2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 static BOOL
shader_is_pshader_version(enum wined3d_shader_type type
)
44 return type
== WINED3D_SHADER_TYPE_PIXEL
;
47 static BOOL
shader_is_vshader_version(enum wined3d_shader_type type
)
49 return type
== WINED3D_SHADER_TYPE_VERTEX
;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr
)
58 if (!(q
= strstr(p
, "\n")))
70 static void shader_arb_dump_program_source(const char *source
)
73 char *ptr
, *line
, *tmp
;
75 source_size
= strlen(source
) + 1;
76 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size
);
82 memcpy(tmp
, source
, source_size
);
85 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
88 HeapFree(GetProcessHeap(), 0, tmp
);
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader
, enum arb_helper_value value
)
104 if (shader
== WINED3D_SHADER_TYPE_GEOMETRY
)
106 ERR("Geometry shaders are unsupported\n");
110 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
114 case ARB_ZERO
: return "ps_helper_const.x";
115 case ARB_ONE
: return "ps_helper_const.y";
116 case ARB_TWO
: return "coefmul.x";
117 case ARB_0001
: return "ps_helper_const.xxxy";
118 case ARB_EPS
: return "ps_helper_const.z";
126 case ARB_ZERO
: return "helper_const.x";
127 case ARB_ONE
: return "helper_const.y";
128 case ARB_TWO
: return "helper_const.z";
129 case ARB_EPS
: return "helper_const.w";
130 case ARB_0001
: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET
: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader
== WINED3D_SHADER_TYPE_PIXEL
? "pixel" : "vertex", value
);
138 case ARB_ZERO
: return "0.0";
139 case ARB_ONE
: return "1.0";
140 case ARB_TWO
: return "2.0";
141 case ARB_0001
: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS
: return "1e-8";
143 default: return "bad";
147 static inline BOOL
ffp_clip_emul(const struct wined3d_context
*context
)
149 return context
->lowest_disabled_stage
< 7;
152 /* ARB_program_shader private data */
171 struct wined3d_shader_loop_control loop_control
;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super
;
178 /* For ARB we need 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. */
185 struct arb_ps_compile_args
187 struct ps_compile_args super
;
189 WORD clip
; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl
[MAX_CONST_I
][3];
193 struct stb_const_desc
195 unsigned char texunit
;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args
;
202 struct arb_ps_np2fixup_info np2fixup_info
;
203 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
204 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
205 UINT int_consts
[MAX_CONST_I
];
208 unsigned char numbumpenvmatconsts
;
212 struct arb_vs_compile_args
214 struct vs_compile_args super
;
220 unsigned char clip_texcoord
;
221 unsigned char clipplane_mask
;
223 DWORD boolclip_compare
;
228 unsigned char samplers
[4];
229 DWORD samplers_compare
;
231 unsigned char loop_ctrl
[MAX_CONST_I
][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args
;
238 UINT int_consts
[MAX_CONST_I
];
240 char need_color_unclamp
;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins
;
250 struct shader_arb_ctx_priv
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
263 const struct arb_vs_compile_args
*cur_vs_args
;
264 const struct arb_ps_compile_args
*cur_ps_args
;
265 const struct arb_ps_compiled_shader
*compiled_fprog
;
266 const struct arb_vs_compiled_shader
*compiled_vprog
;
267 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
268 struct list control_frames
;
272 unsigned int num_loops
, loop_depth
, num_ifcs
;
274 BOOL ps_post_process
;
276 unsigned int vs_clipplanes
;
280 /* For 3.0 vertex shaders */
281 const char *vs_output
[MAX_REG_OUTPUT
];
282 /* For 2.x and earlier vertex shaders */
283 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
285 /* 3.0 pshader input for compatibility with fixed function */
286 const char *ps_input
[MAX_REG_INPUT
];
291 struct wined3d_shader_signature_element
*sig
;
293 struct wine_rb_entry entry
;
296 struct arb_pshader_private
{
297 struct arb_ps_compiled_shader
*gl_shaders
;
298 UINT num_gl_shaders
, shader_array_size
;
299 DWORD input_signature_idx
;
300 DWORD clipplane_emulation
;
304 struct arb_vshader_private
{
305 struct arb_vs_compiled_shader
*gl_shaders
;
306 UINT num_gl_shaders
, shader_array_size
;
310 struct shader_arb_priv
312 GLuint current_vprogram_id
;
313 GLuint current_fprogram_id
;
314 const struct arb_ps_compiled_shader
*compiled_fprog
;
