i];
4033 priv_ctx->color_output[0] = "result.color.primary";
4034 priv_ctx->color_output[1] = "result.color.secondary";
4035 priv_ctx->fog_output = "TMP_FOGCOORD";
4037 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4038 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4040 semantic_name = shader->output_signature[i].semantic_name;
4041 if (!semantic_name) continue;
4043 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4045 TRACE("o%u is TMP_OUT\n", i);
4046 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4047 else priv_ctx->vs_output[i] = "TA";
4049 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4051 TRACE("o%u is result.pointsize\n", i);
4052 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4053 else priv_ctx->vs_output[i] = "TA";
4055 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4057 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4058 if (!shader->output_signature[i].semantic_idx)
4059 priv_ctx->vs_output[i] = "result.color.primary";
4060 else if (shader->output_signature[i].semantic_idx == 1)
4061 priv_ctx->vs_output[i] = "result.color.secondary";
4062 else priv_ctx->vs_output[i] = "TA";
4064 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4066 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4067 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4068 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4070 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4072 TRACE("o%u is result.fogcoord\n", i);
4073 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4074 else priv_ctx->vs_output[i] = "result.fogcoord";
4076 else
4078 priv_ctx->vs_output[i] = "TA";
4081 return;
4084 TRACE("Pixel shader uses declared varyings\n");
4086 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4087 for(i = 0; i < 8; i++)
4089 priv_ctx->texcrd_output[i] = "TA";
4091 priv_ctx->color_output[0] = "TA";
4092 priv_ctx->color_output[1] = "TA";
4093 priv_ctx->fog_output = "TA";
4095 for(i = 0; i < MAX_REG_INPUT; i++)
4097 semantic_name = ps_input_sig[i].semantic_name;
4098 semantic_idx = ps_input_sig[i].semantic_idx;
4099 reg_idx = ps_input_sig[i].register_idx;
4100 if (!semantic_name) continue;
4102 /* If a declared input register is not written by builtin arguments, don't write to it.
4103 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4105 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4106 * to TMP_OUT in any case
4108 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4110 if (semantic_idx < 8)
4111 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4113 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4115 if (semantic_idx < 2)
4116 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4118 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4120 if (!semantic_idx)
4121 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4123 else
4125 continue;
4128 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4129 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4131 compiled->need_color_unclamp = TRUE;
4135 /* Map declared to declared */
4136 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4138 /* Write unread output to TA to throw them away */
4139 priv_ctx->vs_output[i] = "TA";
4140 semantic_name = shader->output_signature[i].semantic_name;
4141 if (!semantic_name) continue;
4143 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4144 && !shader->output_signature[i].semantic_idx)
4146 priv_ctx->vs_output[i] = "TMP_OUT";
4147 continue;
4149 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4150 && !shader->output_signature[i].semantic_idx)
4152 priv_ctx->vs_output[i] = "result.pointsize";
4153 continue;
4156 for(j = 0; j < MAX_REG_INPUT; j++)
4158 if (!ps_input_sig[j].semantic_name) continue;
4160 if (!strcmp(ps_input_sig[j].semantic_name, semantic_name)
4161 && ps_input_sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4163 priv_ctx->vs_output[i] = decl_idx_to_string[ps_input_sig[j].register_idx];
4165 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4166 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4168 compiled->need_color_unclamp = TRUE;
4175 /* Context activation is done by the caller. */
4176 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4177 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4178 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4179 const struct wined3d_shader_signature_element *ps_input_sig)
4181 const struct arb_vshader_private *shader_data = shader->backend_data;
4182 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4183 struct shader_arb_priv *priv = shader->device->shader_priv;
4184 const DWORD *function = shader->function;
4185 GLuint ret;
4186 DWORD next_local = 0;
4187 struct shader_arb_ctx_priv priv_ctx;
4188 unsigned int i;
4189 GLint errPos;
4191 memset(&priv_ctx, 0, sizeof(priv_ctx));
4192 priv_ctx.cur_vs_args = args;
4193 list_init(&priv_ctx.control_frames);
4194 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4196 /* Create the hw ARB shader */
4197 shader_addline(buffer, "!!ARBvp1.0\n");
4199 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4200 * mesurable performance penalty, and we can always make use of it for clipplanes.
4202 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4204 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4205 priv_ctx.target_version = NV3;
4206 shader_addline(buffer, "ADDRESS aL;\n");
4208 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4210 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4211 priv_ctx.target_version = NV2;
4212 shader_addline(buffer, "ADDRESS aL;\n");
4213 } else {
4214 priv_ctx.target_version = ARB;
4217 shader_addline(buffer, "TEMP TMP_OUT;\n");
4218 if (reg_maps->fog)
4219 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4220 if (need_helper_const(shader_data, reg_maps, gl_info))
4222 char ftoa_tmp[16];
4223 wined3d_ftoa(eps, ftoa_tmp);
4224 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4226 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4228 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4229 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4232 shader_addline(buffer, "TEMP TA;\n");
4233 shader_addline(buffer, "TEMP TB;\n");
4235 /* Base Declarations */
4236 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4237 &priv_ctx.vs_clipplanes, &priv_ctx);
4239 for(i = 0; i < MAX_CONST_I; i++)
4241 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4242 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4244 const DWORD *control_values = find_loop_control_values(shader, i);
4246 if(control_values)
4248 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4249 control_values[0], control_values[1], control_values[2]);
4251 else
4253 compiled->int_consts[i] = next_local;
4254 compiled->num_int_consts++;
4255 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4260 /* We need a constant to fixup the final position */
4261 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4262 compiled->pos_fixup = next_local++;
4264 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4265 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4266 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4267 * a replacement shader depend on the texcoord.w being set properly.
4269 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4270 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4271 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4272 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4273 * this can eat a number of instructions, so skip it unless this cap is set as well
4275 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4277 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4278 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4280 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4282 int i;
4283 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4284 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4286 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4287 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4292 /* The shader starts with the main function */
4293 priv_ctx.in_main_func = TRUE;
4294 /* Base Shader Body */
4295 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4297 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4298 shader_data, args, reg_maps, gl_info, buffer);
4300 shader_addline(buffer, "END\n");
4302 /* TODO: change to resource.glObjectHandle or something like that */
4303 GL_EXTCALL(glGenProgramsARB(1, &ret));
4305 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4306 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4308 TRACE("Created hw vertex shader, prg=%d\n", ret);
4309 /* Create the program and check for errors */
4310 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4311 buffer->content_size, buffer->buffer));
4312 checkGLcall("glProgramStringARB()");
4314 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4315 if (errPos != -1)
4317 FIXME("HW VertexShader Error at position %d: %s\n\n",
4318 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4319 shader_arb_dump_program_source(buffer->buffer);
4320 ret = -1;
4322 else
4324 GLint native;
4326 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4327 checkGLcall("glGetProgramivARB()");
4328 if (!native) WARN("Program exceeds native resource limits.\n");
4331 return ret;
4334 /* Context activation is done by the caller. */
4335 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4336 const struct arb_ps_compile_args *args)
4338 struct wined3d_device *device = shader->device;
4339 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4340 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4341 UINT i;
4342 DWORD new_size;
4343 struct arb_ps_compiled_shader *new_array;
4344 struct wined3d_shader_buffer buffer;
4345 struct arb_pshader_private *shader_data;
4346 GLuint ret;
4348 if (!shader->backend_data)
4350 struct shader_arb_priv *priv = device->shader_priv;
4352 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4353 shader_data = shader->backend_data;
4354 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4356 if (shader->reg_maps.shader_version.major < 3)
4357 shader_data->input_signature_idx = ~0U;
4358 else
4359 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4361 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4363 if (!d3d_info->vs_clipping)
4364 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4365 d3d_info->limits.ffp_blend_stages - 1);
4366 else
4367 shader_data->clipplane_emulation = ~0U;
4369 shader_data = shader->backend_data;
4371 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4372 * so a linear search is more performant than a hashmap or a binary search
4373 * (cache coherency etc)
4375 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4377 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4378 return &shader_data->gl_shaders[i];
4381 TRACE("No matching GL shader found, compiling a new shader\n");
4382 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4383 if (shader_data->num_gl_shaders)
4385 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4386 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4387 new_size * sizeof(*shader_data->gl_shaders));
4388 } else {
4389 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4390 new_size = 1;
4393 if(!new_array) {
4394 ERR("Out of memory\n");
4395 return 0;
4397 shader_data->gl_shaders = new_array;
4398 shader_data->shader_array_size = new_size;
4401 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4403 pixelshader_update_samplers(shader, args->super.tex_types);
4405 if (!shader_buffer_init(&buffer))
4407 ERR("Failed to initialize shader buffer.\n");
4408 return 0;
4411 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4412 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4413 shader_buffer_free(&buffer);
4414 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4416 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4419 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4420 const DWORD use_map, BOOL skip_int) {
4421 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4422 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4423 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4424 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4425 if(stored->ps_signature != new->ps_signature) return FALSE;
4426 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4427 if(skip_int) return TRUE;
4429 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4432 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4433 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4434 const struct wined3d_shader_signature_element *ps_input_sig)
4436 UINT i;
4437 DWORD new_size;
4438 struct arb_vs_compiled_shader *new_array;
4439 struct wined3d_shader_buffer buffer;
4440 struct arb_vshader_private *shader_data;
4441 GLuint ret;
4443 if (!shader->backend_data)
4445 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4447 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4448 shader_data = shader->backend_data;