315 const struct arb_vs_compiled_shader
*compiled_vprog
;
316 GLuint depth_blt_vprogram_id
;
317 GLuint depth_blt_fprogram_id_full
[tex_type_count
];
318 GLuint depth_blt_fprogram_id_masked
[tex_type_count
];
319 BOOL use_arbfp_fixed_func
;
320 struct wine_rb_tree fragment_shaders
;
321 BOOL last_ps_const_clamped
;
322 BOOL last_vs_color_unclamp
;
324 struct wine_rb_tree signature_tree
;
327 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
328 char *vshader_const_dirty
, *pshader_const_dirty
;
329 const struct wined3d_context
*last_context
;
331 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
332 const struct fragment_pipeline
*fragment_pipe
;
333 BOOL ffp_proj_control
;
336 /* Context activation for state handlers is done by the caller. */
338 static BOOL
need_rel_addr_const(const struct arb_vshader_private
*shader_data
,
339 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
341 if (shader_data
->rel_offset
) return TRUE
;
342 if (!reg_maps
->usesmova
) return FALSE
;
343 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
346 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
347 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
349 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
350 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
353 static BOOL
need_helper_const(const struct arb_vshader_private
*shader_data
,
354 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
356 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) return TRUE
;
357 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
]) return TRUE
; /* Need to init colors. */
358 if (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
) return TRUE
; /* Load the immval offset. */
359 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) return TRUE
; /* Have to init texcoords. */
360 if (!use_nv_clip(gl_info
)) return TRUE
; /* Init the clip texcoord */
361 if (reg_maps
->usesnrm
) return TRUE
; /* 0.0 */
362 if (reg_maps
->usespow
) return TRUE
; /* EPS, 0.0 and 1.0 */
363 if (reg_maps
->fog
) return TRUE
; /* Clamping fog coord, 0.0 and 1.0 */
367 static unsigned int reserved_vs_const(const struct arb_vshader_private
*shader_data
,
368 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
370 unsigned int ret
= 1;
371 /* We use one PARAM for the pos fixup, and in some cases one to load
372 * some immediate values into the shader. */
373 if (need_helper_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
374 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
378 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
379 * When constant_list == NULL, it will load all the constants.
381 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
382 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
384 /* Context activation is done by the caller. */
385 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader
*shader
,
386 const struct wined3d_gl_info
*gl_info
, GLuint target_type
, unsigned int max_constants
,
387 const float *constants
, char *dirty_consts
)
389 struct wined3d_shader_lconst
*lconst
;
393 if (TRACE_ON(d3d_constants
))
395 for(i
= 0; i
< max_constants
; i
++) {
396 if(!dirty_consts
[i
]) continue;
397 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
398 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
399 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
405 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
406 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& shader
->reg_maps
.shader_version
.major
== 1)
409 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
410 * shaders, the first 8 constants are marked dirty for reload
412 for(; i
< min(8, max_constants
); i
++) {
413 if(!dirty_consts
[i
]) continue;
417 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
418 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
419 else lcl_const
[0] = constants
[j
+ 0];
421 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
422 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
423 else lcl_const
[1] = constants
[j
+ 1];
425 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
426 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
427 else lcl_const
[2] = constants
[j
+ 2];
429 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
430 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
431 else lcl_const
[3] = constants
[j
+ 3];
433 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
436 /* If further constants are dirty, reload them without clamping.