4450 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4451 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4453 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4455 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4456 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4457 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4459 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4460 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4461 else if (reg_maps->max_rel_offset > 63)
4462 shader_data->rel_offset = reg_maps->min_rel_offset;
4465 shader_data = shader->backend_data;
4467 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4468 * so a linear search is more performant than a hashmap or a binary search
4469 * (cache coherency etc)
4471 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4472 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4473 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4475 return &shader_data->gl_shaders[i];
4479 TRACE("No matching GL shader found, compiling a new shader\n");
4481 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4482 if (shader_data->num_gl_shaders)
4484 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4485 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4486 new_size * sizeof(*shader_data->gl_shaders));
4487 } else {
4488 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4489 new_size = 1;
4492 if(!new_array) {
4493 ERR("Out of memory\n");
4494 return 0;
4496 shader_data->gl_shaders = new_array;
4497 shader_data->shader_array_size = new_size;
4500 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4502 if (!shader_buffer_init(&buffer))
4504 ERR("Failed to initialize shader buffer.\n");
4505 return 0;
4508 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4509 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4510 ps_input_sig);
4511 shader_buffer_free(&buffer);
4512 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4514 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4517 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4518 const struct wined3d_context *context, const struct wined3d_shader *shader,
4519 struct arb_ps_compile_args *args)
4521 const struct wined3d_gl_info *gl_info = context->gl_info;
4522 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4523 int i;
4524 WORD int_skip;
4526 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, gl_info);
4528 /* This forces all local boolean constants to 1 to make them stateblock independent */
4529 args->bools = shader->reg_maps.local_bool_consts;
4531 for(i = 0; i < MAX_CONST_B; i++)
4533 if (state->ps_consts_b[i])
4534 args->bools |= ( 1 << i);
4537 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4538 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4539 * duplicate the shader than have a no-op KIL instruction in every shader
4541 if (!d3d_info->vs_clipping && use_vs(state)
4542 && state->render_states[WINED3D_RS_CLIPPING]
4543 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4544 args->clip = 1;
4545 else
4546 args->clip = 0;
4548 /* Skip if unused or local, or supported natively */
4549 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4550 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4552 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4553 return;
4556 for(i = 0; i < MAX_CONST_I; i++)
4558 if(int_skip & (1 << i))
4560 args->loop_ctrl[i][0] = 0;
4561 args->loop_ctrl[i][1] = 0;
4562 args->loop_ctrl[i][2] = 0;
4564 else
4566 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4567 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4568 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4573 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4574 const struct wined3d_context *context, const struct wined3d_shader *shader,
4575 struct arb_vs_compile_args *args)
4577 const struct wined3d_device *device = shader->device;
4578 const struct wined3d_adapter *adapter = device->adapter;
4579 const struct wined3d_gl_info *gl_info = context->gl_info;
4580 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4581 int i;
4582 WORD int_skip;
4584 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super);
4586 args->clip.boolclip_compare = 0;
4587 if (use_ps(state))
4589 const struct wined3d_shader *ps = state->pixel_shader;
4590 const struct arb_pshader_private *shader_priv = ps->backend_data;
4591 args->ps_signature = shader_priv->input_signature_idx;
4593 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4595 else
4597 args->ps_signature = ~0;
4598 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4599 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4600 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4603 if (args->clip.boolclip.clip_texcoord)
4605 if (state->render_states[WINED3D_RS_CLIPPING])
4606 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4607 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4610 /* This forces all local boolean constants to 1 to make them stateblock independent */
4611 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4612 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4613 for(i = 0; i < MAX_CONST_B; i++)
4615 if (state->vs_consts_b[i])
4616 args->clip.boolclip.bools |= ( 1 << i);
4619 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4620 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4621 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4622 args->vertex.samplers[3] = 0;
4624 /* Skip if unused or local */
4625 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4626 /* This is about flow control, not clipping. */
4627 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4629 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4630 return;
4633 for(i = 0; i < MAX_CONST_I; i++)
4635 if(int_skip & (1 << i))
4637 args->loop_ctrl[i][0] = 0;
4638 args->loop_ctrl[i][1] = 0;
4639 args->loop_ctrl[i][2] = 0;
4641 else
4643 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4644 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4645 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4650 /* Context activation is done by the caller. */
4651 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4652 const struct wined3d_state *state)
4654 struct shader_arb_priv *priv = shader_priv;
4655 const struct wined3d_gl_info *gl_info = context->gl_info;
4656 int i;
4658 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4659 if (use_ps(state))
4661 struct wined3d_shader *ps = state->pixel_shader;
4662 struct arb_ps_compile_args compile_args;
4663 struct arb_ps_compiled_shader *compiled;
4665 TRACE("Using pixel shader %p.\n", ps);
4666 find_arb_ps_compile_args(state, context, ps, &compile_args);
4667 compiled = find_arb_pshader(ps, &compile_args);
4668 priv->current_fprogram_id = compiled->prgId;
4669 priv->compiled_fprog = compiled;
4671 /* Bind the fragment program */
4672 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4673 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4675 if (!priv->use_arbfp_fixed_func)
4676 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4678 /* Enable OpenGL fragment programs. */
4679 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4680 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4682 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4684 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4685 * a 1.x and newer shader, reload the first 8 constants
4687 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4689 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4690 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4691 for(i = 0; i < 8; i++)
4693 priv->pshader_const_dirty[i] = 1;
4695 /* Also takes care of loading local constants */
4696 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4698 else
4700 UINT rt_height = state->fb->render_targets[0]->resource.height;
4701 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4704 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4705 if (compiled->np2fixup_info.super.active)
4706 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4708 if (ps->load_local_constsF)
4709 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4711 else
4713 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4715 /* Disable only if we're not using arbfp fixed function fragment
4716 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4717 * enabled, and the fixed function pipeline will bind the fixed
4718 * function replacement shader. */
4719 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4720 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4721 priv->current_fprogram_id = 0;
4723 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4726 if (use_vs(state))
4728 struct wined3d_shader *vs = state->vertex_shader;
4729 struct arb_vs_compile_args compile_args;
4730 struct arb_vs_compiled_shader *compiled;
4731 const struct wined3d_shader_signature_element *ps_input_sig;
4733 TRACE("Using vertex shader %p\n", vs);
4734 find_arb_vs_compile_args(state, context, vs, &compile_args);
4736 /* Instead of searching for the signature in the signature list, read the one from the
4737 * current pixel shader. It's maybe not the shader where the signature came from, but it
4738 * is the same signature and faster to find. */
4739 if (compile_args.ps_signature == ~0U)
4740 ps_input_sig = NULL;
4741 else
4742 ps_input_sig = state->pixel_shader->input_signature;
4744 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4745 &compile_args, ps_input_sig);
4746 priv->current_vprogram_id = compiled->prgId;
4747 priv->compiled_vprog = compiled;
4749 /* Bind the vertex program */
4750 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4751 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4753 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4755 /* Enable OpenGL vertex programs */
4756 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4757 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4758 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4759 shader_arb_vs_local_constants(compiled, context, state);
4761 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4762 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4764 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4766 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4767 checkGLcall("glClampColorARB");
4768 } else {
4769 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4773 if (vs->load_local_constsF)
4774 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4776 else
4778 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4780 priv->current_vprogram_id = 0;
4781 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4782 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4784 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4789 /* Context activation is done by the caller. */
4790 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4792 const struct wined3d_gl_info *gl_info = context->gl_info;
4793 struct shader_arb_priv *priv = shader_priv;
4795 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4797 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4798 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4799 priv->current_fprogram_id = 0;
4801 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4803 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4805 priv->current_vprogram_id = 0;
4806 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4807 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4809 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4811 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4813 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4814 checkGLcall("glClampColorARB");
4815 priv->last_vs_color_unclamp = FALSE;
4818 context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
4819 | (1 << WINED3D_SHADER_TYPE_VERTEX)
4820 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
4823 /* Context activation is done by the caller. */
4824 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4825 enum tex_types tex_type, const SIZE *ds_mask_size)
4827 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4828 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4829 struct shader_arb_priv *priv = shader_priv;
4830 GLuint *blt_fprogram;
4832 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4833 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4834 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4836 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4837 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4838 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4839 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4840 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4843 /* Context activation is done by the caller. */
4844 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4846 struct shader_arb_priv *priv = shader_priv;
4848 if (priv->current_vprogram_id) {
4849 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4850 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4852 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4854 else