438 * The alternative is not to touch them, but then we cannot reset the dirty constant count
439 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
440 * above would always re-check the first 8 constants since max_constant remains at the init
445 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
447 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
448 * or just reloading *all* constants at once
450 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
452 for(; i
< max_constants
; i
++) {
453 if(!dirty_consts
[i
]) continue;
455 /* Find the next block of dirty constants */
458 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
462 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
465 for(; i
< max_constants
; i
++) {
466 if(dirty_consts
[i
]) {
468 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
472 checkGLcall("glProgramEnvParameter4fvARB()");
474 /* Load immediate constants */
475 if (shader
->load_local_constsF
)
477 if (TRACE_ON(d3d_shader
))
479 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
481 GLfloat
* values
= (GLfloat
*)lconst
->value
;
482 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
483 values
[0], values
[1], values
[2], values
[3]);
486 /* Immediate constants are clamped for 1.X shaders at loading times */
488 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
490 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
491 ret
= max(ret
, lconst
->idx
+ 1);
492 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
494 checkGLcall("glProgramEnvParameter4fvARB()");
495 return ret
; /* The loaded immediate constants need reloading for the next shader */
497 return 0; /* No constants are dirty now */
501 /* Loads the texture dimensions for NP2 fixup into the currently set
502 * ARB_[vertex/fragment]_programs. */
503 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info
*fixup
,
504 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
506 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
507 WORD active
= fixup
->super
.active
;
513 for (i
= 0; active
; active
>>= 1, ++i
)
515 const struct wined3d_texture
*tex
= state
->textures
[i
];
516 unsigned char idx
= fixup
->super
.idx
[i
];
517 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
524 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
530 tex_dim
[2] = tex
->pow2_matrix
[0];
531 tex_dim
[3] = tex
->pow2_matrix
[5];
535 tex_dim
[0] = tex
->pow2_matrix
[0];
536 tex_dim
[1] = tex
->pow2_matrix
[5];
540 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
)
542 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
543 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
547 /* Context activation is done by the caller. */
548 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader
*gl_shader
,
549 const struct wined3d_context
*context
, const struct wined3d_state
*state
, UINT rt_height
)
551 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
554 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
556 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
558 /* The state manager takes care that this function is always called if the bump env matrix changes */
559 const float *data
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_MAT00
];
560 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
561 gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
563 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
565 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
566 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
567 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
568 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
570 const float *scale
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_LSCALE
];
571 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
572 gl_shader
->luminanceconst
[i
].const_num
, scale
));
575 checkGLcall("Load bumpmap consts");
577 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
579 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
580 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
585 val
[0] = context
->render_offscreen
? 0.0f
: (float) rt_height
;
586 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
589 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
590 checkGLcall("y correction loading");
593 if (!gl_shader
->num_int_consts
) return;
595 for(i
= 0; i
< MAX_CONST_I
; i
++)
597 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
600 val
[0] = (float)state
->ps_consts_i
[4 * i
];
601 val
[1] = (float)state
->ps_consts_i
[4 * i
+ 1];
602 val
[2] = (float)state
->ps_consts_i
[4 * i
+ 2];
605 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
608 checkGLcall("Load ps int consts");
611 /* Context activation is done by the caller. */
612 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader
*gl_shader
,
613 const struct wined3d_context
*context
, const struct wined3d_state
*state
)
615 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
616 float position_fixup
[4];
619 /* Upload the position fixup */
620 shader_get_position_fixup(context
, state
, position_fixup
);
621 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, position_fixup
));
623 if (!gl_shader
->num_int_consts
) return;
625 for(i
= 0; i
< MAX_CONST_I
; i
++)
627 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
630 val
[0] = (float)state
->vs_consts_i
[4 * i
];
631 val
[1] = (float)state
->vs_consts_i
[4 * i
+ 1];
632 val
[2] = (float)state
->vs_consts_i
[4 * i
+ 2];
635 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
638 checkGLcall("Load vs int consts");
641 static void shader_arb_select(void *shader_priv
, struct wined3d_context
*context
,
642 const struct wined3d_state
*state
);
645 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
647 * We only support float constants in ARB at the moment, so don't
648 * worry about the Integers or Booleans
650 /* Context activation is done by the caller (state handler). */
651 static void shader_arb_load_constants_internal(struct shader_arb_priv
*priv
,
652 struct wined3d_context
*context
, const struct wined3d_state
*state
,
653 BOOL usePixelShader
, BOOL useVertexShader
, BOOL from_shader_select
)
655 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
656 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
658 if (!from_shader_select
)
660 const struct wined3d_shader
*vshader
= state
->vertex_shader
, *pshader
= state
->pixel_shader
;
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
);
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
;
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
);
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
;
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
;
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
)
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
)
784 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
785 const struct wined3d_shader_lconst
*lconst
;
786 unsigned max_constantsF
;
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.