4856 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4857 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4860 if (priv->current_fprogram_id) {
4861 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4862 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4864 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4866 else if(!priv->use_arbfp_fixed_func)
4868 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4869 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4873 static void shader_arb_destroy(struct wined3d_shader *shader)
4875 struct wined3d_device *device = shader->device;
4876 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4878 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4880 struct arb_pshader_private *shader_data = shader->backend_data;
4881 UINT i;
4883 if(!shader_data) return; /* This can happen if a shader was never compiled */
4885 if (shader_data->num_gl_shaders)
4887 struct wined3d_context *context = context_acquire(device, NULL);
4889 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4891 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4892 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4895 context_release(context);
4898 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4899 HeapFree(GetProcessHeap(), 0, shader_data);
4900 shader->backend_data = NULL;
4902 else
4904 struct arb_vshader_private *shader_data = shader->backend_data;
4905 UINT i;
4907 if(!shader_data) return; /* This can happen if a shader was never compiled */
4909 if (shader_data->num_gl_shaders)
4911 struct wined3d_context *context = context_acquire(device, NULL);
4913 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4915 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4916 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4919 context_release(context);
4922 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4923 HeapFree(GetProcessHeap(), 0, shader_data);
4924 shader->backend_data = NULL;
4928 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4930 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4931 return compare_sig(key, e->sig);
4934 static const struct wine_rb_functions sig_tree_functions =
4936 wined3d_rb_alloc,
4937 wined3d_rb_realloc,
4938 wined3d_rb_free,
4939 sig_tree_compare
4942 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4943 const struct fragment_pipeline *fragment_pipe)
4945 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4946 struct fragment_caps fragment_caps;
4947 void *vertex_priv, *fragment_priv;
4948 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4950 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4952 ERR("Failed to initialize vertex pipe.\n");
4953 HeapFree(GetProcessHeap(), 0, priv);
4954 return E_FAIL;
4957 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4959 ERR("Failed to initialize fragment pipe.\n");
4960 vertex_pipe->vp_free(device);
4961 HeapFree(GetProcessHeap(), 0, priv);
4962 return E_FAIL;
4965 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4966 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4967 if (!priv->vshader_const_dirty)
4968 goto fail;
4969 memset(priv->vshader_const_dirty, 1,
4970 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4972 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4973 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4974 if (!priv->pshader_const_dirty)
4975 goto fail;
4976 memset(priv->pshader_const_dirty, 1,
4977 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4979 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4981 ERR("RB tree init failed\n");
4982 goto fail;
4985 priv->vertex_pipe = vertex_pipe;
4986 priv->fragment_pipe = fragment_pipe;
4987 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4988 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4990 device->vertex_priv = vertex_priv;
4991 device->fragment_priv = fragment_priv;
4992 device->shader_priv = priv;
4994 return WINED3D_OK;
4996 fail:
4997 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4998 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4999 fragment_pipe->free_private(device);
5000 vertex_pipe->vp_free(device);
5001 HeapFree(GetProcessHeap(), 0, priv);
5002 return E_OUTOFMEMORY;
5005 static void release_signature(struct wine_rb_entry *entry, void *context)
5007 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
5008 int i;
5009 for(i = 0; i < MAX_REG_INPUT; i++)
5011 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
5013 HeapFree(GetProcessHeap(), 0, sig->sig);
5014 HeapFree(GetProcessHeap(), 0, sig);
5017 /* Context activation is done by the caller. */
5018 static void shader_arb_free(struct wined3d_device *device)
5020 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5021 struct shader_arb_priv *priv = device->shader_priv;
5022 int i;
5024 if (priv->depth_blt_vprogram_id)
5025 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
5027 for (i = 0; i < tex_type_count; ++i)
5029 if (priv->depth_blt_fprogram_id_full[i])
5031 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
5033 if (priv->depth_blt_fprogram_id_masked[i])
5035 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
5039 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
5040 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
5041 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5042 priv->fragment_pipe->free_private(device);
5043 priv->vertex_pipe->vp_free(device);
5044 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5047 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
5049 return TRUE;
5052 static void shader_arb_free_context_data(struct wined3d_context *context)
5054 struct shader_arb_priv *priv = context->swapchain->device->shader_priv;
5056 if (priv->last_context == context)
5057 priv->last_context = NULL;
5060 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5062 if (gl_info->supported[ARB_VERTEX_PROGRAM])
5064 DWORD vs_consts;
5065 UINT vs_version;
5067 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5068 * for vertex programs. If the native limit is less than that it's
5069 * not very useful, and e.g. Mesa swrast returns 0, probably to
5070 * indicate it's a software implementation. */
5071 if (gl_info->limits.arb_vs_native_constants < 96)
5072 vs_consts = gl_info->limits.arb_vs_float_constants;
5073 else
5074 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5076 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5078 vs_version = 3;
5079 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5081 else if (vs_consts >= 256)
5083 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5084 vs_version = 2;
5085 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5087 else
5089 vs_version = 1;
5090 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5092 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5093 caps->vs_uniform_count = vs_consts;
5095 else
5097 caps->vs_version = 0;
5098 caps->vs_uniform_count = 0;
5101 caps->gs_version = 0;
5103 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5105 DWORD ps_consts;
5106 UINT ps_version;
5108 /* Similar as above for vertex programs, but the minimum for fragment
5109 * programs is 24. */
5110 if (gl_info->limits.arb_ps_native_constants < 24)
5111 ps_consts = gl_info->limits.arb_ps_float_constants;
5112 else
5113 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5115 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5117 ps_version = 3;
5118 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5120 else if (ps_consts >= 32)
5122 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5123 ps_version = 2;
5124 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5126 else
5128 ps_version = 1;
5129 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5131 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5132 caps->ps_uniform_count = ps_consts;
5133 caps->ps_1x_max_value = 8.0f;
5135 else
5137 caps->ps_version = 0;
5138 caps->ps_uniform_count = 0;
5139 caps->ps_1x_max_value = 0.0f;
5142 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5143 if (use_nv_clip(gl_info))
5144 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5147 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5149 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5151 TRACE("Checking support for color_fixup:\n");
5152 dump_color_fixup_desc(fixup);
5155 /* We support everything except complex conversions. */
5156 if (!is_complex_fixup(fixup))
5158 TRACE("[OK]\n");
5159 return TRUE;
5162 TRACE("[FAILED]\n");
5163 return FALSE;
5166 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5167 DWORD shift;
5168 char write_mask[20], regstr[50];
5169 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5170 BOOL is_color = FALSE;
5171 const struct wined3d_shader_dst_param *dst;
5173 if (!ins->dst_count) return;
5175 dst = &ins->dst[0];
5176 shift = dst->shift;
5177 if (!shift) return; /* Saturate alone is handled by the instructions */
5179 shader_arb_get_write_mask(ins, dst, write_mask);
5180 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5182 /* Generate a line that does the output modifier computation
5183 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5184 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5186 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5187 regstr, write_mask, regstr, shift_tab[shift]);
5190 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5192 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5193 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5194 /* WINED3DSIH_AND */ NULL,
5195 /* WINED3DSIH_BEM */ pshader_hw_bem,
5196 /* WINED3DSIH_BREAK */ shader_hw_break,
5197 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5198 /* WINED3DSIH_BREAKP */ NULL,
5199 /* WINED3DSIH_CALL */ shader_hw_call,
5200 /* WINED3DSIH_CALLNZ */ NULL,
5201 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5202 /* WINED3DSIH_CND */ pshader_hw_cnd,
5203 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5204 /* WINED3DSIH_CUT */ NULL,
5205 /* WINED3DSIH_DCL */ shader_hw_nop,
5206 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5207 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5208 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5209 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5210 /* WINED3DSIH_DEF */ shader_hw_nop,
5211 /* WINED3DSIH_DEFB */ shader_hw_nop,
5212 /* WINED3DSIH_DEFI */ shader_hw_nop,
5213 /* WINED3DSIH_DIV */ NULL,
5214 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5215 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5216 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5217 /* WINED3DSIH_DST */ shader_hw_map2gl,
5218 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5219 /* WINED3DSIH_DSY */ shader_hw_dsy,
5220 /* WINED3DSIH_ELSE */ shader_hw_else,
5221 /* WINED3DSIH_EMIT */ NULL,
5222 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5223 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5224 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5225 /* WINED3DSIH_EQ */ NULL,
5226 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5227 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5228 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5229 /* WINED3DSIH_FTOI */ NULL,
5230 /* WINED3DSIH_GE */ NULL,
5231 /* WINED3DSIH_IADD */ NULL,
5232 /* WINED3DSIH_IEQ */ NULL,
5233 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5234 /* WINED3DSIH_IFC */ shader_hw_ifc,
5235 /* WINED3DSIH_IGE */ NULL,
5236 /* WINED3DSIH_IMUL */ NULL,
5237 /* WINED3DSIH_ITOF */ NULL,
5238 /* WINED3DSIH_LABEL */ shader_hw_label,
5239 /* WINED3DSIH_LD */ NULL,
5240 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5241 /* WINED3DSIH_LOG */ shader_hw_log,
5242 /* WINED3DSIH_LOGP */ shader_hw_log,
5243 /* WINED3DSIH_LOOP */ shader_hw_loop,
5244 /* WINED3DSIH_LRP */ shader_hw_lrp,
5245 /* WINED3DSIH_LT */ NULL,
5246 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5247 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5248 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5249 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5250 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5251 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5252 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5253 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5254 /* WINED3DSIH_MOV */ shader_hw_mov,
5255 /* WINED3DSIH_MOVA */ shader_hw_mov,
5256 /* WINED3DSIH_MOVC */ NULL,
5257 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5258 /* WINED3DSIH_NOP */ shader_hw_nop,
5259 /* WINED3DSIH_NRM */ shader_hw_nrm,
5260 /* WINED3DSIH_PHASE */ shader_hw_nop,
5261 /* WINED3DSIH_POW */ shader_hw_pow,
5262 /* WINED3DSIH_RCP */ shader_hw_rcp,
5263 /* WINED3DSIH_REP */ shader_hw_rep,
5264 /* WINED3DSIH_RET */ shader_hw_ret,
5265 /* WINED3DSIH_ROUND_NI */ NULL,
5266 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5267 /* WINED3DSIH_SAMPLE */ NULL,
5268 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5269 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5270 /* WINED3DSIH_SETP */ NULL,
5271 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5272 /* WINED3DSIH_SGN */ shader_hw_sgn,