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
;
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
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
)
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
;
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
);
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
)
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
892 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
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);
914 for(i
= 0; i
< max_constantsF
; i
++) {
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
)
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';
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
)
982 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
983 *ptr
++ = swizzle_chars
[swizzle_x
];
985 *ptr
++ = swizzle_chars
[swizzle_x
];
986 *ptr
++ = swizzle_chars
[swizzle_y
];
987 *ptr
++ = swizzle_chars
[swizzle_z
];
988 *ptr
++ = swizzle_chars
[swizzle_w
];
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
;
1023 case WINED3DSPR_TEMP
:
1024 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1027 case WINED3DSPR_INPUT
:
1030 if (reg_maps
->shader_version
.major
< 3)
1032 if (!reg
->idx
[0].offset
)
1033 strcpy(register_name
, "fragment.color.primary");
1035 strcpy(register_name
, "fragment.color.secondary");
1039 if (reg
->idx
[0].rel_addr
)
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
]);
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
);
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
);
1096 if (reg
->idx
[0].offset
< MAX_REG_INPUT
)
1098 strcpy(register_name
, ctx
->ps_input
[reg
->idx
[0].offset
]);
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
);
1110 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
[0].offset
))
1112 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
[0].offset
);
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
;
1123 if (reg_maps
->shader_version
.major
< 2)
1125 sprintf(rel_reg
, "A0.x");
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**"))
1136 shader_arb_request_a0(ins
, rel_reg
);
1137 sprintf(rel_reg
, "A0.x");
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
);
1146 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
[0].offset
);
1150 if (reg_maps
->usesrelconstF
)
1151 sprintf(register_name
, "C[%u]", reg
->idx
[0].offset
);
1153 sprintf(register_name
, "C%u", reg
->idx
[0].offset
);
1157 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
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
);
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
);
1173 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1174 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1176 sprintf(register_name
, "A%u_SHADOW", reg
->idx
[0].offset
);
1180 case WINED3DSPR_COLOROUT
:
1181 if (ctx
->ps_post_process
&& !reg
->idx
[0].offset
)
1183 strcpy(register_name
, "TMP_COLOR");
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
);
1192 strcpy(register_name
, "result.color");
1196 case WINED3DSPR_RASTOUT
:
1197 if (reg
->idx
[0].offset
== 1)
1198 sprintf(register_name
, "%s", ctx
->fog_output
);
1200 sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
[0].offset
]);
1203 case WINED3DSPR_DEPTHOUT
:
1204 strcpy(register_name
, "result.depth");
1207 case WINED3DSPR_ATTROUT
:
1208 /* case WINED3DSPR_OUTPUT: */
1210 sprintf(register_name
, "oD[%u]", reg
->idx
[0].offset
);
1212 strcpy(register_name
, ctx
->color_output
[reg
->idx
[0].offset
]);
1215 case WINED3DSPR_TEXCRDOUT
:
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
]);
1221 strcpy(register_name
, ctx
->vs_output
[reg
->idx
[0].offset
]);
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");
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
1239 sprintf(register_name
, "**aL_emul**");
1244 case WINED3DSPR_CONSTINT
:
1245 sprintf(register_name
, "I%u", reg
->idx
[0].offset
);
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");
1254 FIXME("Unknown MISCTYPE register index %u.\n", reg
->idx
[0].offset
);
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
);
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];
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";
1289 FIXME("Unhandled channel source %#x\n", channel_source
);
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
)
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
);
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
;
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
));
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
;
1330 char *ptr
= reg_mask
;
1332 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
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';
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
)
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
;
1365 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1368 case WINED3DSPDM_SATURATE
:
1371 case WINED3DSPDM_PARTIALPRECISION
:
1378 FIXME("Unknown modifiers 0x%08x\n", mod
);
1383 #define TEX_PROJ 0x1
1384 #define TEX_BIAS 0x2
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
;
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
) {
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
])
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
;
1430 case WINED3DSTT_VOLUME
:
1434 case WINED3DSTT_CUBE
:
1439 ERR("Unexpected texture type %d\n", sampler_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";
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
);
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
);
1491 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
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
;
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 */
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
);
1529 case WINED3DSPSM_NEG
:
1530 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1533 case WINED3DSPSM_BIAS
:
1534 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1536 case WINED3DSPSM_BIASNEG
:
1537 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1539 case WINED3DSPSM_SIGN
:
1540 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1542 case WINED3DSPSM_SIGNNEG
:
1543 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1545 case WINED3DSPSM_COMP
:
1546 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1548 case WINED3DSPSM_X2
:
1549 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1551 case WINED3DSPSM_X2NEG
:
1552 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
1562 case WINED3DSPSM_ABS
:
1563 if(ctx
->target_version
>= NV2
) {
1564 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1567 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1570 case WINED3DSPSM_ABSNEG
:
1571 if(ctx
->target_version
>= NV2
) {
1572 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1574 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1575 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1580 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1584 /* Return modified or original register, with swizzle */
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
;
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
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
)
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
);
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
;
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]);
1657 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
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
;
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
;
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]);
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];
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
);
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
)
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
;
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
);
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
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");
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");
1876 shader_hw_map2gl(ins
);
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
;
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";
1900 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1901 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
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
);
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
);
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
;
1947 DWORD reg_sampler_code
;
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
;
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
);
1966 /* TEX is the only instruction that can handle DW and DZ natively */
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
);
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))
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
;
2001 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
2002 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
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
);
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
);
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
;
2044 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
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
;
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
;
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
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");
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];
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
;
2166 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2167 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
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
;
2210 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2211 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2213 char src0_name
[50], dst_name
[50];
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
;
2232 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2233 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
2273 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2274 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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.
2290 * dst_reg.xyz = 2 * --------- * N - E
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
;
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
;
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];
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];
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];
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
)
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
:
2440 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2442 case WINED3DSIH_M4x3
:
2444 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2446 case WINED3DSIH_M3x4
:
2448 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2450 case WINED3DSIH_M3x3
:
2452 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2454 case WINED3DSIH_M3x2
:
2456 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2459 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
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
;
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
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
;
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
);
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
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
;
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
,
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
,
2575 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2577 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
);
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
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];
2607 char src_name0
[50], src_name1
[50], src_name2
[50];
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
);
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):
2646 * (x/2)^4 = x^4 / 16
2647 * (x/2)^5 = x^5 / 32
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 */
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) */
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
) {
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
) {
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
;
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
);
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
);
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
);
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
;
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
)
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
);
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
;
2795 switch(ins
->handler_idx
)
2797 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2798 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2800 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
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
);
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
);
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
);
2838 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
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
);
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
;
2867 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2870 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
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
);
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
;
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 */
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
);
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
);
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");
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
);
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");
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");
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
);
2983 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2987 shader_addline(buffer
, "BRK;\n");
2991 static const char *get_compare(enum wined3d_shader_rel_op 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";
3002 FIXME("Unrecognized operator %#x.\n", op
);
3007 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op 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
;
3018 FIXME("Unrecognized operator %#x.\n", op
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
;
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
);
3109 if(control_frame
->had_else
)
3111 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3115 shader_addline(buffer
, "#No else branch. else is endif\n");
3116 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
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
;
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
;
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
)
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");
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");
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
);
3235 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3238 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3241 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3244 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
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
);
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;
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;
3311 const char *blt_vprogram
=
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"
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