5273 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5274 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5275 /* WINED3DSIH_SQRT */ NULL,
5276 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5277 /* WINED3DSIH_TEX */ pshader_hw_tex,
5278 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5279 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5280 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5281 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5282 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5283 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5284 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5285 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5286 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5287 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5288 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5289 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5290 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5291 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5292 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5293 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5294 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5295 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5296 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5297 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5298 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5299 /* WINED3DSIH_UDIV */ NULL,
5300 /* WINED3DSIH_USHR */ NULL,
5301 /* WINED3DSIH_UTOF */ NULL,
5302 /* WINED3DSIH_XOR */ NULL,
5305 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5306 const struct wined3d_shader *shader, DWORD idx)
5308 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5309 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5310 const struct wined3d_shader_lconst *constant;
5311 WORD bools = 0;
5312 WORD flag = (1 << idx);
5313 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5315 if (reg_maps->local_bool_consts & flag)
5317 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5318 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5320 if (constant->idx == idx)
5322 return constant->value[0];
5325 ERR("Local constant not found\n");
5326 return FALSE;
5328 else
5330 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5331 else bools = priv->cur_ps_args->bools;
5332 return bools & flag;
5336 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5337 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5339 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5340 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5342 /* Integer constants can either be a local constant, or they can be stored in the shader
5343 * type specific compile args. */
5344 if (reg_maps->local_int_consts & (1 << idx))
5346 const struct wined3d_shader_lconst *constant;
5348 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5350 if (constant->idx == idx)
5352 loop_control->count = constant->value[0];
5353 loop_control->start = constant->value[1];
5354 /* Step is signed. */
5355 loop_control->step = (int)constant->value[2];
5356 return;
5359 /* If this happens the flag was set incorrectly */
5360 ERR("Local constant not found\n");
5361 loop_control->count = 0;
5362 loop_control->start = 0;
5363 loop_control->step = 0;
5364 return;
5367 switch (reg_maps->shader_version.type)
5369 case WINED3D_SHADER_TYPE_VERTEX:
5370 /* Count and aL start value are unsigned */
5371 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5372 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5373 /* Step is signed. */
5374 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5375 break;
5377 case WINED3D_SHADER_TYPE_PIXEL:
5378 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5379 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5380 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5381 break;
5383 default:
5384 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5385 break;
5389 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5391 unsigned int i;
5392 struct wined3d_shader_dst_param *dst_param = NULL;
5393 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5394 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5395 if(!rec)
5397 ERR("Out of memory\n");
5398 return;
5401 rec->ins = *ins;
5402 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5403 if(!dst_param) goto free;
5404 *dst_param = *ins->dst;
5405 if (ins->dst->reg.idx[0].rel_addr)
5407 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5408 if (!rel_addr)
5409 goto free;
5410 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5411 dst_param->reg.idx[0].rel_addr = rel_addr;
5413 rec->ins.dst = dst_param;
5415 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5416 if (!src_param)
5417 goto free;
5418 for (i = 0; i < ins->src_count; ++i)
5420 src_param[i] = ins->src[i];
5421 if (ins->src[i].reg.idx[0].rel_addr)
5423 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5424 if (!rel_addr)
5425 goto free;
5426 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5427 src_param[i].reg.idx[0].rel_addr = rel_addr;
5430 rec->ins.src = src_param;
5431 list_add_tail(list, &rec->entry);
5432 return;
5434 free:
5435 ERR("Out of memory\n");
5436 if(dst_param)
5438 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5439 HeapFree(GetProcessHeap(), 0, dst_param);
5441 if(src_param)
5443 for(i = 0; i < ins->src_count; i++)
5445 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5447 HeapFree(GetProcessHeap(), 0, src_param);
5449 HeapFree(GetProcessHeap(), 0, rec);
5452 static void free_recorded_instruction(struct list *list)
5454 struct recorded_instruction *rec_ins, *entry2;
5455 unsigned int i;
5457 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5459 list_remove(&rec_ins->entry);
5460 if (rec_ins->ins.dst)
5462 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5463 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5465 if (rec_ins->ins.src)
5467 for (i = 0; i < rec_ins->ins.src_count; ++i)
5469 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5471 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5473 HeapFree(GetProcessHeap(), 0, rec_ins);
5477 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5479 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5480 struct control_frame *control_frame;
5482 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5484 struct list *e = list_head(&priv->control_frames);
5485 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5486 list_remove(&control_frame->entry);
5487 HeapFree(GetProcessHeap(), 0, control_frame);
5488 priv->loop_depth--;
5490 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5492 /* Non-ifc ENDIFs were already handled previously. */
5493 struct list *e = list_head(&priv->control_frames);
5494 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5495 list_remove(&control_frame->entry);
5496 HeapFree(GetProcessHeap(), 0, control_frame);
5500 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5501 SHADER_HANDLER hw_fct;
5502 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5503 const struct wined3d_shader *shader = ins->ctx->shader;
5504 struct control_frame *control_frame;
5505 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5506 BOOL bool_const;
5508 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5510 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5511 list_add_head(&priv->control_frames, &control_frame->entry);
5513 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5514 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5516 if(priv->target_version >= NV2)
5518 control_frame->no.loop = priv->num_loops++;
5519 priv->loop_depth++;
5521 else
5523 /* Don't bother recording when we're in a not used if branch */
5524 if(priv->muted)
5526 return;
5529 if(!priv->recording)
5531 list_init(&priv->record);
5532 priv->recording = TRUE;
5533 control_frame->outer_loop = TRUE;
5534 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5535 return; /* Instruction is handled */
5537 /* Record this loop in the outer loop's recording */
5540 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5542 if(priv->target_version >= NV2)
5544 /* Nothing to do. The control frame is popped after the HW instr handler */
5546 else
5548 struct list *e = list_head(&priv->control_frames);
5549 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5550 list_remove(&control_frame->entry);
5552 if(control_frame->outer_loop)
5554 unsigned int iteration;
5555 int aL = 0;
5556 struct list copy;
5558 /* Turn off recording before playback */
5559 priv->recording = FALSE;
5561 /* Move the recorded instructions to a separate list and get them out of the private data
5562 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5563 * be recorded again, thus priv->record might be overwritten
5565 list_init(&copy);
5566 list_move_tail(&copy, &priv->record);
5567 list_init(&priv->record);
5569 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5571 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5572 control_frame->loop_control.count, control_frame->loop_control.start,
5573 control_frame->loop_control.step);
5574 aL = control_frame->loop_control.start;
5576 else
5578 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5581 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5583 struct recorded_instruction *rec_ins;
5584 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5586 priv->aL = aL;
5587 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5589 else
5591 shader_addline(buffer, "#Iteration %u\n", iteration);
5594 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5596 shader_arb_handle_instruction(&rec_ins->ins);
5599 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5601 aL += control_frame->loop_control.step;
5604 shader_addline(buffer, "#end loop/rep\n");
5606 free_recorded_instruction(&copy);
5607 HeapFree(GetProcessHeap(), 0, control_frame);
5608 return; /* Instruction is handled */
5610 else
5612 /* This is a nested loop. Proceed to the normal recording function */
5613 HeapFree(GetProcessHeap(), 0, control_frame);
5618 if(priv->recording)
5620 record_instruction(&priv->record, ins);
5621 return;
5624 /* boolean if */
5625 if(ins->handler_idx == WINED3DSIH_IF)
5627 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5628 list_add_head(&priv->control_frames, &control_frame->entry);
5629 control_frame->type = IF;
5631 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5632 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5633 bool_const = !bool_const;
5634 if (!priv->muted && !bool_const)
5636 shader_addline(buffer, "#if(FALSE){\n");
5637 priv->muted = TRUE;
5638 control_frame->muting = TRUE;
5640 else shader_addline(buffer, "#if(TRUE) {\n");
5642 return; /* Instruction is handled */
5644 else if(ins->handler_idx == WINED3DSIH_IFC)
5646 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5647 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5648 control_frame->type = IFC;
5649 control_frame->no.ifc = priv->num_ifcs++;
5650 list_add_head(&priv->control_frames, &control_frame->entry);
5652 else if(ins->handler_idx == WINED3DSIH_ELSE)
5654 struct list *e = list_head(&priv->control_frames);
5655 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5657 if(control_frame->type == IF)
5659 shader_addline(buffer, "#} else {\n");
5660 if(!priv->muted && !control_frame->muting)
5662 priv->muted = TRUE;
5663 control_frame->muting = TRUE;
5665 else if(control_frame->muting) priv->muted = FALSE;
5666 return; /* Instruction is handled. */
5668 /* In case of an ifc, generate a HW shader instruction */
5669 if (control_frame->type != IFC)
5670 ERR("Control frame does not match.\n");
5672 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5674 struct list *e = list_head(&priv->control_frames);
5675 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5677 if(control_frame->type == IF)
5679 shader_addline(buffer, "#} endif\n");
5680 if(control_frame->muting) priv->muted = FALSE;
5681 list_remove(&control_frame->entry);
5682 HeapFree(GetProcessHeap(), 0, control_frame);
5683 return; /* Instruction is handled */
5685 /* In case of an ifc, generate a HW shader instruction */
5686 if (control_frame->type != IFC)
5687 ERR("Control frame does not match.\n");
5690 if(priv->muted)
5692 pop_control_frame(ins);
5693 return;
5696 /* Select handler */
5697 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5699 /* Unhandled opcode */
5700 if (!hw_fct)
5702 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5703 return;
5705 hw_fct(ins);
5707 pop_control_frame(ins);
5709 shader_arb_add_instruction_modifiers(ins);
5712 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5714 struct shader_arb_priv *priv = shader_priv;
5716 return priv->ffp_proj_control;
5719 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5721 shader_arb_handle_instruction,
5722 shader_arb_select,
5723 shader_arb_disable,
5724 shader_arb_select_depth_blt,
5725 shader_arb_deselect_depth_blt,
5726 shader_arb_update_float_vertex_constants,