);
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
);
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");
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
;
3352 static const char * const blt_fprograms_full
[tex_type_count
] =
3359 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3360 "MOV result.depth.z, R0.x;\n"
3367 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3368 "MOV result.depth.z, R0.x;\n"
3373 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3374 "MOV result.depth.z, R0.x;\n"
3378 static const char * const blt_fprograms_masked
[tex_type_count
] =
3384 "PARAM mask = program.local[0];\n"
3386 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3387 "MUL R0.x, R0.x, R0.y;\n"
3389 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3390 "MOV result.depth.z, R0.x;\n"
3396 "PARAM mask = program.local[0];\n"
3398 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3399 "MUL R0.x, R0.x, R0.y;\n"
3401 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3402 "MOV result.depth.z, R0.x;\n"
3406 "PARAM mask = program.local[0];\n"
3408 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3409 "MUL R0.x, R0.x, R0.y;\n"
3411 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3412 "MOV result.depth.z, R0.x;\n"
3416 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3419 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
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
);
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
);
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");
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 */
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
);
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
;
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]"
3515 const struct wined3d_shader_signature_element
*sig
= shader
->input_signature
;
3516 const char *semantic_name
;
3519 switch(args
->super
.vp_mode
)
3521 case pretransformed
:
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";
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
]);
3567 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
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";
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
;
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
;
3604 BOOL custom_linear_fog
= FALSE
;
3608 unsigned int i
, found
= 0;
3610 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3613 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3614 || (reg_maps
->shader_version
.major
< 2 && !i
))
3617 sprintf(srgbtmp
[found
], "R%u", i
);
3619 if (found
== 4) break;
3624 sprintf(srgbtmp
[0], "TA");
3625 sprintf(srgbtmp
[1], "TB");
3626 sprintf(srgbtmp
[2], "TC");
3627 sprintf(srgbtmp
[3], "TD");
3631 sprintf(srgbtmp
[1], "TA");
3632 sprintf(srgbtmp
[2], "TB");
3633 sprintf(srgbtmp
[3], "TC");
3636 sprintf(srgbtmp
[2], "TA");
3637 sprintf(srgbtmp
[3], "TB");
3640 sprintf(srgbtmp
[3], "TA");
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
;
3685 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3688 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\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
:
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
;
3712 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3714 case WINED3D_FFP_PS_FOG_EXP
:
3715 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3717 case WINED3D_FFP_PS_FOG_EXP2
:
3718 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
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");
3742 if (priv_ctx
.ps_post_process
)
3744 if (shader
->u
.ps
.color0_mov
)
3746 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3750 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3751 strcpy(fragcolor
, "TMP_COLOR");
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
);
3813 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3814 control_values
[0], control_values
[1], control_values
[2]);
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
++);
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");
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
++;
3870 FIXME("No free constant found to load NP2 fixup data into shader. "
3871 "Sampling from this texture will probably look wrong.\n");
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
);
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
);
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");
3936 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
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;
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;
3960 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3962 struct wined3d_shader_signature_element
*new;
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;
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
;
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
;
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
)
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"
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";
4078 priv_ctx
->vs_output
[i
] = "TA";
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
))
4121 priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
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";
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";
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
;
4186 DWORD next_local
= 0;
4187 struct shader_arb_ctx_priv priv_ctx
;
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");
4214 priv_ctx
.target_version
= ARB
;
4217 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4219 shader_addline(buffer
, "TEMP TMP_FOGCOORD;\n");
4220 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
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
);
4248 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4249 control_values
[0], control_values
[1], control_values
[2]);
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
)
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
);
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
);
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");
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
;
4343 struct arb_ps_compiled_shader
*new_array
;
4344 struct wined3d_shader_buffer buffer
;
4345 struct arb_pshader_private
*shader_data
;
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;
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);
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
));
4389 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4394 ERR("Out of memory\n");
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");
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
)
4438 struct arb_vs_compiled_shader
*new_array
;
4439 struct wined3d_shader_buffer buffer
;
4440 struct arb_vshader_private
*shader_data
;
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
));
4488 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4493 ERR("Out of memory\n");
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");
4508 ret
= shader_arb_generate_vshader(shader
, gl_info
, &buffer
, args
,
4509 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
],
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
;
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
])
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
));
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;
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
;
4584 find_vs_compile_args(state
, shader
, context
->stream_info
.swizzle_map
, &args
->super
);
4586 args
->clip
.boolclip_compare
= 0;
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;
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
));
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;
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