5727 shader_arb_update_float_pixel_constants,
5728 shader_arb_load_constants,
5729 shader_arb_destroy,
5730 shader_arb_alloc,
5731 shader_arb_free,
5732 shader_arb_allocate_context_data,
5733 shader_arb_free_context_data,
5734 shader_arb_get_caps,
5735 shader_arb_color_fixup_supported,
5736 shader_arb_has_ffp_proj_control,
5739 /* ARB_fragment_program fixed function pipeline replacement definitions */
5740 #define ARB_FFP_CONST_TFACTOR 0
5741 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5742 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5743 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5744 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5746 struct arbfp_ffp_desc
5748 struct ffp_frag_desc parent;
5749 GLuint shader;
5752 /* Context activation is done by the caller. */
5753 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5755 if (enable)
5757 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5758 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5760 else
5762 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5763 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5767 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5769 struct shader_arb_priv *priv;
5771 /* Share private data between the shader backend and the pipeline
5772 * replacement, if both are the arb implementation. This is needed to
5773 * figure out whether ARBfp should be disabled if no pixel shader is bound
5774 * or not. */
5775 if (shader_backend == &arb_program_shader_backend)
5776 priv = shader_priv;
5777 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5778 return NULL;
5780 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5782 ERR("Failed to initialize rbtree.\n");
5783 if (priv != shader_priv)
5784 HeapFree(GetProcessHeap(), 0, priv);
5785 return NULL;
5787 priv->use_arbfp_fixed_func = TRUE;
5789 return priv;
5792 /* Context activation is done by the caller. */
5793 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5795 const struct wined3d_gl_info *gl_info = context;
5796 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5798 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5799 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5800 HeapFree(GetProcessHeap(), 0, entry_arb);
5803 /* Context activation is done by the caller. */
5804 static void arbfp_free(struct wined3d_device *device)
5806 struct shader_arb_priv *priv = device->fragment_priv;
5808 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5809 priv->use_arbfp_fixed_func = FALSE;
5811 if (device->shader_backend != &arb_program_shader_backend)
5813 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5817 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5819 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5820 | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5821 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5822 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5823 WINED3DTEXOPCAPS_SELECTARG1 |
5824 WINED3DTEXOPCAPS_SELECTARG2 |
5825 WINED3DTEXOPCAPS_MODULATE4X |
5826 WINED3DTEXOPCAPS_MODULATE2X |
5827 WINED3DTEXOPCAPS_MODULATE |
5828 WINED3DTEXOPCAPS_ADDSIGNED2X |
5829 WINED3DTEXOPCAPS_ADDSIGNED |
5830 WINED3DTEXOPCAPS_ADD |
5831 WINED3DTEXOPCAPS_SUBTRACT |
5832 WINED3DTEXOPCAPS_ADDSMOOTH |
5833 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5834 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5835 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5836 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5837 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5838 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5839 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5840 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5841 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5842 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5843 WINED3DTEXOPCAPS_MULTIPLYADD |
5844 WINED3DTEXOPCAPS_LERP |
5845 WINED3DTEXOPCAPS_BUMPENVMAP |
5846 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5848 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5850 caps->MaxTextureBlendStages = 8;
5851 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5854 static void state_texfactor_arbfp(struct wined3d_context *context,
5855 const struct wined3d_state *state, DWORD state_id)
5857 struct wined3d_device *device = context->swapchain->device;
5858 const struct wined3d_gl_info *gl_info = context->gl_info;
5859 float col[4];
5861 /* Don't load the parameter if we're using an arbfp pixel shader,
5862 * otherwise we'll overwrite application provided constants. */
5863 if (device->shader_backend == &arb_program_shader_backend)
5865 struct shader_arb_priv *priv;
5867 if (use_ps(state)) return;
5869 priv = device->shader_priv;
5870 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5871 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5874 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5875 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5876 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5879 static void state_arb_specularenable(struct wined3d_context *context,
5880 const struct wined3d_state *state, DWORD state_id)
5882 struct wined3d_device *device = context->swapchain->device;
5883 const struct wined3d_gl_info *gl_info = context->gl_info;
5884 float col[4];
5886 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5887 * application provided constants
5889 if (device->shader_backend == &arb_program_shader_backend)
5891 struct shader_arb_priv *priv;
5893 if (use_ps(state)) return;
5895 priv = device->shader_priv;
5896 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5897 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5900 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5902 /* The specular color has no alpha */
5903 col[0] = 1.0f; col[1] = 1.0f;
5904 col[2] = 1.0f; col[3] = 0.0f;
5905 } else {
5906 col[0] = 0.0f; col[1] = 0.0f;
5907 col[2] = 0.0f; col[3] = 0.0f;
5909 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5910 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5913 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5915 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5916 struct wined3d_device *device = context->swapchain->device;
5917 const struct wined3d_gl_info *gl_info = context->gl_info;
5918 float mat[2][2];
5920 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5922 if (device->shader_backend == &arb_program_shader_backend)
5924 struct shader_arb_priv *priv = device->shader_priv;
5926 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5927 if (use_ps(state))
5928 return;
5930 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5931 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5934 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5935 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5936 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5937 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5939 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5940 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5943 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5944 const struct wined3d_state *state, DWORD state_id)
5946 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5947 struct wined3d_device *device = context->swapchain->device;
5948 const struct wined3d_gl_info *gl_info = context->gl_info;
5949 float param[4];
5951 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5953 if (device->shader_backend == &arb_program_shader_backend)
5955 struct shader_arb_priv *priv = device->shader_priv;
5957 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5958 if (use_ps(state))
5959 return;
5961 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5962 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5965 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5966 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5967 param[2] = 0.0f;
5968 param[3] = 0.0f;
5970 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5971 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5974 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5976 const char *ret;
5978 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5980 switch(arg & WINED3DTA_SELECTMASK) {
5981 case WINED3DTA_DIFFUSE:
5982 ret = "fragment.color.primary"; break;
5984 case WINED3DTA_CURRENT:
5985 if (!stage) ret = "fragment.color.primary";
5986 else ret = "ret";
5987 break;
5989 case WINED3DTA_TEXTURE:
5990 switch(stage) {
5991 case 0: ret = "tex0"; break;
5992 case 1: ret = "tex1"; break;
5993 case 2: ret = "tex2"; break;
5994 case 3: ret = "tex3"; break;
5995 case 4: ret = "tex4"; break;
5996 case 5: ret = "tex5"; break;
5997 case 6: ret = "tex6"; break;
5998 case 7: ret = "tex7"; break;
5999 default: ret = "unknown texture";
6001 break;
6003 case WINED3DTA_TFACTOR:
6004 ret = "tfactor"; break;
6006 case WINED3DTA_SPECULAR:
6007 ret = "fragment.color.secondary"; break;
6009 case WINED3DTA_TEMP:
6010 ret = "tempreg"; break;
6012 case WINED3DTA_CONSTANT:
6013 FIXME("Implement perstage constants\n");
6014 switch(stage) {
6015 case 0: ret = "const0"; break;
6016 case 1: ret = "const1"; break;
6017 case 2: ret = "const2"; break;
6018 case 3: ret = "const3"; break;
6019 case 4: ret = "const4"; break;
6020 case 5: ret = "const5"; break;
6021 case 6: ret = "const6"; break;
6022 case 7: ret = "const7"; break;
6023 default: ret = "unknown constant";
6025 break;
6027 default:
6028 return "unknown";
6031 if(arg & WINED3DTA_COMPLEMENT) {
6032 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6033 if(argnum == 0) ret = "arg0";
6034 if(argnum == 1) ret = "arg1";
6035 if(argnum == 2) ret = "arg2";
6037 if(arg & WINED3DTA_ALPHAREPLICATE) {
6038 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6039 if(argnum == 0) ret = "arg0";
6040 if(argnum == 1) ret = "arg1";
6041 if(argnum == 2) ret = "arg2";
6043 return ret;
6046 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
6047 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6049 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6050 unsigned int mul = 1;
6052 if(color && alpha) dstmask = "";
6053 else if(color) dstmask = ".xyz";
6054 else dstmask = ".w";
6056 if(dst == tempreg) dstreg = "tempreg";
6057 else dstreg = "ret";
6059 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6060 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6061 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6063 switch (op)
6065 case WINED3D_TOP_DISABLE:
6066 if (!stage)
6067 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
6068 break;
6070 case WINED3D_TOP_SELECT_ARG2:
6071 arg1 = arg2;
6072 /* FALLTHROUGH */
6073 case WINED3D_TOP_SELECT_ARG1:
6074 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6075 break;
6077 case WINED3D_TOP_MODULATE_4X:
6078 mul = 2;
6079 /* FALLTHROUGH */
6080 case WINED3D_TOP_MODULATE_2X:
6081 mul *= 2;
6082 /* FALLTHROUGH */
6083 case WINED3D_TOP_MODULATE:
6084 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6085 break;
6087 case WINED3D_TOP_ADD_SIGNED_2X:
6088 mul = 2;
6089 /* FALLTHROUGH */
6090 case WINED3D_TOP_ADD_SIGNED:
6091 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6092 arg2 = "arg2";
6093 /* FALLTHROUGH */
6094 case WINED3D_TOP_ADD:
6095 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6096 break;
6098 case WINED3D_TOP_SUBTRACT:
6099 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6100 break;
6102 case WINED3D_TOP_ADD_SMOOTH:
6103 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6104 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6105 break;
6107 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6108 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6109 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6110 break;
6111 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6112 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6113 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6114 break;
6115 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6116 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6117 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6118 break;
6119 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6120 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6121 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6122 break;
6124 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6125 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6126 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6127 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6128 break;
6130 /* D3DTOP_PREMODULATE ???? */
6132 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6133 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6134 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6135 break;
6136 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6137 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6138 break;
6139 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6140 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6141 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6142 break;
6143 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6144 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6145 break;
6147 case WINED3D_TOP_DOTPRODUCT3:
6148 mul = 4;
6149 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6150 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6151 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6152 break;
6154 case WINED3D_TOP_MULTIPLY_ADD:
6155 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6156 break;
6158 case WINED3D_TOP_LERP:
6159 /* The msdn is not quite right here */
6160 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6161 break;
6163 case WINED3D_TOP_BUMPENVMAP:
6164 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6165 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6166 break;
6168 default:
6169 FIXME("Unhandled texture op %08x\n", op);
6172 if (mul == 2)
6173 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6174 else if (mul == 4)
6175 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6178 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6180 unsigned int stage;
6181 struct wined3d_shader_buffer buffer;
6182 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6183 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6184 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6185 UINT lowest_disabled_stage;
6186 const char *textype;
6187 const char *instr;
6188 char colorcor_dst[8];
6189 GLuint ret;
6190 DWORD arg0, arg1, arg2;
6191 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6192 BOOL op_equal;
6193 const char *final_combiner_src = "ret";
6194 GLint pos;
6195 BOOL custom_linear_fog = FALSE;
6197 /* Find out which textures are read */
6198 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6200 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6201 break;
6202 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6203 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6204 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6205 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6206 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6207 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6209 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6210 tex_read[stage] = TRUE;
6211 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6212 tex_read[stage] = TRUE;
6213 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6215 bump_used[stage] = TRUE;
6216 tex_read[stage] = TRUE;
6218 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6220 bump_used[stage] = TRUE;
6221 tex_read[stage] = TRUE;
6222 luminance_used[stage] = TRUE;
6224 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6226 tfactor_used = TRUE;
6229 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6230 tfactor_used = TRUE;
6233 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6234 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6235 tempreg_used = TRUE;
6238 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6239 continue;
6240 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6241 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6242 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6243 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6244 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6245 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6247 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6248 tempreg_used = TRUE;
6250 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6251 tfactor_used = TRUE;
6254 lowest_disabled_stage = stage;
6256 /* Shader header */
6257 if (!shader_buffer_init(&buffer))
6259 ERR("Failed to initialize shader buffer.\n");
6260 return 0;
6263 shader_addline(&buffer, "!!ARBfp1.0\n");
6265 switch (settings->fog)
6267 case WINED3D_FFP_PS_FOG_OFF: break;
6268 case WINED3D_FFP_PS_FOG_LINEAR:
6269 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6271 custom_linear_fog = TRUE;
6272 break;
6274 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6275 break;
6277 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6278 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6279 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6282 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6283 shader_addline(&buffer, "TEMP TMP;\n");
6284 shader_addline(&buffer, "TEMP ret;\n");
6285 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6286 shader_addline(&buffer, "TEMP arg0;\n");
6287 shader_addline(&buffer, "TEMP arg1;\n");
6288 shader_addline(&buffer, "TEMP arg2;\n");
6289 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6290 if(!tex_read[stage]) continue;
6291 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6292 if(!bump_used[stage]) continue;
6293 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6294 if(!luminance_used[stage]) continue;
6295 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6297 if(tfactor_used) {
6298 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6300 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6302 if (settings->sRGB_write)
6304 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6305 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6306 shader_addline(&buffer, ";\n");
6307 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6308 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6309 shader_addline(&buffer, ";\n");
6312 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6313 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6315 /* Generate texture sampling instructions) */
6316 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6318 if (!tex_read[stage])
6319 continue;
6321 switch(settings->op[stage].tex_type) {
6322 case tex_1d: textype = "1D"; break;
6323 case tex_2d: textype = "2D"; break;
6324 case tex_3d: textype = "3D"; break;
6325 case tex_cube: textype = "CUBE"; break;
6326 case tex_rect: textype = "RECT"; break;
6327 default: textype = "unexpected_textype"; break;
6330 if(settings->op[stage].projected == proj_none) {
6331 instr = "TEX";
6332 } else if(settings->op[stage].projected == proj_count4 ||
6333 settings->op[stage].projected == proj_count3) {
6334 instr = "TXP";
6335 } else {
6336 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6337 instr = "TXP";
6340 if (stage > 0
6341 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6342 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6344 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6345 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6346 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6347 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6349 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6350 * so multiply the displacement with the dividing parameter before passing it to TXP
6352 if (settings->op[stage].projected != proj_none) {
6353 if(settings->op[stage].projected == proj_count4) {
6354 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6355 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6356 } else {
6357 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6358 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6360 } else {
6361 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6364 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6365 instr, stage, stage, textype);
6366 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6368 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6369 stage - 1, stage - 1, stage - 1);
6370 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6372 } else if(settings->op[stage].projected == proj_count3) {
6373 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6374 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6375 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6376 instr, stage, stage, textype);
6377 } else {
6378 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6379 instr, stage, stage, stage, textype);
6382 sprintf(colorcor_dst, "tex%u", stage);
6383 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6384 settings->op[stage].color_fixup);
6387 /* Generate the main shader */
6388 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6390 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6392 if (!stage)
6393 final_combiner_src = "fragment.color.primary";
6394 break;
6397 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6398 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6399 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6400 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6401 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6402 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6403 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6404 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6405 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6406 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6407 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6408 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6409 else
6410 op_equal = settings->op[stage].aop == settings->op[stage].cop
6411 && settings->op[stage].carg0 == settings->op[stage].aarg0
6412 && settings->op[stage].carg1 == settings->op[stage].aarg1
6413 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6415 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6417 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6418 settings->op[stage].cop, settings->op[stage].carg0,
6419 settings->op[stage].carg1, settings->op[stage].carg2);
6420 if (!stage)
6421 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6423 else if (op_equal)
6425 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6426 settings->op[stage].cop, settings->op[stage].carg0,
6427 settings->op[stage].carg1, settings->op[stage].carg2);
6428 } else {
6429 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6430 settings->op[stage].cop, settings->op[stage].carg0,
6431 settings->op[stage].carg1, settings->op[stage].carg2);
6432 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6433 settings->op[stage].aop, settings->op[stage].aarg0,
6434 settings->op[stage].aarg1, settings->op[stage].aarg2);
6438 if (settings->sRGB_write || custom_linear_fog)
6440 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6441 if (settings->sRGB_write)
6442 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6443 if (custom_linear_fog)
6444 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6445 shader_addline(&buffer, "MOV result.color, ret;\n");
6447 else
6449 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
6450 final_combiner_src);
6453 /* Footer */
6454 shader_addline(&buffer, "END\n");
6456 /* Generate the shader */
6457 GL_EXTCALL(glGenProgramsARB(1, &ret));
6458 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6459 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6460 strlen(buffer.buffer), buffer.buffer));
6461 checkGLcall("glProgramStringARB()");
6463 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6464 if (pos != -1)
6466 FIXME("Fragment program error at position %d: %s\n\n", pos,
6467 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6468 shader_arb_dump_program_source(buffer.buffer);
6470 else
6472 GLint native;
6474 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6475 checkGLcall("glGetProgramivARB()");
6476 if (!native) WARN("Program exceeds native resource limits.\n");
6479 shader_buffer_free(&buffer);
6480 return ret;
6483 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6485 const struct wined3d_device *device = context->swapchain->device;
6486 const struct wined3d_gl_info *gl_info = context->gl_info;
6487 struct shader_arb_priv *priv = device->fragment_priv;
6488 BOOL use_pshader = use_ps(state);
6489 struct ffp_frag_settings settings;
6490 const struct arbfp_ffp_desc *desc;
6491 unsigned int i;
6493 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6495 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6497 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6499 /* Reload fixed function constants since they collide with the
6500 * pixel shader constants. */
6501 for (i = 0; i < MAX_TEXTURES; ++i)
6503 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6505 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6506 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6508 else if (use_pshader)
6510 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6512 return;
6515 if (!use_pshader)
6517 /* Find or create a shader implementing the fixed function pipeline
6518 * settings, then activate it. */
6519 gen_ffp_frag_op(context, state, &settings, FALSE);
6520 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6521 if(!desc) {
6522 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6523 if (!new_desc)
6525 ERR("Out of memory\n");
6526 return;
6529 new_desc->parent.settings = settings;
6530 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6531 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6532 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6533 desc = new_desc;
6536 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6537 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6538 * deactivate it.