;
4658 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
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
);
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
;
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
);
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
;
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");
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
;
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
);
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
;
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
;
4904 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
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
=
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
);
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
);
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
)
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
)
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");
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
;
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
);
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
;
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
)
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
])
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
;
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
])
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 */
5085 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
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
;
5097 caps
->vs_version
= 0;
5098 caps
->vs_uniform_count
= 0;
5101 caps
->gs_version
= 0;
5103 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
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
;
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
])
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 */
5124 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
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
;
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
))
5162 TRACE("[FAILED]\n");
5166 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
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;
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
;
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");
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];
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;
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]);
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]);
5384 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5389 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
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
));
5397 ERR("Out of memory\n");
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
));
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
);
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
));
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
);
5435 ERR("Out of memory\n");
5438 HeapFree(GetProcessHeap(), 0, (void *)dst_param
->reg
.idx
[0].rel_addr
);
5439 HeapFree(GetProcessHeap(), 0, dst_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
;
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
);
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
;
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
++;
5523 /* Don't bother recording when we're in a not used if branch */
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 */
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
;
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
5566 list_move_tail(©
, &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
;
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
)
5587 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5591 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5594 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, 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(©
);
5607 HeapFree(GetProcessHeap(), 0, control_frame
);
5608 return; /* Instruction is handled */
5612 /* This is a nested loop. Proceed to the normal recording function */
5613 HeapFree(GetProcessHeap(), 0, control_frame
);
5620 record_instruction(&priv
->record
, ins
);
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");
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
)
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");
5692 pop_control_frame(ins
);
5696 /* Select handler */
5697 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5699 /* Unhandled opcode */
5702 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
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
,
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
,
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
;
5752 /* Context activation is done by the caller. */
5753 static void arbfp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
5757 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5758 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
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
5775 if (shader_backend
== &arb_program_shader_backend
)
5777 else if (!(priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
))))
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
);
5787 priv
->use_arbfp_fixed_func
= TRUE
;
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
;
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
;
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
;
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
;
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. */
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
;
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. */
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
]);
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
)
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";
5989 case WINED3DTA_TEXTURE
:
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";
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");
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";
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";
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
);
6065 case WINED3D_TOP_DISABLE
:
6067 shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
6070 case WINED3D_TOP_SELECT_ARG2
:
6073 case WINED3D_TOP_SELECT_ARG1
:
6074 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
6077 case WINED3D_TOP_MODULATE_4X
:
6080 case WINED3D_TOP_MODULATE_2X
:
6083 case WINED3D_TOP_MODULATE
:
6084 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6087 case WINED3D_TOP_ADD_SIGNED_2X
:
6090 case WINED3D_TOP_ADD_SIGNED
:
6091 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6094 case WINED3D_TOP_ADD
:
6095 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6098 case WINED3D_TOP_SUBTRACT
:
6099 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
6147 case WINED3D_TOP_DOTPRODUCT3
:
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
);
6154 case WINED3D_TOP_MULTIPLY_ADD
:
6155 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
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
);
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 */
6169 FIXME("Unhandled texture op %08x\n", op
);
6173 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", dstreg
, dstmask
, dstreg
);
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
)
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
;
6188 char colorcor_dst
[8];
6190 DWORD arg0
, arg1
, arg2
;
6191 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6193 const char *final_combiner_src
= "ret";
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
)
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
)
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
;
6257 if (!shader_buffer_init(&buffer