6540 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6541 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6542 priv->current_fprogram_id = desc->shader;
6544 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6546 /* Reload fixed function constants since they collide with the
6547 * pixel shader constants. */
6548 for (i = 0; i < MAX_TEXTURES; ++i)
6550 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6552 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6553 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6555 context->last_was_pshader = FALSE;
6556 } else {
6557 context->last_was_pshader = TRUE;
6560 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6563 /* We can't link the fog states to the fragment state directly since the
6564 * vertex pipeline links them to FOGENABLE. A different linking in different
6565 * pipeline parts can't be expressed in the combined state table, so we need
6566 * to handle that with a forwarding function. The other invisible side effect
6567 * is that changing the fog start and fog end (which links to FOGENABLE in
6568 * vertex) results in the fragment_prog_arbfp function being called because
6569 * FOGENABLE is dirty, which calls this function here. */
6570 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6572 enum fogsource new_source;
6573 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6574 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6576 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6578 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6579 fragment_prog_arbfp(context, state, state_id);
6581 if (!state->render_states[WINED3D_RS_FOGENABLE])
6582 return;
6584 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6586 if (use_vs(state))
6588 new_source = FOGSOURCE_VS;
6590 else
6592 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6593 new_source = FOGSOURCE_COORD;
6594 else
6595 new_source = FOGSOURCE_FFP;
6598 else
6600 new_source = FOGSOURCE_FFP;
6603 if (new_source != context->fog_source || fogstart == fogend)
6605 context->fog_source = new_source;
6606 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6610 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6612 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6613 fragment_prog_arbfp(context, state, state_id);
6616 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6618 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6659 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6661 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6666 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6667 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6668 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6669 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6670 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6671 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6672 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6673 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6674 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6675 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6676 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6677 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6678 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6679 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6680 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6740 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6741 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6744 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6746 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6748 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6757 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6758 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6761 const struct fragment_pipeline arbfp_fragment_pipeline = {
6762 arbfp_enable,
6763 arbfp_get_caps,
6764 arbfp_alloc,
6765 arbfp_free,
6766 shader_arb_color_fixup_supported,
6767 arbfp_fragmentstate_template,
6770 struct arbfp_blit_priv {
6771 GLenum yuy2_rect_shader, yuy2_2d_shader;
6772 GLenum uyvy_rect_shader, uyvy_2d_shader;
6773 GLenum yv12_rect_shader, yv12_2d_shader;
6774 GLenum p8_rect_shader, p8_2d_shader;
6775 GLuint palette_texture;
6778 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6780 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6781 if(!device->blit_priv) {
6782 ERR("Out of memory\n");
6783 return E_OUTOFMEMORY;
6785 return WINED3D_OK;
6788 /* Context activation is done by the caller. */
6789 static void arbfp_blit_free(struct wined3d_device *device)
6791 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6792 struct arbfp_blit_priv *priv = device->blit_priv;
6794 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6795 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6796 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6797 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6798 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6799 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6800 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6801 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6802 checkGLcall("Delete yuv and p8 programs");
6804 if (priv->palette_texture)
6805 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6807 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6808 device->blit_priv = NULL;
6811 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6812 GLenum textype, char *luminance)
6814 char chroma;
6815 const char *tex, *texinstr;
6817 if (fixup == COMPLEX_FIXUP_UYVY) {
6818 chroma = 'x';
6819 *luminance = 'w';
6820 } else {
6821 chroma = 'w';
6822 *luminance = 'x';
6824 switch(textype) {
6825 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6826 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6827 default:
6828 /* This is more tricky than just replacing the texture type - we have to navigate
6829 * properly in the texture to find the correct chroma values
6831 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6832 return FALSE;
6835 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6836 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6837 * filtering when we sample the texture.
6839 * These are the rules for reading the chroma:
6841 * Even pixel: Cr
6842 * Even pixel: U
6843 * Odd pixel: V
6845 * So we have to get the sampling x position in non-normalized coordinates in integers
6847 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6848 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6849 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6850 } else {
6851 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6853 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6854 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6855 * 0.5, so add 0.5.
6857 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6858 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6860 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6861 * even and odd pixels respectively
6863 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6864 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6866 /* Sample Pixel 1 */
6867 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6869 /* Put the value into either of the chroma values */
6870 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6871 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6872 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6873 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6875 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6876 * the pixel right to the current one. Otherwise, sample the left pixel.
6877 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6879 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6880 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6881 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6883 /* Put the value into the other chroma */
6884 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6885 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6886 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6887 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6889 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6890 * the current one and lerp the two U and V values
6893 /* This gives the correctly filtered luminance value */
6894 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6896 return TRUE;
6899 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6901 const char *tex;
6902 static const float yv12_coef[]
6903 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
6905 switch(textype) {
6906 case GL_TEXTURE_2D: tex = "2D"; break;
6907 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6908 default:
6909 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6910 return FALSE;
6913 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6914 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6915 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6916 * pitch of the luminance plane, the packing into the gl texture is a bit
6917 * unfortunate. If the whole texture is interpreted as luminance data it looks
6918 * approximately like this:
6920 * +----------------------------------+----
6921 * | |
6922 * | |
6923 * | |
6924 * | |
6925 * | | 2
6926 * | LUMINANCE | -
6927 * | | 3
6928 * | |
6929 * | |
6930 * | |
6931 * | |
6932 * +----------------+-----------------+----
6933 * | | |
6934 * | U even rows | U odd rows |
6935 * | | | 1
6936 * +----------------+------------------ -
6937 * | | | 3
6938 * | V even rows | V odd rows |
6939 * | | |
6940 * +----------------+-----------------+----
6941 * | | |
6942 * | 0.5 | 0.5 |
6944 * So it appears as if there are 4 chroma images, but in fact the odd rows
6945 * in the chroma images are in the same row as the even ones. So its is
6946 * kinda tricky to read
6948 * When reading from rectangle textures, keep in mind that the input y coordinates
6949 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6951 shader_addline(buffer, "PARAM yv12_coef = ");
6952 shader_arb_append_imm_vec4(buffer, yv12_coef);
6953 shader_addline(buffer, ";\n");
6955 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6956 /* the chroma planes have only half the width */
6957 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6959 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6960 * the coordinate. Also read the right side of the image when reading odd lines
6962 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6963 * bleeding
6965 if(textype == GL_TEXTURE_2D) {
6967 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6969 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6971 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6972 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6974 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6975 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6976 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6977 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6978 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6980 /* clamp, keep the half pixel origin in mind */
6981 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6982 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6983 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6984 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6985 } else {
6986 /* Read from [size - size+size/4] */
6987 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6988 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6990 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6991 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6992 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6993 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6994 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6995 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6997 /* Make sure to read exactly from the pixel center */
6998 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6999 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7001 /* Clamp */
7002 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7003 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7004 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7005 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
7006 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7008 /* Read the texture, put the result into the output register */
7009 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7010 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7012 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7013 * No need to clamp because we're just reusing the already clamped value from above
7015 if(textype == GL_TEXTURE_2D) {
7016 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7017 } else {
7018 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7020 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7021 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7023 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7024 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7025 * values due to filtering
7027 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7028 if(textype == GL_TEXTURE_2D) {
7029 /* Multiply the y coordinate by 2/3 and clamp it */
7030 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7031 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7032 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7033 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7034 } else {
7035 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7036 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7037 * is bigger
7039 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7040 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7041 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7043 *luminance = 'a';
7045 return TRUE;
7048 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
7049 const struct wined3d_gl_info *gl_info, GLenum textype)
7051 GLenum shader;
7052 struct wined3d_shader_buffer buffer;
7053 GLint pos;
7055 /* Shader header */
7056 if (!shader_buffer_init(&buffer))
7058 ERR("Failed to initialize shader buffer.\n");
7059 return 0;
7062 GL_EXTCALL(glGenProgramsARB(1, &shader));
7063 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7064 if (!shader)
7066 shader_buffer_free(&buffer);
7067 return 0;
7070 shader_addline(&buffer, "!!ARBfp1.0\n");
7071 shader_addline(&buffer, "TEMP index;\n");
7073 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7074 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7076 /* The alpha-component contains the palette index */
7077 if(textype == GL_TEXTURE_RECTANGLE_ARB)
7078 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7079 else
7080 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7082 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7083 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7085 /* Use the alpha-component as an index in the palette to get the final color */
7086 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7087 shader_addline(&buffer, "END\n");
7089 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7090 strlen(buffer.buffer), buffer.buffer));
7091 checkGLcall("glProgramStringARB()");
7093 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7094 if (pos != -1)
7096 FIXME("Fragment program error at position %d: %s\n\n", pos,
7097 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7098 shader_arb_dump_program_source(buffer.buffer);
7101 if (textype == GL_TEXTURE_RECTANGLE_ARB)
7102 priv->p8_rect_shader = shader;
7103 else
7104 priv->p8_2d_shader = shader;
7106 shader_buffer_free(&buffer);
7108 return shader;
7111 /* Context activation is done by the caller. */
7112 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7114 BYTE table[256][4];
7115 struct wined3d_device *device = surface->resource.device;
7116 const struct wined3d_gl_info *gl_info = context->gl_info;
7117 struct arbfp_blit_priv *priv = device->blit_priv;
7118 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7120 d3dfmt_p8_init_palette(surface, table, colorkey);
7122 if (!priv->palette_texture)
7123 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7125 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7126 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7128 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7130 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7131 /* Make sure we have discrete color levels. */
7132 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7133 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7134 /* Upload the palette */
7135 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7136 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7138 /* Switch back to unit 0 in which the 2D texture will be stored. */
7139 context_active_texture(context, gl_info, 0);
7142 /* Context activation is done by the caller. */
7143 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7144 enum complex_fixup yuv_fixup, GLenum textype)
7146 GLenum shader;
7147 struct wined3d_shader_buffer buffer;
7148 char luminance_component;
7149 GLint pos;
7151 /* Shader header */
7152 if (!shader_buffer_init(&buffer))
7154 ERR("Failed to initialize shader buffer.\n");
7155 return 0;
7158 GL_EXTCALL(glGenProgramsARB(1, &shader));
7159 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7160 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7161 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7162 if (!shader)
7164 shader_buffer_free(&buffer);
7165 return 0;
7168 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7169 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7170 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7171 * each single pixel it contains, and one U and one V value shared between both
7172 * pixels.