))
6259 ERR("Failed to initialize shader buffer.\n");
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
;
6274 shader_addline(&buffer
, "OPTION ARB_fog_linear;\n");
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
));
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
])
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
) {
6332 } else if(settings
->op
[stage
].projected
== proj_count4
||
6333 settings
->op
[stage
].projected
== proj_count3
) {
6336 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
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
);
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
);
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
);
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
)
6393 final_combiner_src
= "fragment.color.primary";
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
;
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
);
6421 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
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
);
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");
6449 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
6450 final_combiner_src
);
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
);
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
);
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
);
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
;
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
;
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
);
6522 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6525 ERR("Out of memory\n");
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
);
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
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
;
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
])
6584 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6588 new_source
= FOGSOURCE_VS
;
6592 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6593 new_source
= FOGSOURCE_COORD
;
6595 new_source
= FOGSOURCE_FFP
;
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
= {
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
;
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
)
6815 const char *tex
, *texinstr
;
6817 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6825 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6826 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
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");
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:
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");
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
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
);
6899 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
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
};
6906 case GL_TEXTURE_2D
: tex
= "2D"; break;
6907 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6909 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
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 * +----------------------------------+----
6932 * +----------------+-----------------+----
6934 * | U even rows | U odd rows |
6936 * +----------------+------------------ -
6938 * | V even rows | V odd rows |
6940 * +----------------+-----------------+----
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
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");
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");
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");
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
);
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
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
);
7048 static GLuint
gen_p8_shader(struct arbfp_blit_priv
*priv
,
7049 const struct wined3d_gl_info
*gl_info
, GLenum textype
)
7052 struct wined3d_shader_buffer buffer
;
7056 if (!shader_buffer_init(&buffer
))
7058 ERR("Failed to initialize shader buffer.\n");
7062 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7063 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7066 shader_buffer_free(&buffer
);
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");
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
);
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
;
7104 priv
->p8_2d_shader
= shader
;
7106 shader_buffer_free(&buffer
);
7111 /* Context activation is done by the caller. */
7112 static void upload_palette(const struct wined3d_surface
*surface
, struct wined3d_context
*context
)
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
)
7147 struct wined3d_shader_buffer buffer
;
7148 char luminance_component
;
7152 if (!shader_buffer_init(&buffer
))
7154 ERR("Failed to initialize shader buffer.\n");
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)");
7164 shader_buffer_free(&buffer
);
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
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");
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
);
7224 case COMPLEX_FIXUP_YV12
:
7225 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
7227 shader_buffer_free(&buffer
);
7233 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
7234 shader_buffer_free(&buffer
);
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
);
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
);
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
);
7274 case COMPLEX_FIXUP_YUY2
:
7275 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
7276 else priv
->yuy2_2d_shader
= shader
;
7279 case COMPLEX_FIXUP_UYVY
:
7280 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
7281 else priv
->uyvy_2d_shader
= shader
;
7284 case COMPLEX_FIXUP_YV12
:
7285 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
7286 else priv
->yv12_2d_shader
= shader
;
7289 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
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
)
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
;
7305 if (surface
->container
)
7306 textype
= surface
->container
->target
;
7308 textype
= surface
->texture_target
;
7310 if (surface
->flags
& SFLAG_CONVERTED
)
7312 gl_info
->gl_ops
.gl
.p_glEnable(textype
);
7313 checkGLcall("glEnable(textype)");
7317 if (!is_complex_fixup(surface
->resource
.format
->color_fixup
))
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)");
7327 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7331 case COMPLEX_FIXUP_YUY2
:
7332 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7335 case COMPLEX_FIXUP_UYVY
:
7336 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7339 case COMPLEX_FIXUP_YV12
:
7340 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
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
);
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)");
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");
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
])
7397 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
)
7399 TRACE("Unsupported blit_op=%d\n", blit_op
);
7403 if (src_pool
== WINED3D_POOL_SYSTEM_MEM
|| dst_pool
== WINED3D_POOL_SYSTEM_MEM
)
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");
7419 if (is_identity_fixup(src_format
->color_fixup
))
7425 /* We only support YUV conversions. */
7426 if (!is_complex_fixup(src_format
->color_fixup
))
7428 TRACE("[FAILED]\n");
7434 case COMPLEX_FIXUP_YUY2
:
7435 case COMPLEX_FIXUP_UYVY
:
7436 case COMPLEX_FIXUP_YV12
:
7437 case COMPLEX_FIXUP_P8
:
7442 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7443 TRACE("[FAILED]\n");
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
;
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
);
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
= {
7521 arbfp_blit_supported
,
7522 arbfp_blit_color_fill
,
7523 arbfp_blit_depth_fill
,