7174 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7175 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7176 * take the format into account when generating the read swizzles
7178 * Reading the Y value is straightforward - just sample the texture. The hardware
7179 * takes care of filtering in the horizontal and vertical direction.
7181 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7182 * because that would mix the U and V values of one pixel or two adjacent pixels.
7183 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7184 * regardless of the filtering setting. Vertical filtering works automatically
7185 * though - the U and V values of two rows are mixed nicely.
7187 * Apart of avoiding filtering issues, the code has to know which value it just
7188 * read, and where it can find the other one. To determine this, it checks if
7189 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7191 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7192 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7194 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7195 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7196 * in an unfiltered situation. Finding the luminance on the other hand requires
7197 * finding out if it is an odd or even pixel. The real drawback of this approach
7198 * is filtering. This would have to be emulated completely in the shader, reading
7199 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7200 * vertically. Beyond that it would require adjustments to the texture handling
7201 * code to deal with the width scaling
7203 shader_addline(&buffer, "!!ARBfp1.0\n");
7204 shader_addline(&buffer, "TEMP luminance;\n");
7205 shader_addline(&buffer, "TEMP temp;\n");
7206 shader_addline(&buffer, "TEMP chroma;\n");
7207 shader_addline(&buffer, "TEMP texcrd;\n");
7208 shader_addline(&buffer, "TEMP texcrd2;\n");
7209 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7210 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7211 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7213 switch (yuv_fixup)
7215 case COMPLEX_FIXUP_UYVY:
7216 case COMPLEX_FIXUP_YUY2:
7217 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7219 shader_buffer_free(&buffer);
7220 return 0;
7222 break;
7224 case COMPLEX_FIXUP_YV12:
7225 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7227 shader_buffer_free(&buffer);
7228 return 0;
7230 break;
7232 default:
7233 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7234 shader_buffer_free(&buffer);
7235 return 0;
7238 /* Calculate the final result. Formula is taken from
7239 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7240 * ranges from -0.5 to 0.5
7242 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7244 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7245 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7246 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7247 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7248 shader_addline(&buffer, "END\n");
7250 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7251 strlen(buffer.buffer), buffer.buffer));
7252 checkGLcall("glProgramStringARB()");
7254 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7255 if (pos != -1)
7257 FIXME("Fragment program error at position %d: %s\n\n", pos,
7258 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7259 shader_arb_dump_program_source(buffer.buffer);
7261 else
7263 GLint native;
7265 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7266 checkGLcall("glGetProgramivARB()");
7267 if (!native) WARN("Program exceeds native resource limits.\n");
7270 shader_buffer_free(&buffer);
7272 switch (yuv_fixup)
7274 case COMPLEX_FIXUP_YUY2:
7275 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7276 else priv->yuy2_2d_shader = shader;
7277 break;
7279 case COMPLEX_FIXUP_UYVY:
7280 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7281 else priv->uyvy_2d_shader = shader;
7282 break;
7284 case COMPLEX_FIXUP_YV12:
7285 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7286 else priv->yv12_2d_shader = shader;
7287 break;
7288 default:
7289 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7292 return shader;
7295 /* Context activation is done by the caller. */
7296 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7298 GLenum shader;
7299 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7300 struct arbfp_blit_priv *priv = blit_priv;
7301 enum complex_fixup fixup;
7302 const struct wined3d_gl_info *gl_info = context->gl_info;
7303 GLenum textype;
7305 if (surface->container)
7306 textype = surface->container->target;
7307 else
7308 textype = surface->texture_target;
7310 if (surface->flags & SFLAG_CONVERTED)
7312 gl_info->gl_ops.gl.p_glEnable(textype);
7313 checkGLcall("glEnable(textype)");
7314 return WINED3D_OK;
7317 if (!is_complex_fixup(surface->resource.format->color_fixup))
7319 TRACE("Fixup:\n");
7320 dump_color_fixup_desc(surface->resource.format->color_fixup);
7321 /* Don't bother setting up a shader for unconverted formats */
7322 gl_info->gl_ops.gl.p_glEnable(textype);
7323 checkGLcall("glEnable(textype)");
7324 return WINED3D_OK;
7327 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7329 switch(fixup)
7331 case COMPLEX_FIXUP_YUY2:
7332 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7333 break;
7335 case COMPLEX_FIXUP_UYVY:
7336 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7337 break;
7339 case COMPLEX_FIXUP_YV12:
7340 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7341 break;
7343 case COMPLEX_FIXUP_P8:
7344 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7345 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7347 upload_palette(surface, context);
7348 break;
7350 default:
7351 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7352 gl_info->gl_ops.gl.p_glEnable(textype);
7353 checkGLcall("glEnable(textype)");
7354 return E_NOTIMPL;
7357 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7359 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7360 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7361 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7362 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7363 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7364 checkGLcall("glProgramLocalParameter4fvARB");
7366 return WINED3D_OK;
7369 /* Context activation is done by the caller. */
7370 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7372 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7373 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7374 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7375 checkGLcall("glDisable(GL_TEXTURE_2D)");
7376 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7378 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7379 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7381 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7383 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7384 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7388 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7389 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7390 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7392 enum complex_fixup src_fixup;
7394 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7395 return FALSE;
7397 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7399 TRACE("Unsupported blit_op=%d\n", blit_op);
7400 return FALSE;
7403 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7404 return FALSE;
7406 src_fixup = get_complex_fixup(src_format->color_fixup);
7407 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7409 TRACE("Checking support for fixup:\n");
7410 dump_color_fixup_desc(src_format->color_fixup);
7413 if (!is_identity_fixup(dst_format->color_fixup))
7415 TRACE("Destination fixups are not supported\n");
7416 return FALSE;
7419 if (is_identity_fixup(src_format->color_fixup))
7421 TRACE("[OK]\n");
7422 return TRUE;
7425 /* We only support YUV conversions. */
7426 if (!is_complex_fixup(src_format->color_fixup))
7428 TRACE("[FAILED]\n");
7429 return FALSE;
7432 switch(src_fixup)
7434 case COMPLEX_FIXUP_YUY2:
7435 case COMPLEX_FIXUP_UYVY:
7436 case COMPLEX_FIXUP_YV12:
7437 case COMPLEX_FIXUP_P8:
7438 TRACE("[OK]\n");
7439 return TRUE;
7441 default:
7442 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7443 TRACE("[FAILED]\n");
7444 return FALSE;
7448 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7449 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7450 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7452 struct wined3d_context *context;
7453 RECT src_rect = *src_rect_in;
7454 RECT dst_rect = *dst_rect_in;
7456 /* Activate the destination context, set it up for blitting */
7457 context = context_acquire(device, dst_surface);
7459 /* Now load the surface */
7460 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7461 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE
7462 && !surface_is_offscreen(src_surface))
7464 /* Without FBO blits transferring from the drawable to the texture is
7465 * expensive, because we have to flip the data in sysmem. Since we can
7466 * flip in the blitter, we don't actually need that flip anyway. So we
7467 * use the surface's texture as scratch texture, and flip the source
7468 * rectangle instead. */
7469 surface_load_fb_texture(src_surface, FALSE);
7471 src_rect.top = src_surface->resource.height - src_rect.top;
7472 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7474 else
7475 surface_internal_preload(src_surface, context, SRGB_RGB);
7477 context_apply_blit_state(context, device);
7479 if (!surface_is_offscreen(dst_surface))
7480 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7482 arbfp_blit_set(device->blit_priv, context, src_surface);
7484 /* Draw a textured quad */
7485 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7487 /* Leave the opengl state valid for blitting */
7488 arbfp_blit_unset(context->gl_info);
7490 if (wined3d_settings.strict_draw_ordering
7491 || (dst_surface->swapchain && (dst_surface->swapchain->front_buffer == dst_surface)))
7492 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7494 context_release(context);
7496 surface_validate_location(dst_surface, dst_surface->draw_binding);
7497 surface_invalidate_location(dst_surface, ~dst_surface->draw_binding);
7499 return WINED3D_OK;
7502 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7503 const RECT *dst_rect, const struct wined3d_color *color)
7505 FIXME("Color filling not implemented by arbfp_blit\n");
7506 return WINED3DERR_INVALIDCALL;
7509 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7510 struct wined3d_surface *surface, const RECT *rect, float depth)
7512 FIXME("Depth filling not implemented by arbfp_blit.\n");
7513 return WINED3DERR_INVALIDCALL;
7516 const struct blit_shader arbfp_blit = {
7517 arbfp_blit_alloc,
7518 arbfp_blit_free,
7519 arbfp_blit_set,
7520 arbfp_blit_unset,
7521 arbfp_blit_supported,
7522 arbfp_blit_color_fill,
7523 arbfp_blit_depth_fill,